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Showing content with the highest reputation on 2022-06-17 in all areas
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Have you ever found that you are floating a lot of resources in the game, or some of your production buildings are idle because you are lacking one type of resource? This is because your economy isn't optimized to support the production of units. It is not trivial to know how many production buildings you should build, and how to accurately distribute your workers on each resource to support non-stop production of these buildings, so that little resources are floating and no production building is idle. If you are interested in building the most efficient economy, my study may be able to help you. I have analyzed the economic structure of 0 AD Alpha 25 and searched for the most efficient economic models to continuously produce units in different scenarios (see the attached file). By considering the gathering rate of workers, the cost and production time of different units, I derive a simple formula to calculate how many workers are needed on each resource to sustain the production of units at different batch sizes, with and without the economy upgrades. From the calculation results, I make a number of exemplary economic models to illustrate how to distribute your workers accurately on each resource in different scenarios. The results may be adapted to design other economic models for different strategies, and shall be particularly useful when combining with the auto-queue function of the game. You are welcome to give comments to make improvements. Designing economy in 0 AD.pdf4 points
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Sorry if this sounds like a ridiculous idea, but since 0AD is a historical civilizations game, I am making a mod to explore Early Hominids in Africa, I think it would be cool to explore the lineage of our ancestors evolving in prehistoric Africa, in a mod, Sorry if sounds like a ridiculous idea, but I am doing this mod so I can not only make a mod for 0AD of this, but to allow me to explore early hominids and make some interesting models, and landscapes in Atlas and Blender, just thought I would tell you guys I am in the works of making this, any ideas are welcome for this project! Now I already have the plans laid out of how to portray them in a mod, but I am making different maps based on location and research of where they evolved in, and what weapons and tools they used, I am also using mixed textures of real animal images obviously using CC-BY-SA and Public Domain to create Mammals that lived alongside our ancestors. But yeah I am in the early stages of this project, and I hope to eventually release it after the loads of research I am doing to apply with the 0AD engine's limitations, but I am a huge expert and really into research on early hominids, and I look forward to sharing some pics with you guys, I look forward to your ideas and I will be showing some pics soon!3 points
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My aim would be to let every feature of any faction feel unique. Currently, the Kushites have the unique monumental architecture technology and it is a pity that it doesn't offer a lot of usefulness. Unlike the Persian Architecture unique technology, it only affects civic buildings (CCs, temples and houses). I wanted to create a patch that energizes well with the existing features of the Kushites. The Kushite faction has 5 different champions and I wanted to stress on that. Two of them are build at temples, which are civic buildings. So therefore I saw it fitting to increase the batch training speed for civic buildings. https://code.wildfiregames.com/D4310 Also, to double on the champion aspect: I enabled the axe infantry champion in p2 adding to the Kushite identity of a varied p2 army. https://code.wildfiregames.com/D4704 I hope that these changes can help to making playing as the Kushites a truly unique experience.2 points
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No. But it seems that every attempt at features to differentiate the civ will result in them being removed for - a) balancing reasons - b) historical reasons - c) game engine not being ready2 points
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No, It is meant world population is devided among all active players equally and each player gets bonus according to civilization, team, tech, aura bonuses2 points
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a25 selecting enemy units i think is a rly bad idea, itll ruin part of game which is randomness/esimtating enemy forces. wasnt distorting enemys perception of your forces a thing historically? making differing formations to show an illusion of greater or lesser numbers. 501 doesnt always beat 499, in such numbers especially, randomness will be huge prob nearly 50/50 wins. because of pathfinding, and fundamental randomness of engage, fights will always vary insanely. you cant ever get rid of luck, without getting rid of interesting aspects of the game, which is open systems, not based in concrete, known or predictable paradigms. This is what makes 0ad interesting and allows for infinite improvement and options. in even game, one side gets some tiny advnatage from luck, and has to capitalize on it since if popcap is hit, any small advantage diminishes. Therefore luck creates scenarios and variability thatll bring out unique landscapes of competition, and it evens out eventually, over many games, everyone getting even random advantages/disadvantages.2 points
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There is an indie section apparently and they contacted us after the Stunfest. It's a 20k people event2 points
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After digging into Japanese history around the time of 0 A.D, I've found out a few things that could make implementing Japan in "Rise of the East" an interesting challenge. I would be very enthusiastic about doing some more research if adding Japan is something that seems doable in the future, but here is what I know so far: The period of about 300 B.C. to about 300 A.D. in Japan is known as the Yayoi period. Little is known about the time period since the earliest mention of Japan during the period comes as an afterthought in Chinese texts. The Chinese described it as a mainly agricultural society characterized by violent struggles. The land was split into hundreds of tribal communities according to the Chinese, which is most likely more accurate than the records of the Nihon Shoki, an early collection of Japanese history that claims the birth of a unified Japan to be 660 B.C. According to archeological findings, the Japanese people during the Yayoi period experienced a great deal of turmoil and violent expansion. The people themselves are (although this is debated) thought to be from the island of Kyushu, and they arrived and expanded their influence onto the main island of Honshu in the beginning of the Yayoi period. Bronze weapons and rice farming during the period suggest heavy influences from China. Between the Jomon period (13,000-400 B.C.) and the Yayoi period, Japan's population is thought to have risen by about 4 million people. The main reasons for this are debated, but historians believe that a major influx of farmers from the Asian continent overwhelmed or absorbed the native hunter-gatherer population. The reason I said implementing Japan could be a challenge is this. During at least the first half of the Yayoi period (300 B.C - 0 A.D), Japan was split into many competing (most likely warring) villages. Many excavated settlements were moated or built at the tops of hills. Headless human skeletons discovered in Yoshinogari site are regarded as typical examples of finds from the period. In the coastal area of the Inland Sea, stone arrowheads are often found among funerary objects. In essence, no unified Japan existed (outside of the Nihon Shoki). A dramatic shift occured however as the Yamato court rose in Japan around 250 A.D. With the rise of the court, power was shifted to a central administration and an imperial court (inspired by the Chinese government of the time). Huge changes in burial styles and military tactics also occured between the Yayoi and Kofun (250-538 A.D) periods that were likely to have been developed (undocumented, as essentially everything in Japan was) during the latter half of the Yayoi period. That's what I've discovered so far. I don't know if any of it helps, but let me know what other information would be helpful in exploring this amazing civilization! Some Sources I've found helpful: http://www.jref.com/articles/yayoi-period.188/ http://www.metmuseum.org/toah/hd/yayo/hd_yayo.htm1 point
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It was deliberate, but since the structure split this should be changed. With y'all's permission I can fix that.1 point
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See #6560 (Han barracks/ stable champions tech) – Wildfire Games and the fact we removed the rice resource.1 point
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I attempted this for Sid Meier's Civilization 4, and kind of gave up on it due to lack of coding knowledge, so I am bringing it to 0AD where I know the engine better.1 point
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Se ven muy bonitas las actualizaciones de @Lopess (The updates look very nice.) Maravilla (Wonder) Fortaleza (fortress) Torres defensivas y muralla (Defensives towers and walls) Casas, almacén y granero (houses , storehouse and farm) Templos (temples) Puerto (dock) Taller de asedio (siegue workshop) Cuarteles (Barracks) Centro urbano (Civic Centre) Disculpen las molestias*1 point
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many good things, many bad things in 0ad, for one huge example, brokenness of pto that seems to be increasing instead of decreasing, removal of stoas from athen and sparta, for smaller example merc cav slightly too cheap(ik its fixed a26 ive been told), jav inf are way too slow in relation to slings, merely 5% faster(if its 7-8% would be much better) archers are considered too weak ofc, but i changed my mind on this with the way sniping is now the new meta, which totally transforms the way the game is played, towards the better giving unique qualities to all units. the ease of defending with longer ranged unit when near cc, baracs, closed or cluttered landscape, and advantage it has when played properly totally makes archers completely fine, especially the boost in value later on in game with 20% spread tech becoming cheap as game progresses, with mapcontroll play and in again, closed areas. yes archers weak in direct fights, but all archer civs have some other ways of gameplay, without relying purely on archers dps. OP complete denial of inferior range cavalry harass play if spear+archer with proper reaction time and army composition. huge denial of enemy small count cav mobility around your base, etc.1 point
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Less ticks means less execution time. There was a plan to make gathering a bit more efficient by doing more resource gathering at once. It would be 0.2 per second if decimals are allowed. The GUI might not represent that well, though.1 point
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you don't forget to talk about the potential of mods.1 point
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Perfect. This is what mercenaries should be. I disagree. They are the same as any other sword infantry champions, it's just that their champion spearmen with silver shield upgrade (argyraspides) are extremely OP and outshines everything else.1 point
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Having just played a quick game, my first impression was that I miss the BoonGUI mod and I hope it's coming out for A26!1 point
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1- For me, we need to absoluty change the concept of mercenaries. They can't recolt, i'm totaly agree for this point. About the cost i want have big cost like 100 for infantery and 150 for cavalery. All mercenary is rank 2 recruitment is instant, the units are not formed, we pay for their service. Limit the number of mercenary by 50 for each player (sound good or not?) One tech for recruit mercenary rank 3 in phase 3 in castle or CC. Like 500 FOOD and 500 METAL cost tech. I would also appreciate that the initial mines be less loaded in resources (5000-> 2000) so that the eco is more relocated and risky, but that's another subject but it can nerve the mercenaries a little. 2- It it true that it is frustating and make good advatnage. But i think we see that like a bonus of civ (only 2 civ have this advantage so it ok), maybe we need more balance all champions. Some seem too weak or situational. Take care to don't starndardizes all civilisations. 3- I think nop, if you look point 2. Ptol and Sélucid have good bonus with production heroe in CC. So it make a malus effect to balance the advantage of the point 2. 4 - Noboby forces the infantry to serve only as anti ram. i find the current situation satisfied. No easily accessible sword infantery that'is ok. It is charming to know that the Macedonians have this weakness.1 point
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Yayoi probably since there is already a mod started.1 point
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Dang, why is random civ so complicated? perhaps it should just be..... fully random?1 point
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Yes. We can make them have slinger range (45 m), do 13.3 pierce with a 1.2x bonus against cavalry.1 point
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https://gimp.org/news/2022/06/14/gimp-2-10-32-released/ @Stan`@Alexandermb@wackyserious@Mr.lie@Sundiata new version of stable Gimp is released.1 point
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How do we feel about having both CS and champion crossbow cav? It seems weird to have so many crossbow units, also with very different stats: for comparison: mace crossbow 40 pierce, 60 range, 9.6 walkspeed (champ inf costs). Han Xbows: CS infantry crossbow: 20 pierce, 45 range 9.6 walkspeed (40 wood cost, i guess the idea is the cost makes up for the units lower stats) CS cavalry crossbow: 20 pierce, 50 range 14.4 walkspeed (40 wood cost too) Champ cavalry crossbow: 40 pierce, 55 range, 14.4 walkspeed (champ cav cost) Hero crossbow: 80 pierce, 65 range, 14.4 walkspeed why should the range change so much between different crossbow types? I imagine the champ cavalry crossbows will be very strong, thankfully they can at least be caught using faster cavalry. Because of the champ unit being so special, I think the CS crossbowman cav should be removed. what do you think of this @chrstgtr? I think that hero could become the single most annoying unit in the game lol. cav should be all 50 or 55 range, champ inf should be 60. im ok with CS infantry crossbows having less range, but they should have 50 hp and slinger damage per second (with 50 food 50 wood cost). ^ ie no "trash" units, just normal citizen soldiers.1 point
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https://edition.cnn.com/2019/04/20/asia/japan-ainu-indigenous-peoples-bill-intl/index.html https://www.nytimes.com/2008/07/03/world/asia/03ainu.html We won't question that the Ainu are natives here, this is the consensus.1 point
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It must be some new update of Alpha 26 that I have not yet adapted the code, tomorrow I will fix it.1 point
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I like this new faction. Many of the games I've seen always depict a later era, usually Japan after the 8th century, which seems to be more Chinese, while the earlier Japan with its own civilization characteristics is rarely represented.1 point
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私の主張に根拠となる研究はありません。 存在しないことの証明は非常に困難です。 北海道:アイヌ関連施策 - 国土交通省 (mlit.go.jp) 例えば上記は日本政府の国土交通省のページです。 "アイヌの人々は、少なくとも中世末期以降の歴史の中でみると、当時の「和人」との関係において北海道に先住していたと考えられており、" 中世末期にはアイヌは日本に住んでいましたが、その前いつから住んでいたかはわかりません。 アイヌの遺跡の最も古いものは800年前の遺跡です。 北海道には5000年くらい前のものとみられる竪穴住居が確認されています。 竪穴住居は日本の全土にある旧石器時代の住居です。 2000年前の日本の北に、現代の日本人に近いであろう縄文人が住んでいたことは推定されますが、アイヌ人がそのころから日本に居たかどうかは確かではありません。 騎馬民族がアジアヨーロッパで猛威を振るい、その脅威から逃れるために多くの民族が大移動していた時代に、アイヌも同じく逃げてきたのではないかと私は想像していますが、それも根拠はありません。0 points
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