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Showing content with the highest reputation on 2022-05-05 in all areas
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Come on guys. Siege is rather weak currently4 points
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When I get famous, I would want to get creditted for the phrase: ¨Technology only seems like magic to those who are ignorant of how technology works.¨ The only thing in my way is that I need to design the next equivalent of ´flappy bird´.3 points
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I figured but I still don't understand why you care about that specific point, if it doesn't change anything about the gameplay itself. Hmm I get the point, but isn't that debatable? You could still have a tech/ hero that gives +X% resistance and personally I find it easier to keep the percentages in mind, as they have a clear meaning. well, you could write 98% no need to get into the decimals. seem like the consensus on every topic. lol. But the point is that it is not clear to a new player (or even to many experienced player) what +1 Resistance means. 10% hack resistance is much more clear imo.3 points
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i will post separately, because for some reason comands and metadata can be attached only separately and different ones get mixed up sometimes. 1st one: metadata.json commands.txt second one: metadata.json commands.txt third one: metadata.json commands.txt fourth one: metadata.json commands.txt2 points
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Siege, they're a bit to fast, infantry struggle to keep up and attack them and they have waaaay to much health.2 points
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We can do some things and I have a patch for that: https://code.wildfiregames.com/D4602. But I'm not satisfied with it yet.2 points
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Thanks to Langbart there is one now http://trac.wildfiregames.com/ticket/6531#comment:12 points
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After several years you will see You will see that it is bearable. Years ago he demanded.2 points
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It has been reported before. Don't know if there's a ticket, didn't find one. @Stan`2 points
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I think it is normal for an elephant to not be able to enter the CC. It would be better to directly modify the settings so that the elephant cannot enter the building outside the elephant stable.2 points
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Thanks to the FAQ https://trac.wildfiregames.com/wiki/FAQ#Gameplay and to the very length discussion here: I finally have an idea about what the nebulous resistance levels do. Which raises the question: Why is it so complicated in the first place ? I don't think that many people know what those values mean. How about dropping the resistance levels and the obscure exponential calculation and just use percentages that everybody understand? E.g. 10 hack attack on a unit with 50% hack resistance = 5 Damage. Am I missing some hidden uses cases of the resistance levels?1 point
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Just to add additional opinion and muddy the water and assure inaction: I hate the term "resistance" altogether and much prefer the term "armor." But to answer the question as to why the armor, uh, resistance is calculated the way it is, is that each "level" of armor takes away exactly 10% less damage than the value before it. Look at it this way. If you keep adding 10% on top of 10% you're not reducing the incoming damage by an equal amount each time, you're reducing the incoming damage by a greater amount each time, actually. 10% armor against an incoming attack of 10 hack, gives a received damage of 9. A reduction of 1 from 10. Research a tech that adds another 10% armor on top. That gives you 20% armor now. 20% armor against an incoming attack of 10 hack, gives a received damage of 8. The incoming attack is reduced by another whole 1 point. But 1 point from 9 is not 10%, it's 11%. Each new 10% you add ontop of the armor exacerbates the issue. It's "easier to understand" for players, but negatively affects gameplay. "Levels" were introduced to fix this. Each additional level takes the above problem into account and cancels it out, so that each new level reduces received damage by exactly 10%. That's why Level 1 armor is 10%, but Level 2 armor is 19% (not 20%).1 point
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you will start loving the game even more once you understand the abilities and weakness and counter units for each units of 0AD. also being able to execute them effectively will make you a greater player, I am still figuring out and exploring. Also don't forget the military techs to make your units stronger, even with anti-rams if your opponents have better tech than you, it will be difficult to beat them.1 point
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An additional point: for rams and siege that have very high resistances, writing '50' is less chunky than 0.998... But for smaller armour values I wouldn't mind switching to percentages. However, something that I have noticed is that units die too quickly in Alpha 25. Battles last very briefly and it's often the case that all units at the front line have died before reinforcements arrive. So we should either boost armour and health of everything, or, decrease our attack values so that battles (the main attraction of 0AD over other city building games) can take up a greater proportion of the game and more veried formations, battle tactics can be played out. A23 and A24 had reasonable and fun large scale battles. The change is caused by the new pathfinder and tier 3 military techs, so we should do something to counterract with the effects of these 2.1 point
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no esperes mucha información de un país con pocos recursos. Además es conocimiento reciente.1 point
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I care because I like the game ; ) The levels are useful for techs and heroes which increase armor. If you want to check out which upgrades your enemy or ally has on his army, you check out the level number so you can quickly see which upgrades are in place. Its easier to keep in mind than just the percentages. The levels are linear numbers, the percentages are not linear.1 point
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Any melee unit will deal significant damage against siege, even women. Slingers can also damage siege quickly. Elephants and your own rams are deadly to your enemy's siege weapon. If you know that your enemy will flood you with rams, the prepare a significant number of melee infantry (swords, spears, clubs, mace, axe) or melee cavalry (spear cavalry, sword cavalry). First kill all of their exposed organic units using your ranged units, then focus fire on siege. They will have a weaker army than you because they invested their population space in rams, so you will win the fight if you just ignore the rams for a moment. If you see your enemy using catapults or siege towers, prepare slingers or sword cavalry. Spear cavalry can also damage catapults. Alternatively, you can use a large crowd of infantry or your own rams or elephants to take out catapults instantly. The conclusion is that siege weapons are not overpowered at all in A25 release; they already suffer greatly from clunky pathfinders and low accuracy. You should also scout your enemy to see what they have so that you can prepare promptly. The best way of defending is to have as many units as you can of all types.1 point
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siege was a pain for me too when I was a new player. sword counter siege is unintuitive and siege pairs well with surprise tactics that are particularly effective (and frustrating) with new players.1 point
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Actually I have already spotted this issue with dead whales as well. I'm sure the developers are already on it, please have some patience. Meanwhile, I will look at the actor files and check if something is wrong with the death animations.1 point
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Rams should be not more than 50% of the walk speed of infantry, siege towers even slower1 point
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@Donair One thing that can help against rams is swordsmen or swordcavalry. Just keep some in a nearby high value building like temple, cc, or fort and you can ungarrison to kill rams if they are spammed. 5 swordsmen can kill a ram in about 4 seconds if it is stationary (like when its hitting a building).1 point
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More of a meme idea: Tux in a schythed chartiot pulled by one or more zebras or unicorns. Can be summoned by the code: Cutting edge tech for nerds. Maybe the models of pony ascendant could be of any use.1 point
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There is no way to play videos in the engine currently. I imagine you can trigger pause through the GUIInterface though.1 point
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Hey @Sevda You need to edit that file https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/simulation/data/settings/player_defaults.json Do note that some maps can and will overwrite this. It should be MP safe to change it.1 point
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fifth one: metadata.json commands.txt sixth one: metadata.json commands.txt1 point
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I can't seem to find @ChronA's mod, which I was sure I had installed. anyway, this one attached should be the tentative one I realised. Notice that friendly fire is not turned on, and at first, I was skeptic about it, but I have to admit that if I think about it now, I think I realised that the directional armor+ff combo would be a hard reset for 0 AD meta, without any form of the "melee on front, ranged behind" tactic, which would be for the best probably. Only problem is the forced extra micro, I think it's unfair to punish macro-managers and newbies making their men kill each other. directional-damage.zip1 point
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there are a lot of Indian players for 0AD including me and we are active everyday. don't know anyone else from Asia except Iran.1 point
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Buenos días o tardes: -Es muy buena publicidad , para aquellos/as que no hablen español les resumiré que este Youtuber dice ; -Es muy buen juego , que él hizo este vídeo para que llegue a más gente e invita a colaborar en el desarrollo , anuncia que es gratuito ,anima a la gente a jugarlo , felicita la fidelidad histórica y explica las mecánicas del juego , como el área cultural de los edificios entre otras cosas. Disculpen las molestias*1 point
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Here they are in case they are going to use them for the zapotecs. native_unit.blend1 point
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Nothing is it's a material bug. Was revealed by @vladislavbelov's refactorings. Before no blood was visible at all.0 points