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Showing content with the highest reputation on 2022-04-21 in all areas

  1. what can be is to hide their name and faction until you discover them on the map.
    4 points
  2. I'm no longer really active in this forum, but I do check it out occasionally from time to time. It's sad to see that we are still in a deadlock of balancing debate. I agree with this statement. To elaborate my argument: In Civilizations section of the design document, currently we have historical overview and then it jumps straight to detailed description of units/buildings, some even do away with overview altogether. What I suggest is the overview of what the player expect when they select certain civilization. What differentiate it from other civilizations. Add some historical based justification as necessary. Something like Rise of Nations, but less technical and more abstraction: e.g. Athenian: They gather silver faster (because Laureion mines), they research faster (because philosophy). Romans: They have strong infantry (because Legions), they expand faster (because Roman empire). Mauryan: They have mobile gathering (because ?), strong archer (because longbows). etc. Avoid exact numbers and percentage, focus on general advantages/disadvantages or strengths/weaknesses of each civs. Only after these established, we can then go to units/structure/bonus description. For each description, there must be a reference to this overview. The finalized design document should be able to answer questions like: why certain unit have certain stats/why does this civ have certain bonuses on the other hand, why this civ doesn't have that unit or structure what is the difference of gameplay between civ A & civ B I'd like to rush/turtle, which civs are suitable for me why does this unit too weak/strong etc. After that, the balancing discussion can continue. Refer to design document established above before making any changes. When proposing any changes, ensure that it doesn't break any of the established design first before we talk about the relation with other civs. I understand that we are not making this design document from scratch, as we already have the game, so cheating i.e make the design based on the finished game is alright. What I want to stress is that we need to make sure that people know the general intended design of each civ. When people suggest changes, there must be some degree of bias (favorite civs, preferred playstyle, favorite RTS games beside 0AD, etc) and I hope the established design document could be considered before proposing something.
    4 points
  3. basically it is an advertisement, a tv spot about the game, Mayorcete has a wide audience in spanish. He noted that 0 AD deserves all the support for the intense love that the developers put into the game. He says that 0 AD is a worthy game on a par with Age of Empires. AoE 2 fanboys jumped in a debate in the comments. Mayorcete has been fighting with the AoE2 community , because AoE IV.
    4 points
  4. As long as we are focused only on balance, we will be chasing our own tail. 0 a.d has reached a stage where it needs a design overhaul. A design document is needed to guide the next steps. The idea of starting with a generic civilization, and then being able to choose which civilization you want to steer towards is extremely fun. I would start with a standard civilization and then the second phase I could choose which of the 14 civilizations I would like to play with, with their respective bonuses. This would add a very interesting element of surprise to players, especially in team games. If I had to choose one idea, I would certainly go that way.
    3 points
  5. It's a pretty neat model, actually.
    3 points
  6. Maybe adding an extra property to the resource *.json file (e.g. adding "zeroResourceStart" to the silver.json file) and then check for that property when the game calls "SetResourceCounts". Diff: SetResourceCounts - zeroResourceStart property
    3 points
  7. It won't make any difference, as you still need to build a CC to train more civilians. In fact, nomadic mode is quite an interesting design for Age of Empires 3 where the map will generate random terrain, because you have to explore unknown terrain to find a good place to settle down, but for the terrain is fixed 0AD, just Lack of fun. To a certain extent, if this mode is to be interesting, the design of citizens-soldier and territory needs to be removed.
    2 points
  8. The game is now trying to force all factions to start massive battles in P3. But in fact, each faction has different levels of civilization according to the historical background. If some factions do not have some powerful units in the late stage, such as cataphract, chariot, war elephant, ballista, then their dominant period should be placed in P2 and attack earlier than other factions. And those factions with powerful units in the later stage should try their best to survive the opponent's offensive in P2 until they reach P3 and reach the dominant period.
    2 points
  9. Bigger and better! I think Atlas Valleys and Sahyadri Buttes by @LordGood are masterpieces. I love that they are variable rather than symmetric, so players have different advantages and disadvantages. I also love Neareastern Badlands and Greek Acropolis. I wish we had giant versions of these maps. I think performance is much better and we are ready .
    2 points
  10. You just have to get better. In serious: maybe upload a replay so people can give you feedback. With your general description I feel you can only get general advice.
    2 points
  11. Here is another suggestion: Hide enemy civilizations in the diplomacy window. In random games, it kind of ruins the surprise.
    2 points
  12. 2 points
  13. So you're saying it won't work here? I was socialized in forums with rules (off topic, full quotes...*) and actual enforcement, here it is bordering on non-moderation. This thread is all over the place; not that I don't like the p0 idea, but this thread was supposed to be about something else. *Backseat moderation was also frowned upon. I'll show myself out.
    2 points
  14. You start the game like in the dark ages of aoe1. You can choose from three generic civilizations. All civilizations look very similar (only a few differences provided by branching models). Civilizations share the same units, women (food), basic spearmen (food/wood), javelins (food/wood) and a scout (food). Scout is like a spear cavalry, able to fight and be trained in age one. At that moment we will have a good rock/paper/scissors for all civilizations. Each of these three civilizations has some very basic bonuses, one of the civilizations would have a bonus for economy, another for aggression and another for defense, pleasing all players styles. When ready to pass the stage you can choose which civilization you want to evolve to, if you choose Sparta for example, you will have some bonuses like as stronger women, faster and stronger infantry.
    2 points
  15. Too detailed for us, though.
    2 points
  16. How about the new Macedonian wonder (26397)? Though, it still needs the generic name of "Palace of (or 'at') Aigai" so to clarify the ancient Greek translation to other players.
    2 points
  17. It is not the type of damage that is in question it is the magnitude of the damage. Enjoy the Choice
    2 points
  18. All relevant commits included until: r27103 [Disclaimer: since I'm not a developer, my sense of 'relevant' may have included many more commits that are truly necessary... Feel free to simplify the list!]
    2 points
  19. Hello everyone, We're happy to release the first M1 Mac Testing version of 0 A.D. Alpha 25b We provide this in the hope of finding and squashing bugs efficiently. It may however contain bugs. If you choose to test, please keep that in mind. EDIT: Since the bundle is not signed on certain macOS version you might need to unlock the app. You can do so by running the following command. xattr -cr /Applications/0\ A.D..app Download Link Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) Video Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test ranked games Test Saving and loading a game. Test Quickload/Quicksave (Optional) Upload the feedback files (See see wiki:GameDataPaths) What to do if I see a weird red line ? Make sure to enable GLSL in the game options. What to do if I have an Out Of Sync? You should go in your logs folder (see wiki:GameDataPaths), find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes Update your crashlog.dmp and crashlog.txt see wiki:GameDataPaths
    1 point
  20. Then it seems we should call it "wilderness mode".
    1 point
  21. we need a gold rush(classic) and another where there are fruits be an essential part.
    1 point
  22. Dont use archers and walls
    1 point
  23. All this games: Crash Bandicoot 4 Starcraft 2
    1 point
  24. Muy buenas, tengo una duda. ¿Cómo puedo crear una cuenta? Cada vez que intento crear una cuenta para poder jugar el multiplayer, me sale el mensaje "No se pudo verificar el certificado del servidor o no se completo la conexión del todo". Lo que me impide crear una cuenta para poder jugar con mis amigos. Agradecería que alguien me pudiera ayudar con dicho problema. Quedo atento a sus comentarios.
    1 point
  25. Interesting. One time I pointed out that something could be done about the worker elephant's helpfulness, the reply I got was 'it was decided to have it skill-based', meaning microed.
    1 point
  26. Good night because I have to format the hard drive and that I am going to be traveling I leave this 3d model in case someone is interested in the task of doing it. the front fronton Temple_of_artemisa.rar
    1 point
  27. That property in and of itself is useful. I just wish there was a way to set some resources lower or higher than others, not just zero.
    1 point
  28. Desactiva TLS en configuración en la pestaña de red y sala multijugador.
    1 point
  29. Intente desactivar TLS a través de la configuración. Ref: #6504 (20/Apr/22)
    1 point
  30. For use against siege yes, we need to be careful with ranged units though. This is why i prefer to add it to catapults, one because ranged units already have a lot going for them. Catapults do not.
    1 point
  31. You mean to add the effect of blocking the view to the building?
    1 point
  32. One more thing to consider: swords are more likely to break or bend with a powerful hit. A swordsman will be hesitant to hit a siege engine with full force. An axe will not be out of action after such an attack. An axeman is more likely to decommision a siege engine.
    1 point
  33. If we add a damage type, it should be "siege" as @Lion.Kanzen mentioned earlier. This could allow crush damage to take more interesting balancing roles. Although to be perfectly honest, this is still equally possible without the new damage type.
    1 point
  34. Perhaps to achieve this we don't need new damage types, but can just reduce crush armor of units that have high hack and pierce armor like pikemen, and reduce crush armor a little less for units like sword and spear inf and cav. We would need to keep in mind the effect of this on the effectiveness of slingers, catapults, and elephants.
    1 point
  35. Hi everyone, just came to share these pictures with you all about the 0 AD Empires at War, Rise of Rome campaign. I have been working on this Gigantic map for this campaign. The Campaign is made for a solo player, but it can be set for up to 8 players if your PC have the power to push so many units at the same time. My PC can do up to 3 active Al so far, Plus the Gaia player. In this campaign, you play as Rome, and have to defeat all faction and conquer the Whole map. You will have to fight Gauls, Carthaginians, Samnites, Greeks, Spartans, Ptolomeans, Seleucids, Macedonians, Britons, North African mercenaries and Pirates, Capture Catafalques, Cities, Ports and Towns to expand your empire and conquest the Ancient Mediterranean, Southern Europe, Anatolia, Palestine and North Africa. The Map is gigantic, so expect a lot of hours of play, many Epic battles and skirmishes. The enemies you will encounter are not easy to defeat as many may believe at first, so a lot of Strategy for battle hardened players will be a most in order to defeat them. So far, the Tests I have been running are working fine, no error so far. Making all these Factions and units to behave as closely as possible to their own Historical situations 0 AD stile, have been a Challenge for me, so to keep the campaign balanced as well. But is something I did with a lot of Love and passion for this game. I do really admire and love the design and the hard work so many of you, game designers, had put to make this open source Universe possible. My respect and admiration is with you all for such an outstanding job. I will be publishing the campaign soon, here at the Forum, for you all to download and add to your collection of maps, scenarios and campaigns. Here are some pictures I want to share. Thank you all for your time and attention.
    1 point
  36. No, statistics on which civ players choose, whether win loss/ratio fits statistical expectations, length of games and other collectable data, then trying to make sense of all the data. Complement it with questionnaires as to what people like about civs and what not. The goal should be to have all civs be somewhat attractive for whatever reasons, if it's just the sound track that makes a civ popular that is fine as well If those "we need ultimate balance for competitive games" people have a couple interesting civs which work for them to choose from that is good enough, they just have to have the possibility of a filter which is currently lacking. Contribute redirects to https://code.wildfiregames.com/source/design/ which returns an error --- @maroder A design document should be about principles, not stats or similar details. What it could describe without thinking much about it: How to update the design document (process) If I want to add a civ, what do I have to fulfill If I want to add a map, what do I have to make sure If I want to add a model, what requirements are there If I want to write a new ui, what must I make sure of How to bring historical facts to the users attention How should city building aspect work How should fights work on a meta level What is territory meant to achieve many more For instance the removal of kennels without the backing of a design document shouldn't have happened IMHO.
    1 point
  37. Just want to say, we appreciate you, Stan. Lots of toxicity has been around the last 18 months or so and it’s easy to forget about good people like you.
    1 point
  38. The term here is also archaic, but it is what ordinary people understand.
    1 point
  39. The exact term is https://en.m.wikipedia.org/wiki/Lime_mortar Still lime stone. In Spanish (Latinoamérica) we call all sub products "Cal".
    1 point
  40. These are all fantastico my friend!
    1 point
  41. did some rites with lime? "Mayan ceremony stone of lime"
    1 point
  42. in the comments some Mexicans mention the existence of this tradition.
    1 point
  43. @Duileoga thank you very much for all this!
    1 point
  44. Los modelos son impresionantes, gran trabajo! Acerca de la descripción para la facción: Tal vez tiene frases un poco largas? Sin cambiar el contenido, estaba pensando en algo así: -Los mayas son una cultura que llegó a un alto nivel de desarrollo convirtiendo sus otrora aldeas en imponentes Ciudades Estado (como la antigua Grecia) con palacios, plazas y pirámides que alzaron sobre las tupidas junglas de las tierras bajas, los volcanes de las tierras altas y los pastizales de Yucatán. Gracias a sus avanzados conocimientos en agricultura, astronomía, arquitectura, arte y matemáticas, florecieron en su periodo preclásico a la par que Roma en el Mediterráneo. Los antepasados de los mayas legaron impresionantes murales y estelas que nos narran grandes mitos, epopeyas, guerras y poderosas dinastías; perviviendo tras 4.000 años en las actuales repúblicas de Guatemala, México, Belice, Honduras y El Salvador. ¿Qué le parece, @Duileoga?
    1 point
  45. My preference is this. - All factions get 1 warship. No more 3 separate warship classes. - The player can tech up their warships from light to medium to heavy. It's a teching progression. (Bireme to Trireme to Quinquireme) - Warships are about the size (footprint) of the current Biremes/Pentaconters. Each new level just makes the ship look beefier (Heavy upgrade makes them 10% longer too, but they would still be smaller than the current Triremes, even at max rank). - We abandon the "soldiers on deck" feature. They wouldn't look right anyway without massive unusable ships. - Remove BuildingAI. They now attack just like any other unit-one target at a time. Means you can now micro them. - Garrisoning soldiers on board adds health and speed to the warship. - Add a ramming feature at some point. Probably when/if secondary attacks are added to the game.
    1 point
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