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Showing content with the highest reputation on 2022-02-26 in all areas

  1. Hello everyone, As some of you may know we maintain a list of all the changes for an alpha on the wiki. The page for Alpha 26 is this one. You can also find all the information you need to update your mod here. Unfortunately we sometimes forget to update it and some commits go missing. Would anyone be so kind as to backlog from r25861 and update the page if needed? This page is really useful to write the release announcement. Thanks in advance
    4 points
  2. Maybe soon, just uploaded there for Vladislav to experiment. He still have a few patches he wants to do before that, though.
    2 points
  3. I'm sorry I'm not from the development group if it was the name of a country ok, but a name of a politician?? Would the next one be Binden? I think that would be the worst possible name for a game alpha. Imagine if in two months Zelensky authorizes the killing of prisoners of war? Would 0ad have that name in its history?
    2 points
  4. minimap_icons.zipminimap_icon_source.zip
    2 points
  5. I've been playing this gam for TEN YEARS and I just signed up to vote exactly this... and Zelensky is not an option. There is also no option "None of the above". This makes me sad.
    2 points
  6. The name will clearly be Zelensky. Biggest b4lls in history. Close the voting now.
    2 points
  7. The big thing people seem to be curious about is unit acceleration and the ability for cavalry to escape bad situations. I watched on the SVN version in slow motion and compared speed of an infantry javelineer against the speed of cavalry javelineer. I would assume that the most important factor in this situation is the time cavalry needs to accelarate to a speed such that it is faster than infantry. Only during the first step the infantry javelineer seems a tiny little bit faster. So that seems not very impactful. What does seem impactful is the following: I ran away with a cavalry archer from a chasing spear cavalry. Everytime the spear cavalry attacks, it needs to stop. In A25 that because of this stopping, after the attack finishes and the spear cavalry starts moving, the cavalry archer is about one length of a horse ahead of the spear cavalry. In A25 the spear cavalry needs to accelerate after each stop/attack, the length of the gap will get more than twice as long. Basically chasing and killing cavalry with other cavalry becomes nearly impossible even if your cavalry is faster. If we consider it a problem, a solution would be to reduce the stopping time such that it is close to 0.
    2 points
  8. https://en.wikipedia.org/wiki/Galápagos_tortoise
    2 points
  9. In addition, I will check the professional books on the color of the armor and the smelting technology of the Han Dynasty that can be used as a faction feature.
    2 points
  10. I think mechanics can win the day. I think melee infantry can still have a slower base speed, but they "sprint" over the last 20 meters to (unit) target.
    2 points
  11. I know I'm new here, but balancing issues, especially ranged/melee are ubiquitous. Regardless, take this as a "for what it's worth". IRL ranged units exist on the battlefield (as opposed to only existing behind fortifications) because they ARE (or can be) devastating to other units, and because melee units DO take time to reach them. That's just reality. If that is well simulated in a game, then that is not, in itself, a problem. As suggested in the OP, units with shields (e.g hoplites), especially if they are in good combat order, are generally well-defended against ranged units when not in melee. Therefor, a normal order of battle was to bring archers to the fore as the armies were arranging themselves, and then move them to the flanks where quick, and less well armored, troops would be attempting to flank their opponent's center (don't waste troops in ranged v ranged fights). Setting aside the protection of shields, a huge reason armies weren't comprised predominantly of ranged units is because they can't shoot into melee without a generally 50/50 chance of hitting the friendly unit. That can be simulated by an in_melee flag which makes the unit no longer attackable by enemy ranged units. That would, of course, increase the cycles needed to find a viable target, but that might be balanced by losing a shot (or shots) as a shooter hunts for a new target after a set in_melee flag has been encountered. Another way to reduce cycles is for the shooters to search for targets by range. Check first the closest few enemies to shoot and then, if they are all in melee, look for the closest few at mid-range, and then for the closest at long range. Of course the quickest and dirtiest method is to simply reduce ranged damage done to any unit while it is in_melee. If you wish to be able to have the option of ordering ranged units to attack in melee, perhaps even limited only to large units like elephants and siege, then something like an in_melee_with list can be used to divide the probability of hit among the target and all units in melee with it, weighted by the size of the units. Whether that level of detail is feasible for a real time game of this complexity is, of course, another question, but limiting in_melee ranged units to very large targets may be doable, even if the best relative damage approximation is to reduce ranged damage done to those large units while they are in_melee.
    2 points
  12. What you are proposing is to totally change unit balance. That is the way balancing slides backwards. We’ve tried it. It’s failed. No one, including you and me, should think that were magically going to be the first to succeed here. The reason why I suggest changing speed is because (1) I said your proposal doesn’t make sense because it doesn’t address the problem (melee’s inability to actually engage in fights) and (2) it is the logical extension/refinement of what we know already mostly works. That isn’t what I am saying. I am saying that javs kill melee before the melee ever reach the javs. This happens with 0 micro and efforts to micro don’t help (no matter what direction the melee come from they still die before they reach range units) Increasing melee dmg will only mean that melee units may die faster to each other. That doesn’t change the current meta because range will still do the bulk of the damage and melee units still won’t be able to reach the range units before they die (ie they’re still a meat shield)
    2 points
  13. we are neutral, we are not lobbying for NATO.
    1 point
  14. You would prefer Zarubintsy just to be in 0AD's time period?
    1 point
  15. We could even start a peaceful discussion here, citing other countries that are being attacked and destroyed with the support of the same ones that today condemn Russia, there are no saints and geopolitics and powers at war who will only suffer will be the people of the countries in conflict. And of course, on sacred European soil, every drop of blood weighs far more than anywhere else in the world. But the most important argument has already been cited here:
    1 point
  16. In this case it is to support a nation being attacked by another and showing a pacific form of protestation as did thousands of sport federations, sportsmen/athletes, companies etc. Fair point. Zelensky is more often on the moderate side, he tried to make compromises with the separatists, even up to grant autonomy to the Donbass. I don't see him ordering such things but who knows the future. Maybe a word in Ukrainian or a historical reference from Ukrainian history ?
    1 point
  17. Let's just carry on with Old Iranian names and call it Zaraθuštra !
    1 point
  18. That should be just some docs. At a cursory glance at the list libfreetype-dev seems to be what you need.
    1 point
  19. What would you want? I've been playing this gam for TEN YEARS Thanks for the continued support!
    1 point
  20. If related to the Han Dynasty, the suggestion is Zhangye(张掖), a city in Gansu, a new city established after the Han Dynasty seized the Hexi Corridor from the Xiongnu, whose name means "stretching the arms of the Han Dynasty(张汉之臂掖)".
    1 point
  21. Depends on who you ask, I say.
    1 point
  22. This is unreasonable, Chinese crossbows are not faster to reload than bows, but generally more accurate, arrows fly faster, and have a longer range. I also don't recommend a 3 second interval, maybe 1.5 seconds is more appropriate.
    1 point
  23. There is a patch that proposed this as a side effect: https://code.wildfiregames.com/D4474
    1 point
  24. that shield is interesting. Kind Caetra but bigger.
    1 point
  25. https://michaelweinert.artstation.com/projects/VgDEE5 Other depictions
    1 point
  26. Yes, a charge speed that happens automatically. Once the Spearman gets within 20 meters of the enemy soldier he goes into charge speed. I'd say maybe limit it to units tasked by the player?
    1 point
  27. Do you mean let the infantry sprint like cavalry? this is a good idea. And it seems like it could be used as a trait to enhance Celtic infantry, increasing the speed of their charge.
    1 point
  28. 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
  29. 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.
    1 point
  30. Full Armor (Protection) Fortress Walls (except Palisades) Parcial armor Towers CC. Temple. Less Armor anything made by stone. Marvels/Wonders No armor Houses Markets Fields. Farmsteads. Warehouse. Armory/Arsenal/Blacksmith
    1 point
  31. 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
  32. Testing the faction in game, we managed to fix almost all of the errors, I can say that the faction is now SVN compatible..
    1 point
  33. https://trac.wildfiregames.com/ticket/6282 With this ticket this will be a 10/10. You would get an A. For one, it would be easier to strategize. On the other hand, my back will appreciate not sticking my face to the screen.
    1 point
  34. I've been wanting custom minimap icon sprites for years.
    1 point
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