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Showing content with the highest reputation on 2022-04-21 in all areas
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what can be is to hide their name and faction until you discover them on the map.4 points
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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
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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
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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
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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
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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
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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
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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
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Here is another suggestion: Hide enemy civilizations in the diplomacy window. In random games, it kind of ruins the surprise.2 points
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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
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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
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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
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It is not the type of damage that is in question it is the magnitude of the damage. Enjoy the Choice2 points
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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
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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:GameDataPaths1 point
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Hi guys, here is a picture of the Empires at War, Rise of Rome I made , using the 0 AD Scenario Editor...I have been working over a year on it, and posted some pictures of how is looking, for you guys to see, and I think is finally done, after more than a year making it... I really would like to share it with you guys, but I don't know how to upload , so any help from any of you that know how to do it is welcome...The map is Gigantic, and It represents Southern Europe and the Mediterranean Sea, the map and the factions can be modified to your own taste as you like. The scenario I made for this map is set for 4 players, Rome, Carthage, The Gauls, and the Seleucid Empire. You can play any of them or set them as AL players as you like. I make the map to look as close as possible to the real Geographical shape of Southern Europe, The Mediterranean sea, Northern Africa and the region of Palestine and the Anatolia peninsula, and the map is packed with gaia factions that will attack and defend their small buffer states from all All main players including the AL bot. So as you move across the map expanding your empire you will also encounter Sasanids, Gauls and Germanic tribes, Greeks, Spartans, Macedonians, Iberians, Britons , Ptolemaics , Desert Pirates and mercenaries. The map have cities and ports that represent real cities and towns from that age that need to be capture or destroy for their strategic value and a lot of resources for all player to capture and keep expanding. You can set this map as you like...I usually play with the Roman Republic...so that's why I call it Rise of Rome, but you all can play and set the scenario as you like, Hope you guys enjoy it , and if possible, make it better than what I did...I am pretty sure many of you will, and I see forward to that. I just need advice on how to upload here for you guys to play and get it tested, and fix it from any errors if you find any, and make it better... May the Only true God be always by our side... ....You can write me to my gmail account. charliechill17pr@gmail.com. Thank you all for your time and attention.1 point
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we need a gold rush(classic) and another where there are fruits be an essential part.1 point
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you know what's funny? if 0 AD went trough the kind of rework borg- asks, right now the first two groups to choose from would be greek and non-greek.1 point
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Muchas gracias, funciono. La verdad, estoy agradecido con todos ustedes. Realmente, les dio las gracias, la solución funciono, espero que estén bien y que tengan buen día.1 point
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This is all ready the case. If you open the scenario editor and let the cavalry archer and infantry archer fight one on one,You will see that the infantry archer hits the cavalry archer more often. Both units have the same accuracy.1 point
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Yeah, starting_resources.json should be expanded. Shouldn't be too hard (TM). ^^1 point
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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
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Two because I would like to have a reason to enjoy using catapults again, and three for tactical diversity.1 point
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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
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You mean to add the effect of blocking the view to the building?1 point
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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
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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
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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
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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
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Yes, but my point is that the trireme should have various civs specfic upgrades. I just put metal ram as a possibility, not implying it could be readily implemented. I was referring to something along these lines, although this probably would only apply to fishing boats. https://wildfiregames.com/forum/topic/56010-did-someone-say-improved-ship-movement/#comment-4538131 point
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To be honest, I think the call to for a design document isn´t rooted in practical purposes. I would consider the hope that a design document provides misleading. You might think that things get done once it is clearly put in a design document, but issues don´t magically solve itself when there is a design document. I expect any design document to quickly get stale. So rather than saying this is the design document, It would be probably better to set goals for the next 3 alphas and count how much has been achieved to reach these goals. There was some talk about faction differentiation, but what have the discussion since A24 delivered? Hoplite tradition and moving possibly kush pyramids to p1. You can´t say we should achieve this goal and just wait until it is achieved.1 point
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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
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