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  1. An interesting issue to tackle as well is that I think Pikes are meant to be the consummate meat shield. So, then it creates an interesting conundrum where we want Pikes to be meat shields but we don't want it to always devolve into that. Honestly, IMHO, the game needs more infantry slugging it out instead of making ranged units the decisive units.
    5 points
  2. Testing the faction in game, we managed to fix almost all of the errors, I can say that the faction is now SVN compatible..
    3 points
  3. there should be immunity to adverse effects (Status effect) like fire armor or poison (inmunity) https://code.wildfiregames.com/rP26474 For example stone buildings like fortress or wall bring protection against this effect.
    2 points
  4. In most situations 20 spearmen struggle to beat 20 skirmishers even without micro. In reality the player with ranged units get the chance to decide when to fight, can micro during the fight and can easily retreat when needed. I tried going for high numbers of CS spearman in TGs and the results were very poor. I don't think that is just an A25 conclusion. I think the spearmen never performed well. When talking about units, people are only obsessed by "This ranged unit is OP" or "This ranged unit is worthless". So melee units are ranked as Pikemen are the best for absorbing damage, spearmen are as good at absorbing damage but are a little cheaper than swordsmen. Can the melee infantry do enough damage for any other role? I don't think so and damage output is not their only disadvantage (lack of speed, can't hit and run on opponents). Pikemen do so little damage that sometimes in a fight I consider it better to use them to capture a temple than actually attacking the enemy units. When I have javelin cavalry and the opponent has pikemen and infantry javelins, I don't bother if the pikes can attack my jav cav with their 3x multiplier, as longs as I can target and eliminate the more dangerous skirmishers. So I feel the 9% damage boost is a very conservative boost.
    2 points
  5. Can we rebalance some of the stats at some point? A 1.25 sec attack time and 4.5 pierce, 1.2 hack attack stats are needlessly complicated. I'd like to see these rounded up or down at some point and then comprehensively rebalanced. Just what I'd personally like to see eventually.
    2 points
  6. In fact, our translation team is very angry that someone has repeatedly applied for a large number of dialects, but they do not translate at all. We believe that this is deliberately adding confusion and causing the projects that really need to be completed to fail the application. If you think it is necessary, after adding Chinese (literary) language, you can remove those messy dialect items.
    2 points
  7. It has been raised many times. It is a continued effort to find the best solution to the issue. Thank you for joining us. Right now in a25 players are learning how best to target slingers or skirmisher when they are behind pikes, fighting the units' tendencies to default to the nearest enemy. I am not sure how much melee damage would need to be boosted for melee to be a higher priority target. Even if they have super high damage, or if ranged units have super low damage, the fastest kills will still happen when targeting ranged units. I think the best way to proceed if we dont have attack-ground would be to buff melee infantry damage by 9% as suggested by letswave earlier. This would make melee inf damage less negligible during fights and would help players at lower skill level who don't know micro skills to *try* to beat the pike meatshield.
    2 points
  8. The army of the Han Dynasty was a standing army. Their weapons and equipment had uniform specifications and their training had an average level. Therefore, the differences caused by other ethnic groups having their soldiers self-armed and trained by themselves are difficult to find in the Han army. It is not necessary to provide a mercenary that is worse than the Han army soldiers. I think only the Xiongnu's "Eagle Shooter(射雕者Shediaozhe)" is more suitable, this is a horse archer who shoots very accurately.
    2 points
  9. But the composition of soldiers in battle is not so pure, 20 swordsmen/spearmen + 40 javelins/slingers, often perform much better than 35 swordsmen/spearmen + 25 javelins/slingers . Before defeating the enemy's melee soldiers, the melee soldiers will be destroyed by the enemy's stronger firepower, which makes the melee soldiers a consumable item and it is difficult to accumulate experience and become a veteran.
    2 points
  10. Wrong. Lot of people just don't like smurfs. It's not hard to understand why. It's pretty easy to just accept that fact and not contribute to the problem.
    2 points
  11. Yes, I noticed that I made an override with the read me text, sorry.. Slowly adding player color to some units
    2 points
  12. I'll make a poll for starting phase 1 units. I'm now thinking Swordsman, Archer, Cavalry Archer. But others may have a better starting roster.
    2 points
  13. This question should have been raised before, because of the borg expansion pack mod that existed on Alpha 23. But at present, the weapon damage of Alpha 25's ranged units is still more than 2~3 times that of melee units. This makes melee units vulnerable, and theoretically, soldiers wearing bronze or steel armor and shields should be stronger. If the attack of the javelin and the slinger is adjusted to a level similar to that of the melee unit, the minimum range is given, and the damage to the elephant x 3 is given to the javelin, will the game experience be better? I tried it with my own mod, https://www.moddb.com/mods/mirror1/downloads/mirror-220
    1 point
  14. 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
  15. The subject of which units the Han should start with is a debated one. It would be best if you tried out the Han in SVN first before voting. By "Starting units", I mean those free units you receive at the beginning of the match and which are also the same units you are able to train from the CC in Phase 1.
    1 point
  16. On ranged units yes, it is possible that a skirmisher can infinitely outrun a spearman and kill it, but there are situations where that does not happen. A 9% boost would also affect melee on melee engagements as well, and perhaps dethrone the meatshield from being the only measure of melee inf value, which would undoubtedly be good.
    1 point
  17. 1 point
  18. Offender: PROO Left the game right before losing. Thanks in advance @user1 commands.txt metadata.json
    1 point
  19. These things can be done. The millet fields might have to wait, because it needs more art. I can remove the Cavalry Crossbowman, no problem. Make the Chariot rider an archer instead of crossbowman. I already removed the Practice Range earlier this week, so no worries there. Remove the "Repeating Crossbows" tech. I always knew it was anachronistic. Perhaps a different special tech for the Forge? "Differential Quenching"? I would like to see some justification for a Champion Swordsman. Right now, the unit looks very cool. These are what we have right now:
    1 point
  20. https://www.gimp.org/news/2022/02/25/gimp-2-99-10-released/ @Stan`@Alexandermb@wackyserious@Mr.lie@Sundiata new version of unstable gimp is released
    1 point
  21. I downloaded the latest version (from mod.io, the latest release on github still not updated) and got this error messages. But everything's fine. I'm not sure what is actually happens. I played Brits and Cunobelin's issue is no more, as Brits Fortress is working too. Thank you, @Grapjas! PS: actually, I have tried this too: I used the version 3.1.3 (with Cunobelin's issue) and replace hero_cunobelin.xml with the fixed version. And the same error as above also appears. So I think the fix for issue #19 itself makes this error. And honestly, I don't know what the error means, because I don't encounter any bug or any strange thing while playing the game. (At least for now :V)
    1 point
  22. I have to point out that the Han Dynasty did not have the repeating crossbow, it was a weapon that appeared more than a thousand years later, and the Han army did not like to use the crossbow on the horse, and the Han cavalry and chariots used the bow. Therefore, there should be no cavalry and repeaters using crossbows in the game.
    1 point
  23. In addition to traditional Chinese, it is really necessary to keep only Chinese (literary) and Chinese (zh), and the others are repetitive items that will not be translated by anyone.
    1 point
  24. This is usually the case, because the long-range infantry is the main one, and the outcome of the battle between pure infantry is often not suspenseful, and whoever has more javelins/slingers has the advantage. In this case, instead of letting the infantry fight each other, it is better to use the cavalry to attack from the side and behind.
    1 point
  25. Adjusting the Javelin and Slinger stats has another purpose to better balance the factions that have Javelins and Slingers with those that only have Archers, if ranged units are placed in a relatively secondary position, then at least all factions All can play fair with spearmen.
    1 point
  26. In fact, my idea is to do the opposite, highlighting the advantage of the pikeman's attack range, rather than making it more passive as a meat shield.
    1 point
  27. Because of the requirements of the Chinese player group I am in, I made a mod to make adjustments. This is the data I set, which can be used as a reference.
    1 point
  28. Such a funny thread, but good to see A22 lobby in action! I don't know what this impostering is but some people have claimed to be me in the past. I have also claimed to be boredRusher and Hamdich because bml304 was convinced that I am a smurf identity of Hamdich. In the meantime, DoctorOrgans thinks I am Isabelle (some very OP old player) although he was the one who watched me improve from cosmic noob. My first game in release A24 was a 3v1 against him and the 3 of us lost. He gave me a lot of tips which really helped me to improve from 1200 to 1500 in just 3 months.
    1 point
  29. There is already a Catafalque. And in fact, it already is named after Emperor Wu even.
    1 point
  30. Yes, this indeed is the problem. ranged units default their attack to the closest unit, which is usually a melee unit. This makes melee inf, in particular pikemen serve as shield for ranged units behind them. This property of ranged units behavior is also responsible for archers seeming weak, since they often do not use their range effectively. I think the game needs an improved form of control over ranged units, instead of nerfing/buffing ranged/melee infantry. What I have proposed in the past is "Attack-ground" where essentially ranged units can fire volleys where the player decides. Unfortunately, there was little agreement on how best to allow this control.
    1 point
  31. The best is the fifth emperor of the Han Dynasty, Han Wudi Liu Che(汉武帝-刘彻). In fact, I don't think mercenaries are needed, because it is difficult for the surrounding ethnic groups to provide superior arms that the Han Dynasty did not have.
    1 point
  32. Indeed, I am attempting to argue that crossbowmen should be unique units, unlike archers, slingers, or javelinists.
    1 point
  33. Specs sometimes coach these players in TGs to try and balance on the fly XD. I think the hardest ones to balance are the overrated players, owing to the demographic that plays 1v1s. It seems only new players and dedicated 1v1 players do 1v1s. Mid-tier players seem pretty uninterested in 1v1s. I think more people would be interested if there was a matchmaking option.
    1 point
  34. There is no shortage of language-related volunteers in China. We have completed the work of Simplified Chinese. I hope the application for the Chinese (literary) language will be approved quickly so that we can start new jobs as soon as possible. In addition, I noticed that the application for ancient greek language has been pending for a long time, and perhaps Greek volunteers are also looking forward to it.
    1 point
  35. Player color carpets on the roof can help, and yeah some shields too
    1 point
  36. Regional Mexican, Rock, Latinamerican music, videogame music, mexican cumbia, hip-hop.
    1 point
  37. The argument for spear and bows to be available in earlier phases is the lower tech requirement for a civ to produce those weapons. I'd equate p1 to stone age, p2 to copper age and p3 to bronze age roughly. The high number of warhorses in p1 of a typical 0ad army is quite off
    1 point
  38. i am signed in now for 2vs2 and 1vs1 turnament i play with weirdjokes in a team
    1 point
  39. 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.
    1 point
  40. 3.1.4 Update Fixed brit hero Cunobelin which in turn made brit fortress unusable as reported by @Unkind98. Updated original post download links (and once approved on mod.io).
    1 point
  41. Thanks for reporting, i'll look into it.
    1 point
  42. Sounds like a plot for a police novel.
    1 point
  43. Any solution with a gradient on skyboxes will have such artifacts (just for different angles), because fog calculated by distance, the sky is at a far fixed distance. So fog should be calculated by distance and height. I have a solution for that but it requires to adjust fog settings for all maps.
    1 point
  44. I banned someone impersonating Grugnas as GruNGas
    1 point
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