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  1. https://youtu.be/LH253CTNjnE op 2v2 feat weirdjokes, Rauls, MorTak, & Havran :)))
    3 points
  2. In fact, I think elephants, chariots and sieges can take up more housing space on top of that, which is mainly related to shipping, it's difficult to have a ship's interior space as spacious as a building, which can limit players' use of ships The possibility of transporting many of these units at once. At the same time, this will not affect the buildings that can accommodate these units. For example, I originally designed the elephant stable to accommodate three elephants. If I further increase the housing space occupied by the elephants to 6, then, the elephant stable's As long as the housing space is adjusted to 18, it will be the same as before.
    2 points
  3. In terms of housing space, my settings in the mod are cavalry (2), chariot (4), elephant (5), Bolt Shooter (3), battering ram and catapult (4), siege tower ( 6).
    2 points
  4. Sheeesh. THE BUG IS REPORTED. Why do you always have to bug the devs?
    2 points
  5. As long as there is no skilled digital painting artist around who wants to put in some serious hours I don't think there is much value in discussing something in that direction. And even if there were such a person, I would like them to do some more main menu backgrounds first ________ I have no strong opinion on banner vs civ emblem. Banner seems easier art wise, as you only have to do one, but the civ specific, result-colored emblems have a bit more expression. But I am not really a fan of the idea to have the banner be the player color tho (seems like a decent chance to get some atrocious looking results, especially when using mods that change the player colors), or to have a quick summary or stats displayed there. Maybe I will change my mind in the future but right now a clear division between the endgame message and the summary feels better to me. _______ about the files: naming doesn't matter as long as it's consistent, so whatever seems sensible. And baking the icons on top or not: I guess it would save a bit of code if they are together but it shouldn't matter that much. Keeping them separate would allow easier improvement of the individual parts in the future.
    2 points
  6. Hi Sevda. Thanks for the link . Given that the Nvidia drivers "could" cause an issue and the work involved to get them working (compared to Ubuntu), I may stick with Ubuntu this time. Also, having 3 disks to deal with (Windows (ssd) inc. efi, Ubuntu (ssd) and Data (hdd), I've heard things could be problematic there too. Shame, as Fedora is a nice distro and as you say, has the latest packages, kernel, etc.
    2 points
  7. AoE 3 DE suit well the style. maybe with some kind of stone monument. And a banner. some ideas, some floral ornaments...
    2 points
  8. 0 A.D take the history in your hands! The first time I played Age of Empires I fell in love, but with 0 A.D I got married. ------ now to the point --------- As it is already in the final stage of development, there is Alpha. There is no room for anything new. continuing the series of wishes for the next Alpha. I wish: More technologies for early and second phase. more cultural and religious background.(Bonus in stats and HP, XP). More units. new sub classes. ( Differentiate units with little armor and with a lot of armor) More maps. New modes. More differentiated factions. More strategies. More AI development.
    1 point
  9. If we can't distinguish melee attacks as hack (swords, axes), jab (spears, pikes), thump (maces), and ranged attacks as pierc (arrows, javelins), smash (pebbles), cutt ( Throwing Axe), at least 6 damage types. It's better to simply simplify it into "melee" and "throwing", instead of now, spearmen have two types of damage at the same time, which is very unfavorable for players to intuitively calculate the value.
    1 point
  10. Hey everyone, I am creating this thread to discuss the balancing from a "meta" perspective in hopes to improve the current situation. Please refrain from discussing "actual" balancing in this thread. As some of you may know, it has been a priority of mine for the past three years to find a way to provide a good experience for players, whether they are on the competitive side or not. For the 24th Alpha I created a Personal Mail (PM) with a few individuals, in order to try to create a team-like cohesion. While the 24th Alpha was a game changer in a lot of ways, and a painful experience, I do believe that it was the most productive in terms of actual patches and changes. People played by the rules by proposing, creating, and accepting patches (I insist on the last part because without formal acceptance there is no liability). I also tried to leverage a documentation team to update the design document. The job was too hard, and it died quickly and in silence. The original design was somewhat different from what the current game is today. There would have been much less civilizations, and instead your empire would have switched from a generic civilization to a more specific one (e.g greek -> macedon -> seleucid). Then another era came, where everything changed. Meanwhile, I was not happy about doing things in the shadows. This whole project is a community effort, and the contributors of today are the ones that might carry the flame when I am gone. So after a few internal discussions we came up with the balancing subforum, where everyone could see what was going on behind the curtains but only a selected few could interract, and anyone could ask me for a seat at the table, with some relevant experience. It came with little titles that hoped would boost morale. However... It did not go as I(we) planned. It created an even bigger split in the community, resulted in a huge variety of threads which is good, but which led nowhere as none of the idea was accepted enough to be implemented. And even the ideas who did get implemented did not make it. While the Personal Mail (PM) did go off track from time to times, it had the advantage of notifying people everytime someone posted (I do not think many people use that forum feature for threads) and I think the discussion was more focused, people pinging each other for patch reviews etc... There was also an attempt to use the chat on Phabricator which also sends emails for each messages, but it quickly vanished after the 24th Alpha. The 25th Alpha got some welcomed changes, at a much slower rate, and I think it fixed a lot of the quirks Alpha 24 introduced. But we're not quite there yet, and I know a few people are hurt about the current state of the game. I'm not a fan of the current balancing forums, and I'd like to merge them again with the rest of the game discussions, or at least to open them, since there seem to be no point in having them closed anymore. So I'm asking everyone, what can we (as in Wildfire Games) do, to get more contributions about balancing, to make A26 a success. We have some very nasty release blockers, and that leaves time for a bit more balancing patches. Best regards, Stan
    1 point
  11. I don't think the question is how fast the cavalry can destroy the fence, it's the fact that the presence of cavalry in P1 is weird.
    1 point
  12. No. this would be exaggerating a lot. I mean Many would not like it. maybe champions. Maybe some champions.
    1 point
  13. Take the Cavalry Spearman and add the Chariot mixin. It's what mixins are for, to mix and match traits with different classes of units.
    1 point
  14. Elephants can easily die once they leave their habitat. If you ship elephants to West Asia or Europe, the cost of feeding them can be several times higher than in their habitats. Therefore, only South Asia and Southeast Asia can be widely raised. , I think this is why elephants are disappearing very quickly in the Mediterranean region. Elephants can give soldiers a great shock, this is not a substitute for Cataphract or chariots, even after the advent of firearms, the Mughal Empire has always used elephants, and even placed light artillery on the backs of elephants.
    1 point
  15. keeping an elephant was not easy. For something quickly out of utility(Obsolete) in the Mediterranean. How much feed does that animal need? Cataphract was better answer for the cavalry.
    1 point
  16. Sounds interesting. I hate spamming units that weren't easy to maintain. People forget that in 0 A.D the economic part has a role with CS. So pop capacity is a new factor to stop unrealistic elephant rush. It's okay to wrap some numbers with techs research (logistics) but still a madness : 1 Elephant 1 = 1 troop from infantry. Special ancient setting.
    1 point
  17. I don't think it's necessary to add weird attack bonuses, especially for buildings. In reality, people usually attack buildings with siege weapons or arson (this is my previous suggestion), not with weapons (whatever type) in their hands.
    1 point
  18. If it fits the historical facts, the chariot archer should have a longer range, higher shooting accuracy and faster rate of fire than the horse archer, but the price is much more expensive than the cavalry. important reason for elimination I agree, it's a good role for the unit.
    1 point
  19. Obviously, the pebbles fired by the slinger can't compare to the heavy boulders fired by the catapult, so it doesn't make sense for the slinger to have crush damage at all. Because even if 10,00 pebbles are thrown at the building, it is impossible to cause the same damage as a 5kg stone.
    1 point
  20. If it fits the historical facts, the chariot archer should have a longer range, higher shooting accuracy and faster rate of fire than the horse archer, but the price is much more expensive than the cavalry. important reason for elimination. In fact, many ethnic groups, including Indians, continued to use chariots for a long time just because they could not master the skills of horseback archery. Other peoples, such as the Persians and the Chinese and the Seleucids, put more emphasis on the impact capability of the chariot when they used the chariot, and they put armor on the horse and sickle on the wheel. In this way, the scythe chariot can often sweep through the enemy's infantry array, causing them huge casualties (I use the aura that works on the infantry in the mod to simulate this effect). But the scythe chariot is difficult to pass through the rough terrain, and it is also expensive (the scythe chariot requires 4 armored horses, and the cost of food and metal is at least 4 times that of the cataphract), so it was finally eliminated by the cataphract.
    1 point
  21. Since hack damage itself represents melee damage to a large extent, we should simply remove the piercing damage from spearmen and pikeman, and only give hack damage. In any case, spears and throwing weapons cannot share one damage type.
    1 point
  22. Siege weapons do require unique damage types, and usually just this one is enough.
    1 point
  23. In fact, the spear doesn't need hack damage, if we don't let the spear and bow share the same damage type, it only needs one kind of jab damage,otherwise we should make bows and javelins also have hack damage. In addition, it makes no sense to distinguish between melee and long-range armor. Obviously, whether it is shield or armor, they can resist both melee and thrown weapons. It is more reasonable to use cavalry armor and infantry armor.
    1 point
  24. yes it might not be necessary, but if units had a some more variance in crush armor, units like clubs could prove more useful than just siege. But how is having pierce spears and pikes an issue?
    1 point
  25. Meh, hard disagree. "Hack" is essentially a metaphor for melee combat. It's used this way for every unit except spearmen and it throws things off. :/ I don't think there needs to be a 4th attack type for siege. Crush works fine for this already. It just needs to be consistently applied.
    1 point
  26. I see. This could make sense to separate units and buildings from seige attacks, but what about units like clubmen and axe cav? In the a27 suggestion topic, @BreakfastBurrito_007 suggested some variation of crush armor between organic units.
    1 point
  27. Scripts in 0ad are mostly written in shell or python and more rarely in perl. What a good pick is depends heavily on what your script is supposed to do and what you want to learn / invest time into. Javascript with node/npm might be just fine, but it's hard to tell without further knowledge of your project.
    1 point
  28. Units that have crush damage as part of their attack are quite weak due to their overall dps being reduced versus regular units. What if we reconsidered the crush armor values of some units rather than them all being 20?
    1 point
  29. 0 A.D. does not use NPM, nor grunt nor gulp. Everything you need is a text editor. The rest is already in the game.
    1 point
  30. by monument I mean the GUI is like a stone monument. We would use it as a background. Smaller.
    1 point
  31. Bug is already reported, see https://trac.wildfiregames.com/ticket/6494
    1 point
  32. Yeah, I was trying for something "flashy" with some emotive colors. If we could have animations or sfx a nice flash/glowing effect would be cool too, but static it is for now. Alright! Is the civ-specificity difficult to add? Separate then.
    1 point
  33. Hi, from my experiences with Fedora 34 and 35: Installing nvidia drivers is difficult but do-able, link to guide here: https://www.if-not-true-then-false.com/2015/fedora-nvidia-guide/ Once the correct drivers have been installed, the performance of 0AD is on par with other distributions. Fedora's dnf is deficient in packages compared to other distributions' such as Debian's apt and Arch's pacman and AUR. However, you can overcome this issue by using Flatpak packages and docker. Fedora is one of the most stable distributions I have used and its packages are up to date with decent performance. dnf may execute slightly slower than pacman and I feel that booting process is slightly slow (between Debian and Arch)
    1 point
  34. Probably because 0 A.D. is in fake full screen. In A26 you'll be able to try borderless.fullscreen = false
    1 point
  35. Thank you! I'll see if I have a moment tomorrow to update the instructions of Ubuntu then
    1 point
  36. The 0 A.D. community does indeed seem deeply divided by this issue. In my view though at least with "super hard" counters you can ensure every unit type is good for something. Back in my AOE2 clan days I was a maniac with the Briton Longbows. lol
    1 point
  37. 0AD live Stream, First game was ended due to player lag, on the second one I got chance to play. well played everyone. I am not very used to playing with boongui mod so I struggled a bit on properly managing resources and upgrade, but strong team mates gave me a bit freedom.
    1 point
  38. It's a good idea, people seem to take a liking to these units.
    1 point
  39. Game 1: zxphxr (1245) vs tedour (1400) Game 2: tedour (1411) vs zxphxr (1234) ———— send me ur replays to make videos of: zephyramethyst1@gmail.com
    1 point
  40. Se me olvidaron las referencias; REFERENCIAS; Ciudades ; -Ciudades de la cuenca del Mirador- Ciudad de El Lechugal ; -ciudades de la cuenca del mirador- ciudad de El Pesquero (templo) ; -ciudades de la cuenca Del Mirador- Ciudad de El Pesquero ; -ciudades de la cuenca del Mirador- ciudad de El Porvenir ; -ciudades de la cuenca del mirador- ciudad de Nakbé ; -ciudades de la cuenca del mirador- Ciudad de Tamazul ; -ciudades de la Cuenca Del Mirador- Ciudad de Tintal ; -ciudades de la cuenca Del Mirador- ciudad de Wakná ; - ciudades de la cuenca Del Mirador- ciudad de Xulnal; -ciudades de la cuenca del mirador- ciudad ejemplo preclásico medio ; -Ciudades de la cuenca del mirador- Mapa de ciudades ; -Defensas mayas; Disculpen las molestias*
    1 point
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