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Showing content with the highest reputation on 2022-02-27 in all areas

  1. 3 points
  2. That's all well and good, but there have been numerous massacres, conflicts and human suffering within recent memory even if they don't exactly dominate the news. What's the criteria for being mentioned in the title? Rockets literally fly into hospitals and apartments annually on the West Bank. Anyone still remembers Yemen and Syria? Whatever happened in Myanmar? What has Columbia gone through? The list is so long it's @#$%ing depressing. Suffering does not discount suffering. But acknowledging one while ignoring everything else, is doing the same, especially when more people have died and are dying elsewhere. I propose maintaining the status quo just like we have done so in the past with wars and conflicts that have had much more casualties.
    3 points
  3. This is not good, it has nothing to do with the ancient history of the 0ad background, and the new faction that the next Alpha will join. And you have to know that a lot of people hate a politician who keeps neo-Nazi soldiers under his command and condone their massacre of their own people. There is no point in bringing this kind of political controversy to the game.
    3 points
  4. Splash damage? Sounds like they become the horrible unit-killers again like in A23. What about just buffing them against buildings?
    3 points
  5. 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:
    3 points
  6. Catapults at the moment just take way too long to destroy enemy buildings. Their damage rate and unpack pack times (with adjustment) mean that it takes forever to deal proper damage to your enemies. To make matters worse, they can be killed by ranged units very easily. Should they recieve a buff in A26? I think adding a very small (1 or 0.5 meter) splash damage range where the full damage of the projectile is dealt. Also, they should do more damage IMO. @LetswaveaBook made these changes in his gameplay balance mod. To me, it seems like a no-brainer for a26.
    2 points
  7. There has been talk about giving the Persians mercenary hoplites and many Greek mercenary hoplites did serve the Achaemenid Persians. adding the unit would be easy, but what would be the best place to train them? One of the things I did not want is Persians to spam mercenary hoplites. I have thought of a solution: The Provincial center. The provincial center is just a copy of the civic center, which remains the same with the addition that the provincial center can also recruit mercenary hoplites. In essence, every "civic center" that you build is a provincial center, but you start with a civic center. So your starting CC is just normal, but any "CC" that you construct is a provincial center that can train mercenary hoplites. I think many factions could enjoy a similar approach, where for example Roman provincial centers could recruit auxiliary cavalry or Athenian provincial centers could recruit Cretan archers. So what are you thoughts about giving any secondary "CC"s the ability to train some extra unit types? ProvincialCentre.zip
    2 points
  8. I've updated to the latest revision. I haven't managed to trigger a crash yet, but I'll upload the trace if I do.
    2 points
  9. Returning after a weeks break - Happy Sunday, people!
    2 points
  10. I completely understand that putting in place formation is not easy and I don't know how they are thought to work in the future but currently, creating a formation give a benefit since it trigger running, but the formation itself doesn't have much interest (except to trigger more running). They are often used as a "double-click feature", click to trigger a sprint, once the sprint is over, remove them. I would rather think of them as working the other way around, the process of setting up the formation is costly but once units are in formation, they gain some advantages. The cost of setting them up would then be compensated by the advantage gained when units are in the formation. If there could be a middle ground to be found between making formations too hard to use and preventing them from being used as a "trigger run" command, that would be great.
    2 points
  11. https://code.wildfiregames.com/D4511 as a proposed patch
    2 points
  12. Honestly, I really don't want to talk about politics, people with different positions may be arguing forever. I originally started this page to recommend a new name with a historical background for the next alpha. We should talk more about the 0 AD game itself, after all the next alpha is going to join the Han Dynasty and not Ukraine, no?
    2 points
  13. One can skip all the commits from me, I've been loyally updating the wiki. ;P
    2 points
  14. I think the catapult is not easy to use because those situations that make it more effective than ram are not easy to come up, some are related to the map design, some are related to the player's tactical habits. For example, if your opponent has built a fort in a narrow pass with several walls and fences in front, you don't want your ram to rush up and huddle, but you want the catapult to cross Strike the fort.
    2 points
  15. There is no objection so far. rams and catas play very differently because of range, weakness, and the need to unpack them. A damage buff will not change that.
    2 points
  16. Definitely not 'Zelensky'. No relation to 0AD's time period.
    2 points
  17. 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
  18. First, I would like to praise the 0 AD team for making a great engine, as well as for making it so accessible to modders. The vanilla game is very enjoyable, the music is great, even if the AI nearly always massacres my towns. Also the use of JavaScript is a great choice, as I use it recently a lot in my work, so I don't have the bad feeling of playing too much... But I have to admit, being no real fan of AoE series, the game was attractive for me for the modding options. There were no wizards and dragons, so I thought about making some for the game. Download here (currently 18 MB). Currently compatible with version 0.25a only! The file contains a .zip, which can be simply extracted to binaries/data/mods folder. The file is irregularily updated. Parameter for launcher: -mod=scythia The mod basically adds a new faction of Sporians, which are very roughly based on 6th c. Sclaveni, as they are described by Byzantine authors - Sporoi where their mythical ancestors according to Procopius. The fantasy aspect is more important - from rhomphaias and bronze armors to dragons and thunderbolts. I was even thinking about making Red Sonja the faction's main hero. In short, as a "civilization", they are somewhat simplified: units can be trained only in the central building and the fortress. There are no barracks, no stables (cavalry needs the Corral), no "female citizen" unit (all units choose a gender variant randomly at training). On the other hand, basic infantry is cheaper than most units in vanilla and trains slightly faster. Units can also be healed in houses (3 at a time) from the beginning. The mod is far from being finished, but I wanted to ask for advice about some features. 1. Instead of temples, the faction can build an idol: a wooden statue of a god. As in Age of Mythology, the player has to choose one: Peraunu or Welinˀsu, which provide units with different upgrades. The idol decays in time, but can be repaired by a shaman (the healer/magician unit) dancing around. The decay is provided by a global aura, which is "researched" automatically when an idol is built. Even if there is a limit of one idol per player, the aura destroys any subsequent idol, if the first is lost. Is it thus possible to "unresearch" it or otherwise deactivate a global aura? 2. One of the functions of both idol and its shaman is to serve as a drop-off point for a new resource called "skulls". I got an inspiration for this new functionality from an older game called Sacrifice, where you collect souls of defeated enemies to strengthen yourself. Defeated enemy combat units have a chance to drop an "intact skull", which can be gathered by your units and brought to the shaman or idol. Only skulls from enemies (technically, the dropped skull is an entity granted to the player, who killed the unit) can be collected. The skulls can be used to upgrade your units, e.g. with rhomphaias or dragons (btw, now you need a fully trained Champion and 30 skulls for one). The problem is the gathering itself: to prevent combat formations from running away from battle, I set the scripts so, that only one skull is gathered at once. Also, for some reason, the units are unable to find nearby skulls dropped by dead enemies for gathering. Why does the gathering AI ignore them? 3. Concerning the dragons: update removes the flying ability. Flight is unwieldy to control - they land and take off again each time a new target is selected, they don't always correctly face their targets, and can use only a melee attack. The flying script is somewhat hard to follow, and it somehow overrides attack AI of the unit. Is it possible to set up a simpler flying motion using the UnitMotion component? Or at least without the circling around coded for the P-51? 4. Another solution for the dragon problem would be to make it a "packing" unit: it could have a walking mode, in which it would use a melee attack, and a flying/floating mode, in which it would throw down flames. The problem was, that packing uses a new entity, so a new visual is generated. This affects only the rider, which is small anyway, but I plan to add more variation to the mount too. Is it possible to use the packing feature and preserve entity visuals? 5. There is also a horse archer upgrade, available to Raiders with the Peraunu idol. As I looked for a way, how to make them capable of shooting on the move, I made them to contain two entities, i.e. a horse with a dummy attack and a "turret". Visually, it is not ideal, as the 1. prop did not place the turret entity correctly unless it was parented to root, and 2. it dies separately from the horse. As I saw that some nomadic factions are in making, are there any more elegant solutions for such a feature? Thanks for any advice, and feel free to try the mod if you wish.
    1 point
  19. https://code.wildfiregames.com/D4513
    1 point
  20. Because what is described in Herodotus doesn't necessarily apply for the 3rd century BC at the time of the Seleucid empire. EB2 is strict about the material of the time period.
    1 point
  21. now it works. needed a dirty trick. found that in user.cfg it was reloaded. dosen't matter if 0ad runs or not. so i set the hotkey in user.cfg to something strange: hotkey.autociv.session.entity.by.class.select.(Soldier|Siege|Dog)&!Ship = "Alt+`" or use an empty hotkey also works (i prefer this): hotkey.autociv.session.entity.by.class.select.(Soldier|Siege|Dog)&!Ship = "" and the Alt+S was then loaded from the local.cfg correctly
    1 point
  22. Could post your graphics options (advanced tab)? Also do you have steps to reproduce?
    1 point
  23. Okay, I ran the game with gdb and encountered the crash. The backtrace reported this: #0 Renderer::Backend::GL::CDeviceCommandContext::SetFramebuffer ( this=0x55555638a490, framebuffer=0x0) at ../../../source/renderer/backend/gl/DeviceCommandContext.cpp:681 #1 0x0000555555966fdc in ShadowMap::BeginRender ( this=this@entry=0x555556451838) at ../../../source/renderer/ShadowMap.cpp:578 #2 0x000055555595d881 in CSceneRenderer::RenderShadowMap ( this=0x5555563a8280, deviceCommandContext=0x55555638a490, context=...) at ../../../source/renderer/SceneRenderer.cpp:305 #3 0x0000555555961c0e in CSceneRenderer::RenderSubmissions ( this=0x5555563a8280, deviceCommandContext=0x55555638a490, waterScissor=...) at ../../../source/renderer/SceneRenderer.cpp:798 #4 0x000055555596241e in CSceneRenderer::RenderScene (this=0x5555563a8280, deviceCommandContext=0x55555638a490, scene=...) at ../../../source/renderer/SceneRenderer.cpp:1161 #5 0x00005555558e45e1 in CGameView::Render (this=<optimized out>) at ../../../source/graphics/GameView.cpp:238 #6 0x00005555559522a1 in CRenderer::RenderFrameImpl (this=0x555556436c00, renderGUI=<optimized out>, renderLogger=<optimized out>) at ../../../source/ps/Game.h:167 #7 0x00005555559545ae in CRenderer::RenderFrame (this=0x555556436c00, needsPresent=<optimized out>) at ../../../source/renderer/Renderer.cpp:429 #8 0x00005555556049bf in Frame () at ../../../source/ps/Singleton.h:51 #9 RunGameOrAtlas (argc=<optimized out>, argv=<optimized out>) at ../../../source/main.cpp:691 --Type <RET> for more, q to quit, c to continue without paging-- #10 0x00005555555f012e in main (argc=1, argv=0x7fffffffe028) at ../../../source/main.cpp:743
    1 point
  24. I suggest Zapata! I wanted to vote for 'Zen', as it was suggested, but realized it's not on this messy list; not so much because this alpha again teaches us patience by waiting for it, but because it is a well known word the world over. I went for Zhang Qian then instead (again, expecting the Han to be included).
    1 point
  25. I think voting options should be grouped, for example, people want to vote for Han Dynasty related names. The votes for the names related to the Han Dynasty should be collected and counted first, and then we should discuss which one is more popular. Otherwise, the votes will be too scattered. At present, the total number of votes for Han Dynasty-related names adds up to the highest, but this does not seem obvious.
    1 point
  26. how to select all Infantry but not Cavalry and not Archer ? this not works for me: >hotkey.autociv.session.entity.by.class.select.(Soldier)&!Cavalry&!Archer&!Ship&!(Infantry&Cavalry) = "Alt+S" >hotkey.autociv.session.entity.by.class.select.(Infantry)&!Archer&!Cavalry&!Ship = "Alt+S"
    1 point
  27. No, I didn't misunderstand, what I wanted to say was. With Zelensky acting as a pawn in NATO, how can national unity be achieved? Ukraine used to be a peaceful country, close to Russia and close to Europe. But that all changed after 2014, when the legitimate President Yanukovych was overthrown by a coup. The political situation that followed left Ukraine with no choice but to turn to the west. The new government went against the wishes of the people in the east and south. The seeds of division had already been planted. Today, in the eighth year of the war, there is no talk of methods of national unity. Will NATO promise Ukraine to be as peaceful as it was before 2014? No, NATO will not agree. The American government have long thought about sacrificing Ukraine and pitting Russia and Ukrainians against each other in the conflict, so that he can profit from it. In addition, Taiwan is not a sovereign country, please don't compare it with Ukraine, most of the residents on this island are not aborigines but Chinese immigrants. The remnants of the counter-revolutionary military government, who had committed various massacres against humanity in mainland China, fled to the island in 1949. If it wasn't for the U.S. Seventh Fleet to stop them, the CPLA would have eliminated them in the 1950s to achieve regional peace. But until now, this island has still become one of the pillars of the US Asia-Pacific strategy to achieve the purpose of blocking and restricting China's development. Until 2015, the U.S. military still wanted to wage war against China in the South China Sea, based on the advantages they had in the Pacific. You can't ask imperialism for peace, China won't trust the US that brings its fleet to its doorstep, and the Russians won't trust NATO trying to make Ukraine a member.
    1 point
  28. You have entirely misunderstood his point and why I sent you this video. You mentioned the Russian community in Ukraine and their relatives the Ukrainians, I have specifically quoted this part from your message. The speech from the Kenyan ambassador specifically deals with this idea of ethnic unity. I think you are underestimating what's going on and you are thinking it is only a matter of skin color. It is not. If it was China invading Taiwan, it would have been the same worldwide reaction.
    1 point
  29. the novelty of the war in ukraine is the reason the name was proposed. there is little reason to take stance in older conflicts.
    1 point
  30. I can tell you that I watched this talk the first day it was released. But for us, this is nonsense, can talking about love and peace out of thin air stop imperialist wars? Has what happened in Syria, in Afghanistan, in Iraq, in Yemen, in Somalia, in Libya stopped? If you really want to issue a manifesto, please do so for Syria, which has been at war for 11 years, for Palestine, for Yemen, and for Somalia, not for Zelensky.
    1 point
  31. I agree with Lu Xun, a modern Chinese writer, who said: "The joys and sorrows of human beings are not connected with each other, I just think they are noisy", since no one cares about the suffering that occurs outside the West. Since people all over the world are fighting over different standards of justice. Then we have to avoid this kind of political maelstrom in a game that the whole world can experience.
    1 point
  32. At the same time as Russia and Ukraine have clashed, Saudi Arabia is bombing Yemen, the United States is bombing Somalia, and Israel is bombing Syria. Why hasn't anyone mentioned these? God darn it, isn't the suffering of the third world worthy of sympathy and attention?
    1 point
  33. Yet Zelensky did not really strive for peace, we still see the bombed Donbass (where the war has been going on for 8 years instead of days), and the constant closeness to NATO And the Ukrainian army, which has re-armed with this, was not traced back to the people involved in the Odessa massacre in 2014. Honestly, those of us who live on the eastern end of Eurasia don't care if Zelensky is Jewish or not, because the real people involved in the Ukraine crisis are the Russians, who make up 17% of the country's population, and their relatives and friends - Ukraine people.
    1 point
  34. On fedora it is super easy. You create a folder, download the code with pre-installed git and compile it.
    1 point
  35. I would like to see the bylaws say neither 0ad, pyrogenesis nor wfg shall be used for politics in any form or shape. The SPI likely doesn't want to see it's members pulling political stunts either for the sake of avoiding controversies.
    1 point
  36. Yemen War vs Arabian Saudi. https://news.un.org/en/story/2020/12/1078972 but It is not of interest to US American or Europeans. They probably don't know that this is one of the worst crises in the world.
    1 point
  37. Let me see if I can do something with the helmets
    1 point
  38. You mean increasing the rate of fire of crossbowmen from recruits to elites? It starts with an interval of 2 seconds, then 1.75 seconds, and finally 1.5 seconds. Provides a technique in P2 that makes crossbowmen a veteran as soon as they come out.
    1 point
  39. This is the main thing. I think a very small radius is ideal if we bring back splash at all, since they really should be able to do some damage to units, just not over such a massive area like in A23. I think a25 has missed the gradual pressure provided by catas, since rams and eles are just way better.
    1 point
  40. 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
  41. 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?
    1 point
  42. A lot of people miss that. Now if one person drops then it is over. What happened above was people joining by IP with different names that mimicked other players
    1 point
  43. 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
  44. 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
  45. I would also much rather see changes to the game mechanic as an incentive to affect the gameplay too. On the topic, I would also enjoy seeing surrounding or flanking maneuver more effective/easier to implement as a way to increase the share of melee units in the army composition. Formations can currently be abused to work against any attempt to flank the enemy ranged units. If someone click "square formation", he can trigger a sprint of his melee units to protect his ranged units from any side. One can also use formation to get his ranged units to sprint away, by simply grouping them in a formation with some other units further away (often the reinforcements). I was wondering if the capacity to trigger sprints through formation make sense (I don't see a benefit of it but I can see how it is abused). Maybe it could make sense to remove the sprint part that units do to get into formation, or at least make them start their sprint only when they are very close to their final destination?
    1 point
  46. 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
  47. 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
  48. nowoundedonly is not a valid by.class.select class. Use this hotkey.autociv.session.entity.by.health.nowounded.by.class.select.(Soldier|Seige|Dog)&!Ship
    1 point
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