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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. Hello everyone, I think it's time I reveal a "secret project" I've been working on occasionally: a “Grand Strategy” campaign mod for A25. Because our UI is flexible, and because campaign data is just JSON, we can do quite a lot in terms of modding. My intention here is to do something somewhat similar to Rise of Nations' Conquer the World campaign, though with some twists. The code is over at the github repo: https://github.com/wraitii/0ad_grand_strat . If you want to help out, the easiest is to make PRs or issues over there. The end-game is to merge something back for A26 or later, depending on advancement. As you can see, the mod is currently unfinished: it's technically playable, and some of the core mechanics are there, but it needs a ton of polish and quite a few features (& well, testing) before it's properly done. Though at the moment new core code in 0 A.D. itself isn't necessary, some things might be easier to do there. Screenshots: You can download a .pyromod from GitHub. Changelog:
    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. 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
  16. 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
  17. Errrr, gonna have to disagree with you on this point. Ranged units in Empires Ascendant shoot ridiculously fast, firing a projectile every 1.25 seconds. That's what the "Repeating Crossbows" tech would be for. Taking the crossbow firing rate from 3 seconds, to 2 seconds ("Crossbow Training"), and then down to 1 second with the "Repeating Crossbow" tech you see a a progression of faster firing rates as the game goes on.
    1 point
  18. I have nothing against the Han icons, because they are a new civ anyways. But the set you showed me this time is a lot better. What I was referring to is the icons for other units in other civs. E.g Athenians, Gauls
    1 point
  19. don't make one civ OP, like A24 maurya. people hate that. don't waste the occasion of making crossbows unique. I proposed some time ago some stats for the automatic crossbows. they were legit melee killers.
    1 point
  20. Doing exactly like you mention (only add food if the current resource generation didn't give any) is pretty much not possible. Doing another solution consisting of always giving the food anyway works but is statistically different than previous solution. Doing it with balanced mainland-type generation is possible but I consider not worth the effort. Doing it like @maroder mentioned: is possible but I think it would look unnatural. Regardless I don't think this would eliminate the need of more strictly balanced maps, in my opinion in very high level 1v1s the additional food matters even if you already had some.
    1 point
  21. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/home-on-the-range A general overview of Nomadic Factions, using the Moblins as an example. Posted by The_Undying_Nephalim on Feb 21st, 2022 Home On the Range In the last article we took a look at Ruin Factions and how they capture and convert the Ruins on a map into their bases. Today we'll take a look at the third group of factions in the game, simply named Nomadic Factions. With this very self explanatory label, it should not be hard to figure out how these types of factions operate. In fact, the game's current Moblin faction will barely change from how they currently play in the transition between versions. If for some reason you have not played as the Moblins in the current or past versions, here's a basic rundown of how they work. All Moblin buildings can pack themselves up, and unpack at any location within their territory. In order to generate territory, Moblins create Totems. This basic premise will remain in the next version of Hyrule Conquest, but with some small changes. First off, Nodes are used to create Moblin Totems. This naturally means that Nodes are still of critical importance to Moblins and other Nomadic factions. In addition to this, while Moblin buildings can deploy anywhere in their territory, unpacking them within the radius of a Totem provides their buildings with increased production speed and defensive bonuses when enemies siege a base. This will naturally be an incentive to create a base around your Totems, even though you might be tempted to unpack your entire base on a cliff side to test out the Moblin skill of fighting gravity. I guess that's one way to have a wall protecting your base. While the Moblins are currently the only Nomadic faction in the game, there will be several more added in the future that all have their own quirks. With that being said and the new Node System being tested by Patrons at the moment, I feel that we'll have a new version ready for public release soon. Stay tuned for a new version in the next few weeks, where you'll finally get to try out the new Node bases in action. After that we'll have some news on the highly anticipated and long awaited Minor Factions. Very Soon...
    1 point
  22. I like your thinking! Rank 2 units Maybe leave crossbows at P2 and later because they were cutting-edge tech at the time, and a village shouldn't have been able to mass produce this units. The Han used crossbows to counter Mongolian (Xiongnu) archer cavalry, so maybe they can get a bonus against archer cav (which is currently extremely annoying to players before P3). I like this idea. Maybe a free tech or very cheap tech that requires little time to research. Rank 3 units already need 57% more time to train than rank 1 units, so I think that's a big enough nerf. Please also consider that rank 3 ranged units do no additional pierce damage nor extra armour, so they are not OP at all!
    1 point
  23. 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
  24. Yes, that is what I did in the patch for balanced resources, but that one is more complex and harder to review so not in the table for near future.
    1 point
  25. 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
  26. Could we have this in the game for scenarios ? [same as slaves]. @wowgetoffyourcellphone
    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. To play online you need to be at least 13 or have parental authorization as per COPPA.
    1 point
  30. 1 point
  31. the CC has an upgrade that allows it to change its size.
    1 point
  32. 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
  33. @wackyserious have you seen https://trac.wildfiregames.com/wiki/PortA25ToA26?
    1 point
  34. 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
  35. 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
  36. I committed the work in progress so you guys can test it on SVN
    1 point
  37. It is justified to give the Xiongnu "real" fortress too, made of rammed earth. They built their fortress capital city out of the material.
    1 point
  38. I was thinking they could use their own look. Something like this:
    1 point
  39. https://code.wildfiregames.com/D4437
    1 point
  40. 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
  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
  43. THRACIANS Give a brief introduction to the Thracians here UNIT DESCRIPTIONS BARRACKS UNITS Generic Name: . Specific Name: . Class: . Hacker Armament: . Appearance: Basic: . Advanced: Elite: History: Function: Special: Generic Name: . Specific Name: . Class: . Hacker Armament: . Appearance: Basic: Advanced: Elite: History: . Function: . Special: - ARCHERY RANGE UNITS Generic Name: . Specific Name: . Class: . Ranged Armament: . Appearance: . Basic: . Advanced: . Elite: . History: . Function: . Special: . Generic Name: . Specific Name: . Class: . Ranged Armament: . Appearance: Basic: . Advanced: . Elite: . History: . Function: . Special: . CAVALRY STABLE UNITS Generic Name: . Specific Name: . Class: . Hacker Armament: . Appearance: Basic: Advanced: Elite: History: Function: Special: Generic Name: . Specific Name: . Class: Ranged Armament: Appearance: Basic: Advanced: Elite: History: Function: Special: SUPPORT UNITS Generic Name: Thracian Woman. Specific Name: . Class: Female Citizen. Appearance: History: Function: Special: Generic Name: Thracian Priest. Specific Name: . Class: Healer. Appearance: Garb: History: Function: Special: Generic Name: Thracian Merchant. Specific Name: . Class: Trader. Appearance: Garb: Mount: History: Function: Special: NAVY Generic Name: Fishing Boat. Specific Name: . Class: Fishing Ship. Appearance: Shell: - History: Function: Special: Generic Name: Trading Ship. Specific Name: . Class: Merchant Ship. Appearance: Shell: (Standard). History: Function: Special: Generic Name: Light Warship. Specific Name: . Class: Light Warship. Appearance: Shell: Single-tier, 25 rows. History: Function: Special: Generic Name: Medium Warship. Specific Name: . Class: Medium Warship. Appearence: Shell: History: Function: Special: SIEGE WORKSHOP UNITS Generic Name: Stone Thrower. Specific Name: . Class: Catapult Appearance: Shell: History: Function: Special: Generic Name: Bolt Shooter. Specific Name: . Class: Bolt Shooter Appearance: Shell: History: Function: Special: CHAMPION UNITS Generic Name: Champion Infantry. Specific Name: . Class: Champion Infantry. Armament: Appearance: History: . Function: Special: Generic Name: Champion Cavalry. Specific Name: . Class: Champion Cavalry. Armament: Appearance: History: Function: THRACIAN HEROES Generic Name: . Specific Name: . Class: . Hacker Armament: . Ranged Armament: . Appearance: Garb: Helmet: Shield: Figure(s): History: Function: Special: "Hero" Aura (details here). Generic Name: . Specific Name: . Class: . Hacker Armament: . Ranged Armament: . Appearance: Garb: Helmet: Shield: Figure(s): History: Function: Special: "Hero" Aura (details here). Generic Name: . Specific Name: . Class: . Hacker Armament: . Ranged Armament: . Appearance: Garb: Helmet: Shield: Figure(s): History: Function: Special: "Hero" Aura (details here). NEW UNIT TRAITS List any special new traits here, each by bullet point. If no new traits, then say "None." CIVIC CENTER UNITS Female Citizen Melee Infantry: . Ranged Infantry: . Cavalry: . FORBIDDEN CLASSES The following are examples only Swordsman. Archer. Cavalry Spearman. Cavalry Archer. Quinquereme. Battering Ram. STRUCTURE DESCRIPTIONS VILLAGE Generic Name: House. Specific Name: . Class: House. History: Generic Name: Granary. Specific Name: . Class: Farmstead. History: Generic Name: Field. Specific Name: . Class: Field. History: Generic Name: Corral. Specific Name: . Class: Corral. History: Generic Name: Storehouse. Specific Name: . Class: Storehouse. History: Generic Name: Outpost. Specific Name: . Class: Outpost. History: Generic Name: Sentry Tower. Specific Name: . Class: Sentry Tower. History: Generic Name: Palisade. Specific Name: . Class: Palisade. History: Generic Name: Barracks. Specific Name: . Class: Barracks. History: Generic Name: Archery Range. Specific Name: . Class: Archery Range. History: Generic Name: Cavalry Stable. Specific Name: . Class: Cavalry Stable. History: TOWN Generic Name: Civic Center. Specific Name: . Class: Civic Center. History: Generic Name: Dock. Specific Name: . Class: Dock. History: Generic Name: Temple. Specific Name: . Class: Temple. History: Generic Name: Blacksmith. Specific Name: . Class: Blacksmith. History: Generic Name: Marketplace. Specific Name: . Class: Market. History: Generic Name: Defense Tower. Specific Name: . Class: Defense Tower. History: Generic Name: Stone Wall. Specific Name: . Class: Stone Wall. History: Generic Name: Wall Tower. Specific Name: . Class: Wall Tower. History: Generic Name: Gate. Specific Name: . Class: Gate. History: CITY Generic Name: Fortress. Specific Name: . Class: Fortress. History: SPECIAL STRUCTURES Generic Name: Special Building 2. Specific Name: . Class: SB1. History: Requirements: Any? Phase: . Special: Generic Name: Special Building 1. Specific Name: . Class: SB2. History: Requirements: Any? Phase: . Special: WONDER Generic Name: . Specific Name: . Class: Wonder. History: . Any Special Requirements: Phase: City. Special: NEW STRUCTURE TRAITS List any new structure traits here. A possible example could be that their structures spawn militia units when they're destroyed or each building gives a trickle of resource. Anything that sets one or more of their buildings apart from the standard. FORBIDDEN STRUCTURES Any? CIV BONUSES CB1 Name: . History: Effect: CB2 Generic Name: . Specific Name: . History: Effect: TEAM BONUS TB Name: . History: Effect: TECHNOLOGIES Infantry: Very good. Almost all technologies. Ranged units are the exception: neither here, nor there. Ranged techs average. Cavalry: Mediocre to poor. Nothing to match the cavalry of the Persians, for instance. Naval: Very good. Almost all technologies. Siege: Good. Most technologies, though low selection of siege weapons to choose from. Economy: Farming: Mediocre. They should get some of the technologies, but not the most advanced ones. Mining: Very good. Almost all, if not all, technologies. Coinage was highly developed. Lumbering: Mediocre. Same as farming. Hunting: Very limited. It was practiced mostly as a sport by the rich. Land Trade: Mediocre. Definitely nothing to match that of the best civs in the area. Naval Trade: Very good, one of the best in the game. Almost all techs. Architecture: Above average. I would say something on the order of 80% of that of the Persians. Defenses: Very good. Almost all techs. SPECIAL TECHNOLOGIES ST1 Name: . History: Effect: ST2 Name: . History: Effect: ST3 Name: . History: Effect:
    1 point
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