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  1. Don't particularly like the new default cursor. The old one could have been a weapon-head too, but one could sell it as a pointer too, making it a very universally used icon. The new one is a weapon however you look at it. I don't want a weapon on my screen when selecting a tree!! Besides that: the new cursor is way oversized. Making it feel very clunky too work with. The same comment applies to the new attack cursor (the image is fine there, just make it smaller). I would propose to restore the old default cursor and use the new default for attack-walk instead (that red line is not making things prettier).
    3 points
  2. I would love to just make the Range a standard building for all civs. If we can agree in principle to try to implement Ranges for A27, I am amenable to removing it for the Han for this (A26) alpha. I am not partial to the idea of making a common citizen-soldier trainable from 3 different buildings. I am partial to differentiation, which is why I advocate for the Range's (eventual) inclusion. And the reason I was pro-Stables as well. But as I said, that can wait. So, after reading this thread, I propose these changes: 1. Range Remove for this Alpha. Investigate adding it back for the next alpha. 2. Barracks Add the archer and crossbowman back. 3. Civic Center/Starting Units: A unique mix. Spearman Crossbowman Sword Cavalry 4. Infantry/Cavalry Crossbowmen Stats a mix of Javelineer, Slinger, and Archer. Attack Damage: 24 pierce Repeat Time: 3 seconds Range: 45 meters Projectile Speed: 80 m/s Spread (accuracy): 3 meters Since it is "trash", it takes +50% more XP to promote to next rank and has 40 health instead of 50, but read on: "Crossbow Training" Village Phase 200 wood, 200 metal (subject to change) Researchable from either the Barracks or Stable (it affects both Infantry and Cavalry versions) Reduces RepeatTime to 2 seconds Reduces TrainTime by -20% Unlocks Ranking Techs. These Techs make the Crossbowman less "trashy" over time: Advanced Crossbowmen Town Phase Elite Crossbowmen City Phase A new City Phase tech in the Forge "Repeating Crossbows" Reduces Repeat Time to 1 second Reduces accuracy by 25% 5. Farms 60 Wood, 30 seconds 3 gatherers Do not forget that the Han Farming techs are more powerful than the standard Farming techs! The first one is available in Village Phase! 6. I want to get rid of the Champion Cavalry Crossbowman. They're supposed to be "trash", at least initially. They still have the 3 other champions (Archer, Swordsman, Cataphract) to choose from. Can keep the templates and actors in Atlas for scenarios. 7. We need to discuss the Imperial Ministry and Ministers. But please discuss points 1-6 first. We can add these changes very quickly if we can at least agree on these points.
    2 points
  3. Triballi tribesmen (champion_infantry_swordsman)
    2 points
  4. Don't panic, nothing has been committed yet! It's all talk for now.
    2 points
  5. Hello friends I am from Turkey, but currently living in Germany (01:00 GMT). I was born in Istanbul, so know the Marmara map by heart :D. I lived on the Aegean coast, what used to be ancient Ionia. I visited all the twelve Ionian city-states. My wife is from Iskenderun, ancient Alexandretta near the site of the Battle of Issus. I love learning about history (you get the idea :D), especially Ancient Greek history. And you can tell I love Greek mythology; my nickname is the name Odysseus uses to introduce himself to cyclops Polyphemus as a trick to avoid retribution from the other cyclopes after blinding him. I speak English and Turkish, and am learning German. I cannot speak Greek (yet :D), but I can read Greek letters and understand enough to order a nice dinner.
    2 points
  6. Taking interest in joining this mod at Github/0admods and add it as a crowd-sourced civ
    2 points
  7. - resources spent are indeed more important than resources gathered - it's a known issue that rushes lower the total score of both rushed and rushing players, this is inevitable and could only be mitigated including a lot more factors in the score, which would make it more complicate and finally less understandable
    2 points
  8. How about eco score is proportional to resources spent? Really quite similar to economic growth irl: IIRC, a growing economy is one where more and more things are purchased. I think showing the resources spent would show how much cost was required for the corresponding military score: that way the eco to military score ratio would reflect the skill of players including unit micro and strategy. In addition, I think this would encourage new players to start spending resources more. I often see new players saving up resources for things, when they should usually be spending as fast as possible, investing in upgrades, additional production buildings, early soldiers, cav, etc.
    2 points
  9. I think it’s a good idea to talk about a particular feature rather than starting with a vague Idea. Often we get confused between each others’ ideas and what we think they mean. If we have a commit like “acceleration” to discuss, then we can hone that feature while it is tested. This also limits the random ideas and encourages focus on real features and not concepts. I think this will be extremely helpful when the pre-release candidates come out. I also have a hard time navigating and understanding the Phabricator stuff, so being able to discuss real features in the forum like this would be sweet.
    2 points
  10. 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.
    2 points
  11. Mission 18 is now up and ready for a25. You get to sack the city of Tyre. Note that I had to modify the template for the lighthouse to enable the trigger of revealing all shores. Actually, before in a23, when the lighthouse was captured, the shores became explore but not revealed. Now, they become revealed as in, no fog of war. But that's fine. Enjoy!
    2 points
  12. 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).pdf
    1 point
  13. 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
  14. Many players want Feldmap mod to be a vanilla feature of 0AD A26. This mod adds a new map called Mainland Balanced, which has perfectly balanced resource distribution among players. Now I have a problem commiting to this to svn as a patch: I copied the files into the correct folders, but svn is not detecting it. What went wrong? in powershell: No difference detected!
    1 point
  15. I am preparing, at the requests of the Wildfiregames team and volunteers an extra set of new symbols for: ornaments, banners, so you can use them as you want. CC 3.0 by SA. in my personal case. WIP...
    1 point
  16. in fact the average speed is quite a lot. don't just shoot fast. It takes time to target an enemy at long range. 3-4 seconds.
    1 point
  17. I would like if such buildings were a civ differentiator for 1-2 civs that have a lot of range units. Kind of like how stables were for Persia in a23 (and before). Making a global change like that, though, takes away doesn't actually improve diversity: it replaces something that is uniform with something else that still uniform but more restricting. just my two cents, but having a lot of extra buildings that limit what can do isn’t much fun. If those buildings come with some other benefits (ie it’s not just restricting because there are benefits that come with restrictions aka a trade off is created) and are unique (ie a civ differentiator) then maybe there is some potential
    1 point
  18. Nahh, we got rid of that with the Scythian Archer machine gun arms from previous alphas.
    1 point
  19. It does seems a little weird to have such a specific damage multiplier.
    1 point
  20. I think one of the bigger questions is what the role of the practice range. I don't really like it being only powerful rank 3 units. What do you all think about my middle ground solution? Archery range costs: 100 wood, 200 stone ( @wowgetoffyourcellphone). P1: can train both archers and crossbows at tier 1 (normal citizen soldiers) P2: upgrade becomes available called "crossbow regiments" or something: Allows tier 3 crossbows to train with much slower train time, or cost if train time is not enough. archers remain a normal citizen soldier. Maybe in addition to this, It would be good to allow archers and spears to train from CC and Barracks in P1, but in order to access crossbows in p1, you have to invest in the archery range?
    1 point
  21. I've removed this from the community maps 2 mod because it was never completed. The latest version of this map is in the last release (v0.25.11) and also in the repo's history at rev c69e829 The only changes made to it while I've maintained the cm2 repo is just migration to newer versions of the engine (iirc) The map can get re-added later if it becomes completed or playable, of course!
    1 point
  22. Updated the first post, added unit portraits and placeholder faction emblem.
    1 point
  23. I would like that. I think everyone would like if the balancing was done by teams, which would make TGs and 1v1s "fair"
    1 point
  24. ping @chrstgtr since they also had opinions on this iirc. Would you be ok with just replacing mainland with balanced mainland?
    1 point
  25. Could we have this in the game for scenarios ? [same as slaves]. @wowgetoffyourcellphone
    1 point
  26. Can we create a sub forum for implemented and planned features in a sub forum under gameplay discussion? To better consolidate and organize discussions and feature adjustments Example: Sub forum: Implemented feature ===[ IMPLEMENTED ]=== Barracks Garrisoning Experience Trickle Sub forum: Planned feature ===[ PLANNED ]=== (Name of planned feature) Sub forum: Suggested feature ===[ SUGGESTED ]=== (Name of planned feature) Then move around topics which are adapted to be planned from suggested then with planned moving to implemented as features get commited.
    1 point
  27. 1 point
  28. We can add it in to see what happens, although I think the default barracks is absolutely necessary.
    1 point
  29. Well, balancing a civ isn't just about ensuring your personal build order remains successful. If others can successfully use a p1 practice range, then that's a plus for the civ.
    1 point
  30. To play online you need to be at least 13 or have parental authorization as per COPPA.
    1 point
  31. 1 point
  32. the CC has an upgrade that allows it to change its size.
    1 point
  33. well this way there would be some trade-offs: do you want to commit to boom? then make all the barracks you want. You could still have 1 barracks 1 cc and one archery range. Keep in mind Rauls is able to boom extremely fast with just one barracks until p2. I like the 200 stone 100 wood cost idea from @wowgetoffyourcellphone. It has similar stone usage strategy options as introducing 150 stone cost kush eco temples in p1.
    1 point
  34. @wackyserious have you seen https://trac.wildfiregames.com/wiki/PortA25ToA26?
    1 point
  35. 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
  36. 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
  37. 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
  38. I committed the work in progress so you guys can test it on SVN
    1 point
  39. I use this topic because, while building from scratch using the code on Github, on an Intel computer with Fedora 35 Gnome up-to-date, I have the same error, which I already had a few days ago. [nicolas@fedora workspaces]$ ./update-workspaces.sh -j3 Updating bundled third-party dependencies... FCollada is already up to date. Building SpiderMonkey... SpiderMonkey build options: --disable-tests --disable-jemalloc --disable-js-shell --without-intl-api --enable-shared-js --disable-jitspew patching file js/src/build/moz.build patching file mozglue/build/moz.build patching file config/makefiles/target_binaries.mk patching file js/src/moz.build patching file js/src/old-configure patching file js/public/StructuredClone.h patch unexpectedly ends in middle of line Hunk #1 succeeded at 381 with fuzz 1 (offset 53 lines). patching file js/public/AllocPolicy.h Hunk #1 succeeded at 109 (offset 2 lines). Hunk #2 succeeded at 175 (offset 3 lines). patching file js/public/RootingAPI.h patch unexpectedly ends in middle of line Hunk #1 succeeded at 931 with fuzz 1. patching file build/moz.configure/toolchain.configure patching file build/moz.configure/toolchain.configure patch unexpectedly ends in middle of line Hunk #2 succeeded at 169 with fuzz 1. patching file js/src/wasm/WasmSignalHandlers.cpp patching file .cargo/config.in patching file Cargo.lock patching file Cargo.toml Traceback (most recent call last): File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-78.6.0/build-debug/../js/src/../../configure.py", line 25, in <module> from mozbuild.configure import ( File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-78.6.0/python/mozbuild/mozbuild/configure/__init__.py", line 33, in <module> from mozbuild.util import ( File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-78.6.0/python/mozbuild/mozbuild/util.py", line 760, in <module> class HierarchicalStringList(object): File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-78.6.0/python/mozbuild/mozbuild/util.py", line 785, in HierarchicalStringList class StringListAdaptor(collections.Sequence): AttributeError: module 'collections' has no attribute 'Sequence' ERROR: SpiderMonkey build failed Is the error related to a Python version incompatibility, as it was told in a previous post?
    1 point
  40. Very good idea, but this might be a little bit OP and our metal is drained without our consent... What if I don't want that many mercs
    1 point
  41. I just leave it here. "Map" of Pontic Olbia May be someone might be interested in. Also attached used materials PonticOlbia.pmp PonticOlbia.xml
    1 point
  42. I am wanting to make a 0ad version of this map after I finish slopes: I think it would be nice for a 0ad map with ramp mechanics.
    1 point
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