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Showing content with the highest reputation on 2022-03-07 in all areas
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Hi all, competitors! Before announcing anything, I would like to apologize for the delay in the already announced competitions, but I have had some technical problems with the website and your registrations for the competitions did not arrive. Everything is solved now! I've thought about it well and for now I'm going to open two competitions to see how RTS Tournaments is received. As more people join our competitions, new competitions will be incorporated until reaching the Grand Champions League, with a start date of 07/02/22. - Champs Cup (2v2) : https://www.rtstournaments.com/0ad-competitions-2v2champscup This competition is a 2v2 league that will last 4 weeks, playing 2 games per week. Each match won will add 3 points. - OPEN RANKING (1v1) : https://www.rtstournaments.com/1v1ranking This competition is a 1v1 league that will last 16 weeks, playing 2 games per week. Each game will add 3 points. This competition ends the last week of June. The 3 players with the most points will qualify for the first CGL of 0 A.D. The other players must qualify in the respective qualifying tournaments. Registration will close on 13/03/22 and will begin on 14/03/22, good luck to all of you! Stockfish.2 points
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People sometimes wonder why I just randomly resign, close client, and go for a walk. #1 reason right here.2 points
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I find it unfortunate that you have to make a patch before any decision is made about it. currently you can already envision the proposed score in at the address resources>total>spent, so one can already post and compare charts. I'm not doing that now because I'd have some trouble right now, but these are some observations I can do from having observed the charts in my last game: - resources spent draw a line that is more segmented and somehow jittery, resources gathered make a smoother, more elegant line. also compare to total units trained which is more segmented still, and also a good index of economic progression. - players who do not spend resources efficiently do stand out a lot more in the resources spent graph, clearly. you can see precisely when they start falling behind, as well as in the total units trained plot too. with the current scoring system you can only see the late effects instead. - resources spent show sometimes a decrease and I have some doubts about what is that for, I think that's worth looking into - there is often one player that has everything going right for them, so they end up having gathered a lot of res without spending it all. in that case the resourches gathered plot may be more compressed in height, and therefore less readable all in all I like the resources spent system better, and I like that is somehow more alike the widely used GDP index. I think the concept is more sound and that the final ranking is more fair. I'd like the decreasing value issue fixed though.2 points
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I'm opening this topic for two reasons. Firstly as an example of how a new civilization/faction is made from its concept. The second point is the facet of the title to be dealt with, we who are outside the internal forum of the team assume that there must be in private, forgotten somewhere, the topic of the Numidian faction. ------------------------------------------------------- Numidia, under the Roman Republic and Empire, a part of Africa north of the Sahara, the boundaries of which at times corresponded roughly to those of modern western Tunisia and eastern Algeria. Its earliest inhabitants were divided into tribes and clans. They were physically indistinguishable from the other indigenous inhabitants of early North Africa and, at the end of the Roman Empire, were often categorized as Berbers. From the 6th century BCE points along the coast were occupied by the Carthaginians, who by the 3rd century BCE had expanded into the interior as far as Theveste (Tébessa). Numidian cavalry was frequently found in the Carthaginian armies by that time. The inhabitants remained seminomadic until the reign of Masinissa, the chief of the Massaesyli tribe, which lived near Cirta (Constantine). During the Second Punic War, he was initially an ally of Carthage, but he went over to the Roman side in 206 BCE and was given further territory, extending as far as the Mulucha (Moulouya) River. The Romans under Scipio Africanus and Numidians under Masinissa burned the camp of the rival Numidian chief Syphax near Utica and then overwhelmed Syphax and his Carthaginian allies at the Battle of Bagrades in 203 BCE. Syphax had been wooed by Rome, but his allegiance to Carthage was cemented when he married Sophonisba, the daughter of the Carthaginian commander Hasdrubal. Syphax was captured and exiled to Rome, where he died at Tibur (modern Tivoli). Masinissa wished to claim Sophonisba as a wife, but when Scipio demanded that she go to Rome as a captive, Masinissa gave her poison so that she might escape the fate of a prisoner. (That tragic event was often depicted in later Western paintings.) Numidian horsemanship, animal breeding, and cavalry tactics eventually contributed to later developments in Roman cavalry. In his history of Rome, Polybius underscores how important those cavalry advantages were to the outcome of the Second Punic War. Numidian superiority was demonstrated by the cavalry leadership of Maharbal under Hannibal at Trasimene and Cannae and later by Masinissa at Zama under Scipio Africanus. For nearly 50 years Masinissa retained the support of Rome as he tried to turn the Numidian pastoralists into peasant farmers. He also seized much Carthaginian territory and probably hoped to rule all of North Africa. On Masinissa’s death in 148 BCE, the Romans prudently divided his kingdom among several chieftains, but the progress of civilization among the Numidians was not seriously interrupted, and, indeed, after 146 BCE it received new impetus as thousands of Carthaginians fled to Numidia after the destruction of Carthage. In 118 Jugurtha, an illegitimate Numidian prince, usurped the throne and forcibly reunified Numidia until the Romans again took control in 105. Rome continued to dominate Numidia through client kings, though Numidian territory was considerably reduced. The third and final attempt by a Numidian to found a powerful state was that of Juba I, between 49 and 46 BCE, ending with his defeat by Julius Caesar at Thapsus. Caesar formed a new province, Africa Nova, from Numidian territory, and Augustus united Africa Nova (“New Africa”) with Africa Vetus (“Old Africa,” the province surrounding Carthage), but a separate province of Numidia was formally created by Septimius Severus. The Roman army’s Third Legion took up its permanent station at Lambaesis (Lambessa), and, as a result of the increased security, the Numidians’ population and prosperity increased substantially during the first two centuries CE. A few native communities achieved municipal status, but the majority of the population was little touched by Roman civilization. Christianity spread rapidly in the 3rd century CE, but in the 4th century Numidia became the centre of the Donatist movement. That schismatic Christian group was particularly strong among the Numidian peasantry, to whom it appealed as a focus of protest against deteriorating social conditions. After the Vandal conquest (429 CE), Roman civilization declined rapidly in Numidia, and the native elements revived to outlive in some places even the Arab conquest in the 8th century and to persist until modern times. https://www.britannica.com/place/Numidia1 point
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This is a game where, for the most part, melee units have the "tank" role and ranged units have the "dps" role. Pikemen are incredible, as they should be, but for the wrong reason. They should excel against melee units in pure melee battles. But because ranged units do the majority of damage, making them tanky is how the game shows them to be powerful melee units. I think what makes getting good balance difficult between ranged and melee units in RTS games is the fact that ranged units are always doing damage to the enemy whenever they are in range (even through walls, and buildings, losing no accuracy), whereas the melee units only deal damage once they reach the target. In an actual battle this could not be (at least not to this extent) because ranged units would risk hitting their own allies. Would it be possible to add friendly- fire, not just for bolt shooters, but for archers, slingers, javelineers and crossbows? I would like to see friendly-fire in the game, but have units by default not fire if they may hit a friendly. However, you could change the behavior of units in-game to make them fire even if friendly fire might happen. I don't know how this would be achieved technically. It is my understanding that accuracy is not based on trajectory but on probability. Could you make it so that all units within 1 (or 2) meter(s) of the target have a probability of being hit? And if one unit is closer to the shooter, that unit has the highest probability of being hit? Then perhaps there could be accuracy upgrades, including tech and rank, that allow them to take more safe-shots. Champions and heroes of course would have the best accuracy. Would this destroy computer performance? This would radically change the game and a lot of re-balancing would have to be done I'm sure. But it could make balancing simpler in the long run. Battlefield positioning would become very important. Melee units would become more prominent (I think.) What do you think? Is it possible? Would you like to see it?1 point
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我不确定现实中希腊是否真的有使用剑的骑兵,因为希腊剑不像凯尔特剑,它太短了,骑兵用希腊剑很难触及对手(尤其是步兵)。早期骑兵普遍使用斧或者锤,也是因为这些武器有一个相对较长的柄。 为什么其他希腊/罗马的骑兵都是矛骑兵,而雅典却例外呢?1 point
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统万城Tongwancheng was built during the Sixteen Kingdoms period, when the Han Dynasty had already perished. The predecessor of the 夏Xia Kingdom was the Xiongnu tribe, which was a vassal of the 晋Jin Dynasty, and also controlled a part of the Chinese population, so it could use Chinese technology to build the city wall.1 point
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The Han Dynasty did not need to copy Xiongnu at all. China had cavalry in the Shang Dynasty, and at the beginning of the reign of Emperor Wu of the Han Dynasty, 40,000 to 50,000 cavalry could be deployed in frontier fortresses. The scale of the cavalry in the Han Dynasty was restricted by economic reasons, that is, the scale of raising horses. During the reign of Emperor Wu of the Han Dynasty, the number of military horses was increased to 400,000. The highest number of cavalry dispatched was recorded at 180,000 at one time (the formation of an excessively large cavalry team also caused great damage to the national economy of the Han Dynasty). In addition, before Han Wudi started his war against Xiongnu, because there was no need to go deep into the steppe to fight, China had almost no army composed purely of cavalry, usually combined troops, and cavalry only made up a small part of it. During the Warring States period, Li Mu, a general of the Warring States Period, defeated Xiongnu with a force consisting of chariots, infantry and cavalry. In the war mode from the Warring States Period to the early Western Han Dynasty, the infantry was very strong, and the cavalry could not attack the infantry array head-on. The task of frontal attacking the infantry could only be completed by the chariot. Therefore, the army often mixed the cavalry and the chariot, and let the cavalry cooperate with the chariot. , or perform harassment and pursuit missions.1 point
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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
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Interesting question. When I look around (e.g. https://en.wikipedia.org/wiki/Hippeis ) I find all kinds of weapons, like bows, swords and spears (used as lance or javelins). What do our historians have to say on this matter? @Thorfinn the Shallow Minded @Genava551 point
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It's a good idea, similar to the sub faction setting of Command & Conquer.1 point
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I don't know. The readme shows the forum post where the map was originally introduced by the author if you want to ask them.1 point
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bae^ btw, everyone, kul's first portraits are in! https://trac.wildfiregames.com/changeset/265801 point
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https://www.facebook.com/ginkgostory (by the way the pictures below come from facebook, so expect the urls to die at some point) ZHANG JUE (张角) Zhang Jue was the leader of the Yellow Turban Rebellion during the late Han dynasty of China. He was said to be a follower of Taoism and a sorcerer. Giving himself the title of "Great Teacher", Zhang Jue led the Yellow Turban Rebellion in a campaign called the "Way of Heaven", to rebelled against the Han dynasty in response to burdensome taxes, rampant corruption, and famine. After the rebellion's defeat, most of them eventually joining the army of the warlord Cao Cao. 东汉末年农民起义军“黄巾军”的领袖。张角修太平道,利用其中的某些宗教观念和社会政治思想,组织群众,约于灵帝建宁(168年-172年)初传道。中平元年(184年),张角以“苍天已死,黄天当立,岁在甲子,天下大吉”为口号,自称“天公将军”,率领群众发动起义,史称“黄巾起义”。不久张角病死,起义军也很快被汉朝所镇压。 ZHUGE LIANG (諸葛亮) Zhuge Liang (181–234 A.D) was a politician, military strategist, writer, engineer and inventor. He served as the chancellor and regent of the state of Shu Han during the Three Kingdoms period. He is recognized as the most accomplished strategist of his era. 诸葛亮 (181年-234年10月8日),三国蜀汉丞相,是中国历史上著名的政治家、军事家、发明家、及散文家。刘备三顾始见之,为备画据荆益、联孙权、拒曹操之策,佐备取荆州,定益州,遂与魏、吴成鼎足之势。曹丕代汉,备称帝于成都,以亮为丞相。备死,亮辅后主刘禅,以丞相封武乡侯,兼领益州牧。整官制,修法度,志复中原。屡次北伐,与魏相攻战。建兴十二年卒于五丈原军中,年五十四,谥为忠武侯 THREE KINGDOMS - MARCH OF THE SHU ARMY This drawing depicting the fifth march of the Shu army (蜀汉) across Qin Ling mountain range to attack Wei(魏), during the late Three Kingdoms period (234 A.D). I am always fascinated by the realistic and humble narration style of the classic 'Records of the Three Kingdoms'(三国志), and inspired to create this drawing. I hope you enjoy it, thanks! 画作.三国蜀军五出祁山之想象图 今次的画作题材为三国后期蜀汉军队在诸葛亮的指挥下,第五次进攻关中时穿越秦岭斜谷的情景。我一向都比较喜欢古典三国志里相对写实朴素的述事风格,籍同样的方向来制作这次的画作。希望能够以一种平静的心情来三国。谢谢~ 画作.秦国步兵写家书之想象图 今次的作画题材为一队正在写家书的秦国步兵。他们是战国晚期来自同一个村庄的壮丁, 一起被调到遥远的前线作战。为首的伍长是唯一识字的人, 其他队员就委托他为他们的家人写信。这幅画作的灵感来自于云梦睡虎地出土的秦简家书。当然主角并不是其中的黑夫和惊, 而是其他数以万计消失在历史中, 想念家人的秦兵。 在我的Youtube视频上观看此画作的幕后制作过程:https://youtu.be/aTJSM336h3Y Terracotta Warriors (Qin Infantry) Writing Family Letters This drawing depict a group of Qin dynasty infantry writing letters to their families at the frontline. The backdrop is set to be the battle against Chu rebellion around the year 223 B.C. The inspiration is coming from a Qin dynasty family letter (Shui Hu Di Qin Jian) discovered in 1975. To see behind the scene and workflow video of this drawing, please visit my Youtube channel: https://youtu.be/aTJSM336h3Y 东汉武士格斗之想象图 公元25年, 刘秀在河北称帝, 建立东汉政权, 开始对新朝末年在中原各地建立的自立政权发动统一战争。在长达12年席卷全中原的战争期间, 又有哪些可歌可泣的故事呢? 图为陇西之战时, 刘秀与隗纯的部队正在激战。今次想探索一下东汉时期的一些兵器。左边留大胡子的大叔手执手戟与盾牌, 右边的大兄则以环首刀与钩镶对应。 Close combat scene of Eastern Han's warriors Liu Xiu (Emperor Guang Wu) started his campaign to re-uniting China again after established Eastern Han dynasty in 25 A.D. Liu Xiu's troop spent 12 years to conquer other warloard across China. This illustration depicting a close combat scene between Liu Xiu and Kui Chun's troop. The warrior on the left equipped with a Shou Ji (手戟: short halberd) and a wooden shield, his opponent is countering with Huan Shou Dao (环首刀: rounded head blade) and a Gou Rang (钩镶: a type of buckler with hooks) Xia Hou Dun ( 夏侯惇 ) Chief military commander of the Wei army. The most trusted general of Cao cao. He lost his left eye to a strafe arrow during the battle against Lü Bu. Since then, he has obtained the alias "Blind Xia Hou". He is holding a golden axe, a symbol of higest military authority. Xian Zhen Ying 陷阵营 (Formation Destroyer Unit) Lü Bu's strongest heavy infantry unit, their commander is the legendary general Gao Shun (高顺). This unit is well equipped and very discipline, they are feared by many other warlord at that time, including Liu Bei and Cao Cao. The number of soldier is always around 700 people, but their combat ability is equivalent to a thousand strong. The warrior in this picture equipped a unique buckler call Gou Rang (钩镶). It has two hooks on the top and bottom, to parry halberd. Wu Dang Fei Jun 無當飛軍 (Unstoppable Flying Army) Under Zhuge Lliang's order, a special unit recruited from the minority tribe of the southern china. This troop consist the minority tribe of Southern Tribe (南中夷族) and Blue Qiang Tribe (青羌族), specialized in mountain warfare. They are mostly using bow and poison arrow in the battle. In the battle of Zhong Men Dao, they ambush and kill Wei kingdom famous general Zhang He (张郃). 無當飛軍 诸葛亮在南中平定战后徵召的少数民族战士,善长山地作战。在第四次北伐时,于木门道伏击并射杀魏国大将张郃。 Tai Shi Xi (太史慈) A very brave general of Sun Wu kingdom. In a reconnaissance mission, Tai Shi Xi encountered and challege Sun Ce (孙策) alone, his courage had impressed Sun Ce. He eventually being invited by Sun Ce to join his camp and became one of the most important general of Sun Wu. He is most famous for his outstanding archery skill. 太史慈 孙吴大将。 猿臂善射,弦不虚发 Xian Deng Si Shi 先登死士 (Spearhead Suicide Squad) Yuan Shao's special crossbowman unit, equipped with big shield and powerful crossbow. In the battle of Jie Qiao, Yuan Shao sent in 800 infantry and thousands of crossbowman as a suicide squad against Gong Sunzhan's light cavalry. They hide behind the big shield and wait until the enemy get close, and destroyed their enemy by firing their crossbow at once. 先登死士 袁袑的敢死队,装备大盾与强弩。在界桥之战全灭公孙瓒的轻骑兵部队。1 point
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One thing is about the religious architecture of the Han Dynasty. There was no Buddhism and Taoism in the Western Han Dynasty, but 巫祝Wuzhu in the temple Miao carried out religious activities. These people were not monks of a folk religious group, but official positions set up by the state, which could be held by women.1 point
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The population "cost" (not really a cost (https://code.wildfiregames.com/D3353)) is in the Cost.js component file. The Bonuses provided by structures are in the PopulationBonus.js component file. I find your idea quite interesting.1 point
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There are some players who are very arrogant and make people don't want to play 0AD, we should let new player in high level games also so that they can experience the real deal, there are a lot of player who let new player play and are ok to sacrifice balance in the process also. we need new players in 0AD so its advisable if old players let at least one or two new players in TGs with good players.1 point
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I am not sure how long ago this happened, but I was joking that IuseArchBtw was yeka smurf because you were talking about arch for a while. I apologize if someone thought I was serious, and also, that being a smurf was enough for the host to kick them from the game.1 point
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I think acceleration should be tweaked to only occur when transitioning from idle or stopped state to move state. If going from move to move, such as when turning at a waypoint, then acceleration should not occur. Also, currently if you task a moving unit to a different target, the moving unit has to accelerate again, each time you task it. As I said, since the unit is already in motion the acceleration should be turned off. @wraitii @Freagarach1 point
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I think that shooting the closest unit is something related to a kind of survival instinct for the human being. A unit shoots the nearest enemy because it is seen as the biggest threat at the moment. When a unit is not forced to do something in 0ad it will stick to the last order you gave him. When this order is gone, it will take his own "initiative". For example, when a unit definitely cuts a tree it will move to the nearest tree near him: you didn't gave him that order, he deliberately decides to cut the closest tree because it is the one that requires less effort in distance terms. What I'm saying is that if you give a specific order to a unit that unit will go against his own nature and do even things that will bring him to death or suicide. If you don't the unit will try to preserve himself (which ultimately is eliminating the biggest threat). A 0ad unit doesn't reasonate for the long term good in a battle, but for the short term one (his own life instant by instant). In addition, I will copy and paste some reflections I already did under the thread "Magnetic pikemen". I think that this feature would lower the original importance of melee units, which is in fact creating a shield for the shots of the enemy ranged units unless they don't actually reach an enemy unit (at that point their main purpose is: kill). Whouldn't letting ranged unit decide what unit shoot by default lead to armies composed by only ranged units? And as I already suggested, I think that a solution to this "problem" could be a simple shortcut: when you press that shortcut while having selected a group of units (archers as shown in the image below) the game allows you to select a zone (the zone should obviously have a maximum size), which is represented by the red area in the image (in which there are the enemy slingers). Then your archers will target first all the enemy units who are in the area (in this case the slingers). Then when the area is cleaned up they will return to focus of the nearest unit available. Obviously the opponent is able to move his slingers out of the zone in order to protect them, so I think that this shortcut could bring to a new nice micro skill.1 point
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