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If you guys come up with new values (costs, stats, etc.) without removing anything already committed, then it's more likely to make it in. Y'all wanted more uniqueness to the civs. Here you go. Don't rip it down to a generic mediocre civ when you have the chance to play something unique. Use it as an example of how civs can be unique, but balanced. Also as an example of uniqueness for the other civs to eventually blaze their own unique trail too.6 points
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After a long time of hard work, I have the honor of being able to show you this great initiative which I am sure will give a new life to 0 A.D. and to the world of Real Time Strategy games. I present to you RTS Tournaments, a website expressly dedicated to creating competitions for RTS games, among which, of course, is our 0 A.D. RTS Tournaments was born thanks to the innate spirit of competition in this type of game and how it is wasted due to the fact that there is no decent organization that organizes game competitions as competitive as RTS. COMPETITIONS: RTS Tournaments will create various types of competitions (some more competitive than others). The first version of RTS Tournaments will feature the following competitions: -Weekly Cups: This type of competitions will be small tournaments (with no more than 16 players) with free registration. At first they will not have any prize. They will be small snacks to kill boredom! There will also be for teams! - Qualifying Cups: These types of competitions are more important! They will serve to classify you to high-level competitions. - Open Ranking: This competition is somewhat special. Once you register in it you will have to play two games a week until the end of the season. The top 3 ranked players will immediately qualify for the Grand Champions League (GCL). -Grand Champions League: In this competition the best players of the game will fight to prove who is the absolute champion of 0 A.D. It will be a league made up of 8 classified players. In this first season, the competitors will have to qualify by playing the GCL Qualifiers (8 in total), but from the first GCL the players will be classified as follows: The last four players Open ranked players + the winner of a single GCL Qualifier will be selected to compete in the GCL. (I thought about doing a team GCL, but I think more players are needed than those who currently play 0 A.D. so it is not ruled out in the future.) COMPETITIONS WITH MONETARY PRIZES: From RTS Tournaments we think that the existence of competitions with monetary prizes would be a great success, since this would attract the great sleeping players of the game as well as other titans from other RTS. a) FREE COMPETITIONS WITH A MONETARY PRIZE: It would be great to do a weekly competition like this, but for now we can't afford it. But without a doubt, we promise to do it when we have the necessary financial resources to do so. Right now RTS Tournaments only generates expenses, due to the fact that we have to pay for web hosting, domains, designs, etc. But when we have a stable economy we promise to do it! EVENTS: RTS Tournaments will organize various events for the community such as: - Challenges! Where a top player who wants to can spend an afternoon playing live annotated games on twitch against community players who request it through twitch chat. - Prizes for the best 1v1 player - Best tg player awards - etc. SOCIAL MEDIA: At RTS Tournaments we don't want to limit ourselves to being a mere competition portal, but rather we want to go one step further, which is why we have social networks like YouTube and Twitch where we will upload a large amount of quality content. We want to commit to uploading a daily video at least! We will also have twitter where we will be posting the latest news. -YouTube: https://www.youtube.com/c/RTSTournaments -Twitch: https://www.twitch.tv/rtstournaments -Twitter: https://twitter.com/RTSTournaments BADGES AND TITLES: From RTS Tournaments we propose a system of qualifications which are awarded to players based on their skills and performance in competitions. Our proposal: LM (Lobby Master) Obtained by having a score of 2100 or higher in the 0 A.D. lobby. NM (National Master) Awarded for being among the top six players in the GCL in any of its seasons. IM (International Master) It is obtained by being among the first three players of the GCL in any of its seasons. GM (Grand Master) Obtained at a special event every 6 months. These badges would appear in front of your name in RTS Tournaments and probably in the 0 A.D. lobby itself. so that all players can recognize the skill of that player as well as motivate others to achieve it. EX: (LM)ValihrAnt (2372) These are our proposals but they can be modified to suit the community. FUTURE EVENTS: In case RTS Tournaments achieves its goals, we have great ideas in mind such as making a world championship by country or region. COMMUNITY ASSEMBLY: At RTS Tournaments we want the community to show us the path to follow, so every Monday we will upload a post so that, the community can propose changes within our website, modifications to some rules, new ideas for competitions, etc. Later we will upload a small newsletter where we will inform about the news about RTS Tournaments, the changes proposed by the community and the changes made, as well as some statistics that may be interesting for our users. DO YOU WANT TO BELONG TO RTS Tournaments?: We are currently looking for a person who wants to create content in English for our official YouTube and Twitch channels, so if you are interested, have a good microphone and feel like it, send me a private message through here to chat more in detail. We also want to have affiliated content creators, who if they wish, can upload videos to the official RTS Tournaments channel explaining strategies, balance changes, etc, so if you, as a youtuber from 0 A.D. would you like to upload videos from time to time to the official channel send me a private message. Finally, we are also looking for RTS Tournaments moderators to help me in the lobby to answer questions and resolve conflicts that may arise within the competitions. ECONOMICS OF RTS Tournaments: RTS Tournaments is an organization made by and for the community, for this reason we do not have funding of any kind beyond what I as a natural person am putting so that RTST can become a reality. RTS Tournaments will be financed in several ways: - Donations: Being a community project, at first, we will not have more funding than that given by the community itself, therefore all donations are appreciated, and will be used to improve the services of RTS Tournaments, in addition to allowing the existence of monetary prizes in competitions. - Social Networks: RTS Tournaments will upload quality content to social networks such as YouTube and Twitch. We currently have a channel with more than 7k subscribers on YouTube, so we think we can monetize that channel in order to generate at least 30 or 50 euros to use in prizes for competitions. While we receive donations, RTS Tournaments will make their expenses public so that all users can see how each penny is spent. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- RTS TOURNAMENTS LINK: https://www.rtstournaments.com/ Without more to add, I hope you have loved this project and enjoy playing competitions of this wonderful game. =D - Stockfish ¡Lea el documento en español!: PRESENTACION RTS TOURNAMENTS ESPAÑOL (1).pdf5 points
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I think there can be ways to keep all of the basics, but then add differentiation on top of it. So, for instance, there would be all of the same basic Forge techs for every civ, but each civ gets 1 additional unique Forge tech. The Han's could be "Differential Quenching" (not implemented). The Macedonians/Ptolemies/Seleucids could get the "Sarissa." Iberians get "Toledo Steel." Mauryas get "Iron Elephant Armor" (this one visually upgrades their war elephants to the armored variety). Persians get "Recurved Bows." Each Fortress functions pretty much the same, but each civ can have up to 2 unique military techs, usually researched at the Fortress. (I would count the Han "poison" techs as 1 since what they do is simply split the "Will to Fight" tech in half). For Spartans, they research them at the Syssition. 1 "minor" special building and 1 "major" special building for each civ. Persians: Ice House (minor), Tachara (major) Han: Laozigate (minor), Academy (major) Athenians: blah blah, and on down the line Each civ can have up to 2 unique eco techs. Each civ must take away 1 standard eco tech if they have 2 unique eco techs. Each civ can have 1 unique "upgrade" feature. Spartans: upgrade individual Spartiates to Olympic Champions, which are stronger and faster than regular Spartiates Macedonians: upgrade individual Barracks to "Royal Barracks" which trains soldiers at the elite rank Persians: upgrade the Tachara to trickle a desired resource, unlocked with the "Satrapy Tribute" tech Han: upgrade 1 defense tower to the "Great Tower" Romans: upgrade 1 ballista into a "Great Ballista" So, make the civs unique, within a standardized framework.5 points
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The issue with this is that, in my opinion, differentiation should encourage different playstyles, not just have visual differences. If the differentiation is inconsequential, there is no real difference in the game, and the gameplay becomes bland. If different civs encouraged different playstyles, there would be some actual variety. If we want real variety, some civs will have to have advantages in certain situations.3 points
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3 points
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DE features nudity IIRC. Originally Mauryas' maiden were topless. When it comes to mods it's the responsibility of the authors to decide their audience. I would go for a safe approach though, with straps of some kind.2 points
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han-china.zip This mod contains my proposed changed and fixes. Feature changes: 1. Fields have 5 women on them working at normal rates, but they are smaller. 2. Crossbow stats: 6.7 pierce per 750ms at 50 m. (almost identical dps to slingers, can be beaten by skirmishers at point blank range but beats all other ranged infantry from 60m starting range). They will be your main ranged damage output for late game. 3. Starting unit is a sword cav and cc trains sword cav. (for civ differentiation) 4. Barracks trains melee and ranged infantry as normal 5. Practice range trains only elite archers and elite crossbowman. Offers ranged unit techs that are not available elsewhere. Bug changes: CC size re-adjusted. Previously the CC had a large empty area around it that did not allow me to build on. Now I removed it, so that building size is honest.2 points
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@Yekaterina @Lion.Kanzen @wowgetoffyourcellphone I wonder if there is any historical basis to put spearcav for han in p1 rather than archercav. Spearcav in a25 have been not very powerful, they will get a buff it seems for a26 (based on popularity, +1 hack/pierce). In a25 spearcav have been great for countering cav rushes and also doing their own sort of rushes. Spearcav are only in p1 for 2 other civs, mace and rome. I think archercav being changed out for spearcav would go a long way to protect them in p1. I also think crossbow rush would be epic/terrifying. It would be cool to have this as an option. Side note: @Yekaterina at this point I think iberians are most vulnerable to archer cav because their towers can't cover as much territory (250 stone vs 100 stone cost) their walls often work against them with horse archers, and they dont have any non skirm unit until p2. This is provided iber player has not gone for rush and has only 2-5 cav.2 points
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I was playing online with a friend but one of us had to go, therefore i saved the match and we left. How do i restart it for a next session?2 points
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One wouldn't be wishing to encounter one of them in a quarrel. ^^'2 points
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Indeed. I think Gauls should get a cheap/trash archer that does not promote beyond Basic rank. These are the "hunters" that Vercingetorix called to arms during the Gallic War against Caesar. For Britons, I think their Champion Chariot should be available 1 phase earlier and have this feature from DE:2 points
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There's a whole thread about this with viable unit roster additions suggested. The Practice Range/Archery Range would be viable for all civs, as I demonstrated in that thread. The Han, however, do have a huge variety of units already so having a Practice Range can be justified. How does it nerf eco? How does it nerf early defense? You can train archers from your CC in village phase and melee troops from the barracks if you wish. Then go heavy ranged troops in Town once you build the Practice Range.2 points
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2 points
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For now the only way to do it would be to copy the pmp into the new map. But no it's not possible in the editor as is.1 point
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Hello, thank you for your interest, if you want to advocate for inclusion of balanced resources in random maps I have already made a patch here: https://code.wildfiregames.com/D4232 This patch adds code for having the possibility of having balanced resources on many existing maps. It does some refactoring and as such that makes it also harder to review. Now there also is the possibility of adding just Mainland Balanced, which is a copy of Mainland that was edited in a quick and dirty way. Depending on dev team preference this could be added instead if they don't mind the code duplication that comes with it.1 point
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1 point
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@Stockfish I applaud the effort, it's definitely interesting. I'd have to ask, though - how did you end up with a channel with 7000+ subscribers on the back of having no content?1 point
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you spend 200 more wood in fields, but you also spend 200 less food in women (21 against 25), that's more time efficient and also more population efficient. I'm not convinced by your argument @Yekaterina1 point
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I agree with a soft implementation maybe if it will make it before feature freeze, merc camps are excellent ways to showcase more historical units in the game too1 point
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Why not start with one or two skirmish maps, see the acceptance and then create them, or even better to have an option in the random maps allowing or not the presence of mercenary fields, thus allowing those who don't like it just mark with no mercenary fields .1 point
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Proposed Changes: A. Practice Range Old Phase: Town (II) New Phase: Village (I) B. Rice Paddies Old Cost: 50 sec, 100 wood New Cost: 40 sec, 80 wood Females food.rice gather rate reduced from 0.6 to 0.5 (like other females) Main benefit is that you can cram more rice paddies into a smaller space C. Crossbowmen Old RepeatTime: 3000 ms New RepeatTime: 2000 ms Brings their DPS closer to Slingers and Javelineers Anything else? EDIT: Added Crossbowmen1 point
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@BreakfastBurrito_007 Pikemen are only available in P2. In P1, the only place where you can train archers is from the CC... So if 12 Cavs come to your base at min 5 then you have little to defend with unless you make more archers than women -> you can't afford it because you have spent your wood on paddies already. This is not to mention a camel rush - your enemy can take out your eco then outspam you in camels. GG Right now this civ is unplayable in the lobby, because the Han player either dies of a rush, or sacrifice their boom for archers, or if they are given the chance to boom, Ptolemies or Macedonia or Spartans will wipe them out in seconds. Crossbow +archer + pike + spear is no match against javlin + pikes or slinger + pike, not to mention cavalry. I suppose the only possible play with this civ is doing an archer cav rush, but you are just no match against the Ptolemies whatsoever1 point
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I can see moving the Practice Range to Village phase just in case the player wants to go heavy ranged infantry early (we like more choice)? In most replays I've seen though, it seems like players don't build a barracks or stable until Phase 2, but allowing them to build the range in village might allow for some unorthodox strategy we can't think of yet.1 point
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The way the old cursor was styled, it looked more like a "pointer" than part of a weapon. The new one looks more like an weapon, which is more confusing. I don't get the error any more, thanks!1 point
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1 point
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1 point
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Should have been fixed by https://code.wildfiregames.com/rP26443 Can you check again?1 point
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Usually it's better to make a little mod instead1 point
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Hey everyone, Thanks to @vladislavbelov's restless refactorings and cleaning, the renderer is being made easier to extend, and thus it is possible to add new filters, and texture filtering (anisotropic) is one of them. But that is not it! For those of you with more modest configurations, you can now decrease texture quality to save some of that precious VRAM. Don not be afraid to zoom in to check the differences! For our artsy friends, this also allows you to check the texel density of your models In other word to make sure that you are using the just the right amount of pixels for your textures. How does that work, you may ask, well. If at the lowest texture settings, some parts of your model are really blurry and other are not, it means that something in your texture is using too much space. On that screenshot you can see that the flowers remain pretty neat, while the rest is really blurry. Note that on that setting, we force all textures to be at maximum 256x256.1 point
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Testing the latest changes changes with the new cursors, it seems confusing to have the default cursor be a sword, and then the "attack" cursor another kind of sword. The old cursor seemed more straightforward.1 point
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1 point
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Liu Bang did Han Xin dirty, man. Shame. Discard his best general to intrigue when he was no use to him.1 point
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They don't look bad. And as you said, the capes help them blend better. Used sparingly, I see no reason to not keep them.1 point
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Probably a warrior after the 5th century. But it has elements from previous centuries. The shield is Norse, but has Eastern Roman style footwear. Y. A mesh appointment similar to that of the European peoples and barbarian legions.(Auxilia) the helmet is the only thing i would change. Remplace for an1 point
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I think the scoring system is not perfect, but it is also not too misleading. Players who are concerned with the scoreboard usually understand that there are some factors influencing the score and that there are details they can look at if they want. Only way I see this being an issue is if ddos gets so bad that we need to use score to have closure on the games.1 point
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It's hard for me to remember that nickname. the only thing I remember is the book part.1 point
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There have been huge problems with this with respect to gameplay. I agree that civs should be asymetric, but I don't think that the rules should be re-written for each civ. Keep in mind that Aoe4 might have interesting/unique civs, but the core battle mechanics are horrifically simple. AoE2 in my opinion has better civ differentiation/uniqueness and bonuses due to them being key distinctions from other factions rather than something entirely out of the framework of other civs (like in Aoe4) I think civ differentiation is certainly an area for improvement for 0ad, but it does not help to add all the uniqueness to one civ. It would be sad to see something unique, like ministers, or cs crossbowmen, get overly nerfed because the civ needed a food eco boost (.6 versus .5 gather rate) which is boring. @Yekaterina Do they get that pike unit in p1? If so, I think it's not the end of the world to have only archers in p1 as their ranged units. Many things seem op for the civ, the mangonels, the champions, the bigger eco, bigger pop, and unique upgrades. It is ok if much of the OP stuff stays, but we have add some things to other civs too (perhaps add some unique techs, civ bonuses, team bonuses). again pls consider @LetswaveaBook's proposed features mod.1 point
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1 point
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Just a nice simple "civ" emblem for @Freagarach1 point
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Place the minister in chariots, add additional pop requirement, maybe like it costs 3?1 point
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I can see reducing their cost to maybe 75 or 80 wood because of their size and fewer gatherers. But keep in mind that their farmstead techs civ-specific and are more effective, at +25% farming rate each instead of the +20% that the standard techs have.1 point
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@Lion.Kanzen when and where can you make ministers? I was thinking they could take up 2 pop so that they are not as good as fully upgraded eco in long term. I have not been able to test svn so I have not seen much of their mechanics. Ministers boosting eco in a range is a fantastic idea, but I think it should not be such a simple use case as for the eco upgrades available to all civs. My worry is that ministers wind up being functionally equivalent to more eco upgrades.1 point
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By the way, it is bad for historical accuracy. You can't gather a lot of fruit from a blossoming apple tree.1 point
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Meant to answer, and forgot sorry. It's not possible. Art and simulation are separated, https://code.wildfiregames.com/D1989 once planned to do what you want but it ended being a slippery slope. Maybe @Freagarach has an idea how to implement your feature through code though.1 point
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1 point