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Showing content with the highest reputation on 2022-02-26 in all areas
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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 advance4 points
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Maybe soon, just uploaded there for Vladislav to experiment. He still have a few patches he wants to do before that, though.2 points
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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
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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
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The name will clearly be Zelensky. Biggest b4lls in history. Close the voting now.2 points
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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
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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
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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
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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
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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
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0 A.D. release names start with the letter of the alphabet that corresponds to the release version. Alpha 22 was Venustas, Alpha 23 was Ken Wood, Alpha 24 was Xšayaṛša, Alpha 25 was Yaunā and Alpha 26 will start with a Z ! As with previous releases, we give everyone the opportunity to propose release names. Let us hear your best proposals!1 point
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If the Han did not have repeating crossbows, then we can't have the tech. Without the repeater mechanism and magazine, a crossbow is not faster than a bow. It's easier to operate. Easier to train on, etc. That's why I wanted them to be trash units.1 point
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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
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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
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I'd just keep acceleration for siege and ships, instant or nearly instance acceleration for regular soldiers. It's the super quick turn rates that look weird to me.1 point
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What would you want? I've been playing this gam for TEN YEARS Thanks for the continued support!1 point
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there are some buildings that should have damage reduction technologies. Technologies do no harm. have more tech is good for the game.1 point
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The pila model is cool, great work on that. Unfortunately unless it's for scenarios such a big roman camp would not be easy to place in the game. And as such could not replace the small camp.1 point
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That would have side effects and kills the entire accerelation idea. I personally am not convinced we need accerelation to begin with, but we should respect the hard work that has been done to enable the feature. I think we should address the problem at its core: reducing the time in which the unit does not move. Though I can't claim this is a programmable solution.1 point
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It's no longer a mod, it has already been commited to A26 svn. You need to download and compile the svn version. Instructions here: https://trac.wildfiregames.com/wiki/BuildInstructions I made a video if that wiki page is too confusing1 point
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Because there are abundant prey on the map, but we can only start with berries, and consume a lot of wood to reclaim farmland. Isn't this too wasteful? It is also very interesting to obtain a large amount of food efficiently from the prey in the early stage like Age of Empires 3, and send cavalry to explore and discover the beast group.1 point
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that shield is interesting. Kind Caetra but bigger.1 point
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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
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Why would it be the only option? I think it does not necessarily need to be this way. It is a decent start, but it is not the only option. I think it is fine if melee is slower. it does not mean that archers can endlessly hit and run, that is a false assumtion. Suppose you want to hit and run against this: If you get 80% sword/spear infantry and 20% javelin cavalry, the infantry can never catch the archers, but the archers can't afford to turn around to deal with the chasing jav cav or the infantry will close the distance. Honestly, I think these 3 points made by you are more like assumptions than solid facts.1 point
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If spears engage in direct fight with javs they easily win (i.e. start a fight where melee and range are right next to each other). The problem isn't the damage melee inflict. The problem is that melee can never inflict that damage. Changing dmg rates will do little to change the status quo. If you want melee to play a bigger role, then you should increase walk speeds. It also makes sense in the current structure--units with largest range have the slowest walk speeds and units with the shortest range (except for melee) have the quickest walk speed (i.e., archers are slowest, then slingers, then javs). For whatever reason though, all melee is slower than the slowest of range units. That should change.1 point
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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/Blacksmith1 point
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Some roman signa they used during battle for orientation1 point
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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 released1 point
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There is already a Catafalque. And in fact, it already is named after Emperor Wu even.1 point
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