Leaderboard
Popular Content
Showing content with the highest reputation on 2022-04-04 in all areas
-
4 points
-
3 points
-
That would make sense to me, as when units climb hills, they do not slow down in horizontal velocity components, which indicates that the vertical dimension does not affect the pathfinders. This results in a greater overall velocity when climbing the hill. This is not a problem, it looks weird but it is in almost every game.3 points
-
3 points
-
Greetings! After a naval game in the lobby with 7 other people, I noticed some frustrating issues with ships in 0A.D: Straits are too small for biremes to pass through, so they get stuck and cause pathfinding problems Ships cannot spawn at times Ships deal too much damage against units but not enough against other ships. Quinqueremes are wildly inaccurate and cannot do any damage. Some civs have stronger ships than others and there is nowehere for ships to escape and garrison if they are losing. My proposed fixes: Decrease the model occupation size so that seemingly large ships can manoueuvre through straits without causing huge pathfinding issues. Change the passability class to include beaches. Change the attack type to crush damage then give a negative bonus against buildings, such that they are effective against other ships but deal moderate damage to structures and soldiers. Map designers, please consider the width of straits.2 points
-
I have some ideas, assuming you know that your enemy likes to turtle: 1. Choose a civilisation with elephants. Seleucids, Kushites and Mauryans are recommended. Focus on producing large numbers of elephants (5-15) instead of infantry. 2. Produce pikemen and use ranged cavalry for ranged units, so that you can survive longer under enemy tower fire. 3. If your civ doesn't have elephants, flood them with rams. Make 10 rams, garrison them with infantry and ram down their fortifications; remember to research the armour plating and crush damage techs. 4. Catapults defended by champion units. Be even more turtle than them to frustrate them. I think the Gauls are bad at turtling; the civilisations you must beware of are Carthaginians and Iberians.2 points
-
The relevant excerpt from Player.js. Player.prototype.UpdateSharedLos = function() { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager); if (!cmpRangeManager || !cmpTechnologyManager) return; if (!cmpTechnologyManager.IsTechnologyResearched(this.template.SharedLosTech)) { cmpRangeManager.SetSharedLos(this.playerID, [this.playerID]); return; } cmpRangeManager.SetSharedLos(this.playerID, this.GetMutualAllies()); }; So that "modification" isn't used. xD One day, I might have time to fix this (it was on my list already). If anyone else wants to: make the modification used.2 points
-
I second that. I just reinstalled 0ad to test, but all is fine here, so it might be you. ^^' Anyway, we're not the Debian maintainers, so I think your best bet will be to lay out your problem to them.2 points
-
Double mauryans on the left side made it very hard lol. Also, a mod should be made where the eles say "hey guyssss" when they attack.2 points
-
2 points
-
Hi, i was just playing this game, and I was a Age of Empires II player, one thing is cool and good to have is a banner (large enough in the middle of the game screen), that shows "Defeated" or "Won" while the game ended, instead of little text indicates who won or lose. I love this game so much, the graphic performance is crazy good, and the good game play. And It even take 2s to open the game on Mac.1 point
-
This might be a kind of basic question, but I've noticed an uptick lately in players who use turtling as a strategy in 1v1 play. That's their right and everything. If they want to do it, they can. But I have to admit I think it makes the game super boring, at best, and it's sort of a cheap way to crank out wins in games you'd otherwise lose, at worst. I'd like to avoid joining games against turtlers b/c I think it ruins the game experience. Does anyone have tips for how to handle this in 1v1 games? Ways of setting up the game (specific pop limits/maps/civs) to discourage turtling as a strategy? Ways to quickly defeat players who turtle? I already know some of the basics - for example, I now avoid any 200 pop game against players who choose Gauls (or sometimes Romans). That's practically an advertisement that you're going to turtle. I also know how to defeat turtlers really, really sloooowly. But is there a way to do it much more quickly?1 point
-
I read at some time that pathfinder is a real CPU hog in the game. I have been wondering if pathfinder use 3d data to solve paths. If so why not make a terrain dummy layer with fixed size 2d footprints for all 3d elements to solve paths. It would run so much more smooth and easy on CPU right? If units were represented in 2d as a circle and other static things (no go zones) just represented by the shape of their footprint. Trees, bushes and such should also just have a circle footprint. Steep terrain would also just have a footprint of no go zones. Like this units would not so easy get stuck and CPU cost would be very low as far as i can understand at least.1 point
-
Gauls have an easier starting economy and have always been friendly to new players, because of their simple structure tree. Caros The Carthaginian walls are 3 times stronger than default walls, so once a wall has been constructed they are quite invincible.1 point
-
1 point
-
have idea that works, i love it i really guess it will not implemented. but we never knows. two additional simple rules: 1. rated games only change rating of winner. totally stupid? wait 2. end of the month all ratings will stretched between 300 and 3000 the promise: - rated games will not canceled, server shutdown, will ended with resigning , not shutdown the the server by host. - best player still stays with best rating. its only stretched a bit. - best player dont need to be so afraid playing versus a smurf loosing much point - ok, maybe a disadvantage. players who don't play will get a lower rating over the years.1 point
-
yes i heard that too. i heard that smaller maps smaller pop max reduce the energy consumption much. if you have any idea. let know. maybe we could greater objects. for example this big trees. the name i forgot1 point
-
I think that what you've described is the way the pathfinder already works. The pathfinder is 2d already, and I'm fairly sure that the everything 3d is only in graphics, not in pathfinding or simulation.1 point
-
you can try to contact them or file a bug here https://tracker.debian.org/pkg/0ad1 point
-
btw if you want to improve and discuss gameplay on fabricator there are some patches to review https://code.wildfiregames.com/search/query/PHAy.y.030hD/#R1 point
-
Game 1: zxphxr (1245) vs tedour (1400) Game 2: tedour (1411) vs zxphxr (1234) ———— send me ur replays to make videos of: zephyramethyst1@gmail.com1 point
-
Yeah, I agree. I say it again: ships are ridiculously large, causing a lot of those problems. At least regarding the damage there was some discussion and we might see some changes in a26. I got the feeling that most active devs aren't interested in ships, and that most active players simply play land maps, maybe to some part out of frustration with ships.1 point
-
1 point
-
You need to get in touch with Debian Games and Ludovic Rousseaux.1 point
-
Hi, I am just recently discovering your mod and having magnificent fun playing around with civilizations - you really did an excellent job in developing such nice gameplay mechanics such as the "glory resource" - I would therefore like to suggest a slight addition to it - what do you say to adding "ritual sacrifice" to the mechanic - for example you sacrifice an animal from the corral or human citizen/captured slave with a priest unit and then you get an instant glory points - like 20-50 depending on the animal and 80-120 depending on if it's slave/citizen/citizen-soldier Reason I think it would help is - first of all I see Zapotecs slaves cost glory - and glory is hard to come by early on when you need an economy boost quickly - seems as they are lagging behind in eco compared to other civilisations even tho making that unit cost glory is excellent in theory I think it needs an early boost - you could add sacrifice the goats like you have burning pigs (that click to upgrade) so you can gather a bit glory in t1 faster - goat is 60 food and it should give 20 glory for balance example, cow could be Also - I think it might be interesting to set an upper limit to glory resource - like if you are in town phase you can have max of for example 600 glory - and each phase has more glory to store - since it would balance overproduction of glory later on in the game - from these few days I played glory stood out the most to me and I really see the potential in this aspect of the game - really is something very innovative and a breath of fresh air I cannot express with words how much I am fascinated with the whole mode - really really great job! I have a few suggestions about hero buffs as well - when I collect all ideas on the one place I will post that as well when I play with civiliastions a bit more - would really like if there were some people that play this mod online but I had no luck finding anybody yet and AI isn't the best to find balanced ideas for hero choices I think1 point
-
Perhaps: <SharedLosTech tokens=""> unlock_shared_los arthashastra </SharedLosTech> lol dunno. @Freagarach? My guess is there can be only 1 tech able to toggle SharedLos.1 point
-
http://web.archive.org/web/20100104060801im_/http://wildfiregames.com/0ad/album_image.php?pic_id=6311 http://web.archive.org/web/20041227211244im_/http://www.wildfiregames.com/0ad/album_image.php?pic_id=6363 http://web.archive.org/web/20070815024111im_/http://wildfiregames.com/0ad/album_image.php?pic_id=6308 http://web.archive.org/web/20070701145222im_/http://wildfiregames.com/0ad/album_image.php?pic_id=10771 http://web.archive.org/web/20070722092455im_/http://wildfiregames.com/0ad/album_image.php?pic_id=105271 point
-
https://youtu.be/2O6q2YhuUiI had tons of fun on this map with plenty of wood but literally nowhere to build anything lol ———— reinstalled (1151) vs zxphxr (1258) ———— send me ur replays to make videos of: zephyramethyst1@gmail.com1 point
-
two 2v2 0AD matches with genuinely weird endings (feat Mystic Jim) ———— two 2v2 games i played, the 1st one featuring 0AD Newbie Rush's Mystic Jim. both of them ended in extremely unforeseeable ways bc of weird & hilarious turns of events ———— Game 1 zxphxr (1271) & MysticJim (1238) vs seeh (1106) & Riddler66 Game 2 Mashina (1278) & Blbe (1061) vs DiogenePotMan (1302) & zxphxr (1271) ———— send me ur replays to make videos of: zephyramethyst1@gmail.com1 point
-
We did not reach a conclusion in that discussion, but the current patch after some more discussion for them is https://code.wildfiregames.com/rP26667 The changes were reducing pierce damage, and reducing their accuracy. There will be more opportunities to beat them if this change is put through. I was one of the people who was against a plain damage nerf. But after I saw players using firecav as infantry hiding behind walls of spearmen, I knew that the damage simply had to be reduced. Damage went from 30 to 25, which is not horrible, and with their great inaccuracy, they will have a harder time versus other cavalry, or even slingers/archers who could snipe them with proper micro.1 point
-
two 0AD games, 1 replay 1 live ———— Game 1: zxphxr (1229) vs reinstalled (1216) Game 2: zxphxr (1258) vs Diogenes PotMan ———— send me ur replays to make videos of: zephyramethyst1@gmail.com1 point
-
my game against fellow 0AD youtuber Kate0AD!!! ———— yekaterina (1570) vs zxphxr (1223) ———— send me ur replays to make videos of: zephyramethyst1@gmail.com1 point
-
my 9th 0AD youtube vid pls like and subscribe ———— zxphxr (1223) vs supriyadi (1280) ———— send me ur replays to make videos of: zephyramethyst1@gmail.com1 point
-
1 point
-
1 point
-
3.1.5 update Minor unit fixes and fixed xerxes_chariot even though it's not used at all anywhere in the game afaik. @Unkind98 Sorry for the long wait, the issue was more annoying than anticipated and didn't have much time. Updated original post download links (and once approved on mod.io).1 point
-
Buenos días o tardes ; -Encontré el símbolo perfecto , se puede distinguir de los demás para los escudos; Tesoro de Chao de Lamas; -Está datado por museos portugueses y españoles como Arte Lusitano , es de la época de las Guerras Lusitanas 200 a.C-101 a.C y que es del periodo que estoy ayudando a traer para representar a los Lusitanos. Mi propuesta para el símbolo de facción; (inspirada en el Tesoro de Chao de Lamas) Posdata; Creo que es la mejor proposición de las que he traído .La combinación de colores todavía la dejo en el aire. Disculpen las molestias*1 point
-
Take note: The first post in this thread was originally posted on January 15, 2017, and has subsequently been revised and re-written. The last revision was made on May 8, 2018. The following posts in this thread document the development of the Kingdom of Kush as a playable civilization for 0 A.D., featured in the latest stable release of the vanilla version of 0 A.D., alpha 23 (Ken Wood), on May 17, 2018. 0 A.D. is a free and open-source, cross platform (Windows/Mac/Linux), Historical Real Time Strategy game that can be downloaded at: https://play0ad.com/new-release-0-a-d-alpha-23-ken-wood/ A special thank you to all the people involved in the development, and everyone that supported us:1 point