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Showing content with the highest reputation on 2022-03-20 in all areas

  1. Probably should have announced here as well, always forget. Zhuangzi will be the next alpha name because the hans got included. Thanks for voting
    6 points
  2. I'm happy to announce my first map and mod for 0ad! Gaia is a random map aimed at beauty and realism: It aims to provide beautiful landscapes and pleasant environments that are different every time, making use of all capabilities currently provided by the engine. You can usually expect plentiful resources and large forests with a lot of wildlife, may contain lakes and mountainous features alike. Supports all the default biomes and player placement formations. Roads connect player positions, longer roads will appear more worn out. You may encounter mercenaries and random buildings or camps you can capture. A time of day can also be chosen, night is supported as well as stormy days with weather effects (biome dependent). Games aren't guaranteed to be fair and perfect all the time: Due to how heavily randomized the map is, each player may start in a better / worse area nearer to different resources. I had several matches with AI and it feels fair and balanced overall. Give it a try and let me know what you think! gaia_1.0.zip Instructions: Since I didn't feel I should make a whole mod for one map I packed the map as is. Just unpack the zip in ~/.local/share/0ad/mods/user, don't know what the path is for Windows. It should then appear in the random maps section when creating a match.
    3 points
  3. This was discussed off and on in the past. I was thinking it would be nice for the game to name the different Civic Centers based on historical city names (similar to how the AI is given a cool historical name). In a standard match, the names would be pulled from a pre-made list (either in the civ.json or {civ}/civil_centre template). Secondarily, Atlas could be extended to allow scenario/campaign designers to give custom names to Civic Centers on the map (or done with triggers).
    3 points
  4. I am not against the kennel, I said it in my first message in this thread. Further, people asked me my opinion about the kennel and I simply said what I think about the design. The recruitment of the dogs can be done through a dedicated building (a kennel), through the houses or through the stables. From an archaeological point of view, most buildings were what we call "roundhouses", with only a few different features although they still had dedicated functions/purposes. But obviously, we cannot have every building in the game depicted as roundhouses. So it is acceptable to drift from historical accuracy. However, it is important to make it credible and senseful/meaningful. I think the Britons can be unique by being a civ focusing on skirmishing and mobility (basically guerrilla tactics). War chariots are a relatively unique feature they got access to in the second phase. I also suggested to highlight the bodypainting/tattooing tradition of the Britons but it would require new talents. If the two-handed swordsmen got removed due to their historical inaccuracy (it was really a fantasy unit), there is still an unique feature of British Iron Age that isn't depicted in the game, some warriors seem to have carried their sword on the back. This is still a simple one-handed sword but at least it is visually distinct. Finally the war dogs are indeed an interesting feature but it seems important to balance it correctly. In my opinion, a war dog should be an unit delivering a lot of damage, moving quickly but being particularly fragile. This is the current direction in the game. I also think they would have been probably efficient against light infantry and cavalry. However the question of how they should be recruited is important because it seems to be the point debated. Personally I think the war dogs should be efficient as a defensive tool in the village phase (quick recruitment and movement) and should become more useful as an offensive tool during the town phase. One way to deal with it is to enable their recruitment from the houses directly at the first phase and enabling the research of some technologies during the town phase from the stables, to improve the war dogs and make them meaningful offensively. Such technologies could be simply converting the dogs from "hunting dogs" to "war dogs" as both were attested by historical accounts.
    3 points
  5. First of all - as it was said - ranged units were devastating and therefore why they were used in the first place - for me as I see it it should not be "why are my spearmen so weak vs range" but "why I don't have cavalry to flank ranged units?" Calvary exists for a reason and if you exclude them from the equation you will make poor balance. Nobody is complaining that cavalry is dying like flies when spears/pikes hit but when ranged units actually counter, in my honest opinion they should counter, then there is "omg nerf them" - make cavalry do 1,5x bonus damage to ranged units like the spears/pikes have against cavalry units - it's like rock/paper/scissors and ranged units are rock, cavalry is paper, spears/pikes are scissors Don't see people complaining how spears/pikes shred through cav when they encounter them since it's only logical they would be hard countered - apply the same logic for ranged/infantry and voila
    3 points
  6. During my activities as German translator, I came up with some questions that I would like to ask the team and the community: There are "QA checks" advertised in Transifex. Can we acitvate them or is this only for paid users? (assuming 0 A.D. does not have a paid subscription there) Is there someone in the official team who looks after Transifex in general? Back in the day, leper and Gallaecio did things like answering questions, processing issues (Transifex has a "raise issue" funtion) etc. They have both left, as far as I know. Is it possible to see statistics who translated how much? In the German translation team, there are literally hundreds of people and I'm sure many have never translated a single phrase. I would like to kick these and for this, I would need statistics. How are the "resources" in Transifex determinded by which strings are grouped? The distribution of strings looks a bit like it was made way back and then everyone forgot about it. What I'm trying to say is that maybe a rearrangement might make sense. There are some small groups that could be combined and large groups that could be split. How do I raise acutal issues with strings? A recent example is two strings "Great Tower" and "GreatTower". Both are in the file simulation/templates/structures/han/defense_tower_great.xml. It seems the script that pulls translations from the source code adds a second translation that was not supposed to be translated in the first place. There are many such cases where I suspect this. Should I compile a list and post it on the forum? I'm not a coder and although I can point at issues, I don't know how to solve them.
    2 points
  7. I don't think that using the Ptolemies as a benchmark for balance is a good idea considering that the civilization is currently too strong and often banned from team games. If you start from game start, at a rate of 1 metal per sec, by minute 10, that 4 x 600 metal = 2400 metal for the whole team. Give all that metal to a ptolemies player with 4 barracks, by minute 11 he will have 40 mercenary infantry. If you get the hero for cheap mercenaries + a iberian bonus, that would be even enough metal for 68 skirmishers mercenary. That bonus is likely to boost the strong civilization even further... I do not like using economic bonuses as team bonuses. If a team pick 4 economic bonuses when the other team has none, the game become very unbalanced with one team being way too fast relative to the other. If your opponent pick the civilizations with economic team bonuses, it forces you therefore to also pick the same civilization if you want to be able to compete. As a result, team games end up being about always picking the same civilizations with economic bonuses (or banning the op ones). The likely following step is to nerf economic team bonuses until they become barely significant so they can be stacked without being breaking the game. The Iberian bonus used to be -20%, it was nerfed to -10%, some people are still talking about nerfing it even further.
    2 points
  8. Overall I see kennel as a potential differentiation of Britons from Gauls - Gauls lost their special building tho that was of decent design Or put dogs in houses and add a research "hunting dogs" - like there is "fertility festival" - the idea came from playing Epirotes form delenda est mod since they can train dogs from houses - really innovative decision right there and the pictures in previous comments also seem to be going in that direction as well
    2 points
  9. my 5th 0AD youtube vid, premiering rn ———— send me ur replays to make videos of: zephyramethyst1@gmail.com
    2 points
  10. Buenos días o tardes; -Aquí les muestro unas reconstrucciones de ciudades mayas y una aldea que hice para ver que opinan; Aldea maya (periodo protoclásico) Ciudades mayas (de la Cuenca de El Mirador) del periodo protoclásico; Wakná; referencia; El pesquero; referencia; El Porvenir; referencia; -En breve les pasaré los modelos , cuando arregle algunos problemas con las texturas. Disculpen las molestias*
    2 points
  11. What is AutoCiv This mod is an aggregation of features meant to enhance the 0 A.D. game experience. I usually implement these extra features as they come up with no general plan in mind. Download (how to install section below) autociv.pyromod autociv.zip Feature list General Readme: press Shift + F4 to open Player mute Player reminder (show a written note when a certain player joins) *** Link opener (opens URL links from the chat) Help command: type /help to see all available commands Console with autocomplete (Ctrl + C + L) Lobby Resize bars Host name mark Remember playerlist state Better performance when reloading lobby Shortcuts to create host, navigate gamelist Game setup Auto-assign civilization with chat (only works if host has the mod) Custom population limit Custom starting resources Custom map size Countdown to start the game Maps Skirmish Volcano island (8) In Game Hotkeys for (see hotkeys with hotkey viewer) Buildings placement Multiple buildings per hotkey (optional, user.cfg) How to use: Copy the hotkey you want and remove the "hotkey." prefix, next replace the hotkey key for the buildings you want to cycle and separate them by a space. Buildings selection Units selection Formations (selected units) Stances (selected units) Auto-train (selected buildings) Minimap expand Custom selection filters by: health rank class group Pause game overlay now shows only in the top area Stats overlay Settings Max corpses visible Download options Download and install from one of the two files from the start of this same page. Download and install manually the github repository (instalation file on the releases section) https://github.com/nanihadesuka/autociv Use 0 A.D. mod downloader (not always newest version) https://0ad.mod.io/autociv Instructions to install MacOS (thanks @HMS-Surprise) Linux/Windows: Open the downloaded file with (both ways should work): pyromod file: Double click the file (should autoinstall the mod for you and send you to the mods page inside 0ad) Right click → Open with → 0 A.D (or pyrogenesis.exe) ** NOTICE: in Alpha 25 the pyromod installation will trigger an error message: to fix just disable autociv, restart the game and enable autociv again. zip file: Copy folder inside the zip file into your mods folder Mod compatibility(s) The mod is compatible with: 0 A.D 0.0.27 Probable to work alongside other community mods as balanced maps spec mod (monitor) custom_rating boonGUI Should work with all mods that don't have extensive code changes. More stuff & goodies For more info just read the whole thread where I post new features. Questions & feedback You don't understand how it works? Feeling confused? Just wanna comment? Ask and post. Source code public repository https://github.com/nanihadesuka/autociv
    1 point
  12. Maybe there could be a Indo-Scythian themed hero? https://en.wikipedia.org/wiki/Maues
    1 point
  13. Agreed. What about "Innovative Engineering"? -10% cost and build time for siege weapons and arsenals.
    1 point
  14. Idea for fourth Scythian hero: name: Palacus/Palakus, son of Skilurus - he could be an economic/booming option First buff could be something to boost his own troops "Supply the lines" - all Scythian citizens get +15% move speed and +15% gather rate while Palakus lives - movement speed applies to movable drop-site as well Second buff - "For war and glory": -20% research time for all tech while he lives Third buff - "Master the horse lords" - reduces the cost of cavalry by 10(or 15) % Fourth trait - Palakus rides his war horse (insert name) when upgraded
    1 point
  15. Possible material for religious buildings: The Scythian Ares'' cult https://www.academia.edu/11582741/Scythian_sanctuaries_of_Ares_archaeological_date_and_Herodotus_testimonies_in_English_ Kremenivka sanctuary, unlike Herodotus' description it was made of stone. Possibly because of lack of wood in the area, or there was a wooden structure that did not survive. Scythian Sauna Kurgan stelae (Could be cult statue or part of wonder)
    1 point
  16. 1 point
  17. libCollada.so - third-party software IMHO bisect will not help here - just build the game from git/svn - there may be no error in it ./build/workspaces/update-workspaces.sh make -C build/workspaces/gcc config=release verbose=1 -j2 # Start game LD_LIBRARY_PATH=binaries/system:$LD_LIBRARY_PATH ./binaries/system/pyrogenesis Quote from https://aur.archlinux.org/cgit/aur.git/tree/PKGBUILD?h=0ad-git cd "$srcdir/${_pkgname}/libraries/source/fcollada/src" make # always keep uncommented These lines reset all compilation options set by the developers of the game for libCollada
    1 point
  18. Como referencia para unidades marítimas ; Referencias para las mujeres mayas ; Disculpen las molestias*
    1 point
  19. Buenos días o tardes; -Esta sería mi propuesta (bocetos mas o menos)para los mayas del periodo Protoclásico (100 a.C-1 d.C), que con ayuda del resto de la comunidad , creo que podrían entrar en el juego , de la misma forma que lo hicieron los Kushitas en el anterior Alfa 23. -Toda crítica , sugerencia , consejo , referencia ,corrección , etc... será bien recibida. Disculpen las molestias*
    1 point
  20. If your farmers are close enough they of course find the fruit trees after exhausting a berry patch with no prompting. Seriously do we really need more hand holding than hovering your cursor over a tree to see if its wood or food? Since fruit trees are usually solitary, does anyone waste time setting up a wood line next to one?
    1 point
  21. Then 60 seconds or so. The cool down could gradually get longer and longer until by minute 20 it no longer works. (all of this would be invisible to the player).
    1 point
  22. Indeed the kennel is badly designed. The problem is that people doesn't want to check what was a kennel in the past and prefer thinking on their own (and after they are surprised it was wrong). Preconceived ideas and an excessive amount of modern representations through cartoons and movies are making people to believe a kennel is a tiny single house for a dog. Anyone can check what was a medieval kennel and how it looked, it would be already a good start to realize that the idea of a tiny kennel is bad. So yeah, the current kennel is a lazy model with the least amount of critical thinking and realism.
    1 point
  23. From a balancing perspective, it would be probably easier to ask the question what has improved since a23 rather than what was better before and should be reversed. The previous Ptolemies system was indeed much more fun. The food trickle is about equivalent to having an additional woman on berries forever with a farmstead next to it I think. It took about 4-5 women if you splitted them for efficiency of house production. If the aim of this change is to remove part of the economic advantage, a 20-25% build time increase with respect to a23 may make sense but I am not sure how it would fit with all the other changes that have been made since then. a23 - Ptolemies a25 - Ptolemies a25 - Iberians
    1 point
  24. 1 point
  25. lol, I intentionally left that option out (it's always brought up), because then you'll have some people naming their cities racial slurs and such. Much better to just avoid that altogether (and we can keep it historically accurate with a pre-made list). Perhaps it could be allowed in single player games though.
    1 point
  26. You could also give @OmriLahav some well deserved youtube views : https://www.youtube.com/playlist?list=PLPZOTWs_dz844QLG8H-lRZs4ZZXLu34st
    1 point
  27. I've only played in the lobby a few times in the past several month, but last night I got called a piece of @#$% by Trashy because I didn't see he needed help while I was building a fort, which I was building near his base to help defend better in the long-term. Called a noob by him, said I wasn't doing anything, and he announced my pop publicly to the enemy team. I can ignore trolls like that easily enough, and I know that there are just gonna be people like that in any kind of RTS or even Internet "community", but it really doesn't make for a fun game. commands.txt metadata.json
    0 points
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