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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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I've played 0ad on and off since A23 even though I've joined the forum recently. I'm a fan of AOE 2 and in my opinion 0ad is like a more visually appealing and interesting version of AOE 2 (I haven't played the definitive edition of AOE 2 so don't know how it compares). However the attention to detail is impressive, whether it's graphics or historical compatibility. For an open source project I'm pleasantly surprised this many people are working hard to make it better. I've only ever played games to get something out of them, but since playing 0ad I believe it's turned the other way round and now I feel like giving back. So I guess I won't be getting tired of it anytime soon.4 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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Recently I found the scoring system at the end of the matches quite misleading. For most people, this is of no significance, however, I still felt the need to bring it up as it is quite useless at the moment and can be improved to have some real uses. There are a few issues: 1. Economy score is given too much weight in total score and military does not have enough weight. 2. Economy score purely focuses on resources gathered, which is of little significance if the player just floats resources without using them. 3. Exploration score is useless. Let me show you some replays to illustrate this problem: Seems like atila1752 is the mvp here, huh? he indeed gathered a huge amount of resources, but by the end of the game he was floating 30594 resources, and he sent absolutely nothing to his teammates during the entire game! On the other hand, I spent more than I gathered. How? I loot from the dead enemies for my eco! Now let's see in-game performance: It's quite obvious who here were the best players in each team. Not this red dude. What you can't see behind the summary is, when I asked atila for help, he had 50 infantry chopping trees right next to where I was getting destroyed by 2 enemies, but refused to move them to help me! I had to pause the game to make him come. Yet the score system gives him the mvp... hooohooo also did a great job at defending his flank against 2 players without any assistance, buying me enough time to kill my side and come to him. So my suggestions are, for economy score, take account of how much resource you spent and the RATE of gathering. Furthermore, decrease its value relative to military score.1 point
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Yeah indeed, I ignored them by simplicity as they rarely give a significant advantage anyway. If I worked longer on balanced maps I would work on wood balance first, as some generations can get very imbalanced.1 point
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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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I think they should also implement some titles for the players that we play daily in tg and 1vs11 point
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Which units are Phase 1 is not set in stone. If there is a better combo, then we can go with that. Crossbows we should make trash/rapid response defense force or something similar with stats to match. The game's first official trash unit. Suggest stats to make this happen. Practice Range, I'm pretty sure me and a certain someone on the team wants to keep them, so we have to make them work. I propose inverting their cost from the Barracks, so they are only 100 wood and 200 stone (as opposed to the barracks at 200 stone and 100 wood). That way it is affordable with the first 300 stone on standard resource settings. Making crossbows trash and massable in Phase 1 could make the Practice Range worth it.1 point
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Romans... Many faction , many mods. Free. Opensource. It is a community that has a love for these types of games. I wish all my fav games had this opportunity.1 point
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With the latest svn (At revision: 26462) I get errors when trying to save a game or load one. It appears to be some problem with the GUI of the saving/loading window (page_loadgame.xml). Does anyone else have this problem?1 point
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1 point
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The best STR style game. What I like is that the micromanagement part is not too advanced and therefore accessible. Historical (antiquity) and promises a very nice evolution thanks to a great staff. Team games that are not alike and 1 vs 1 chills and sometimes stressful depending on the opponents. Of course the game has its flaws but we get over it.1 point
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I don't understand the multiplayer base. They were happy with the A23 slingers. The slingers part was my mistake. But it was fun.1 point
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@wackyserious have you seen https://trac.wildfiregames.com/wiki/PortA25ToA26?1 point
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1 point
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I realise that making one civilisation too powerful could be a problem. However, at the moment, there aren't really very many styles available. There are a lot of different troops, with different strengths, but not many different styles available. By style, I mean an overall strategy, e.g. rushing, turtling, booming, harassing, naval supremacy. Currently, the only viable styles are booming and rushing. I think that the best way to balance civs while still allowing differentiation would be to give each civ a significant strength, but also a weakness that negates the advantage. That way, each player has a chance to use a powerful strategy, but the other players also have an opportunity to stop that player. For example, the carthaginians, on a map with little metal, would have the opportunity to use a powerful mercenary attack, but only if they can establish a trading route to generate metal. To use their mercenaries, they would need to get and defend a trade route, while to stop this player, the other team would need to break this trade route or kill the traders. Admittedly, situations like this probably don't occur frequently in the current game, but they could improve it.1 point
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@Stan` we should mention this in A26 release.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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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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disagree. As long as it balanced with other strengths and weaknesses, I don't see a reason why this value has to be set in stone.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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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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Usually it's better to make a little mod instead1 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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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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Vegetable gardens 1-2 workers and it has a requirement of 1 house each in order to expand? Like this can be generic to all civs?1 point
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Just a nice simple "civ" emblem for @Freagarach1 point
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1 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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It seems so far that Han have bonuses in almost every regard in eco. I think maybe it is best to remove all farming bonuses they have, and instead keep 5 women per paddy, but let it be 1/2 the area of grain field at same cost. This way it is just a bonus, but albeit a nice and unique one. What creates this greater demand? do their units cost differently?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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I think acceleration should be tweaked to only occur when transitioning from idle or stopped state to move state. If going from move to move, such as when turning at a waypoint, then acceleration should not occur. Also, currently if you task a moving unit to a different target, the moving unit has to accelerate again, each time you task it. As I said, since the unit is already in motion the acceleration should be turned off. @wraitii @Freagarach1 point
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I am confused by a few things. The Han most definitely have a buildable Temple, called the "Simiao."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