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A brief guide to how to set the parameters in Pathfinder.xml the most important parameters you can find in Pathfinder.xml configuration file, are those called Clearance. Each passability class (humans are default class, elephants and such are in the "large" class) has its clearance value, which is the size of the square each units occupies in the map, and that affects the pathfinder. When you put units working at a mine, they will try to stay at clearance distance from each other, same when you order them to go to some point and you wait until they crowd it. Scaling up clearance value would have the most consequences, affecting how units space out when working, and how likely are they to get stuck. Clearance is defined pretty low in the xml file, before that it comes the Pushing section, which has many other parameters. Radius is the most important, and it's a value that multiplies the clearance size (actually, its diagonal) to make up the radius at which that units impresses maximum pushing to nearby units. You can extend area at which units push each other with StaticExtension and MovingExtension, which depend on wether the unit is moving or not. If you use values too large for pushing radius and/or StaticExtension, you will get units that try to get as packed as clearance allows, but then get pushed away and settle for a sparcer arrangement. this is ugly, and can also lead to units continuously pushing each other out of position while they are trying to work: 0 A.D. 2022-07-25 17-01-53.mp4 MovingExtension, on the other hand, can be larger, because it doesn't create those bad effects. StaticSpread and MovingSpread influence how progressive will be the pushing strenght in the range of StaticExtension and MovingExtension (inside clearance*radius, pushing strenght is maxed out). These parameters are not so relevant as the others, 0.6 is a good value (it prevents steps in the pushing strenght function). Values bigger than 0.6 extend the area a which pressure is maxed out. PressureStrength regulates the amount of slowdown to be impressed on units that are suffering heavy pushing (because they are too dense). Current value is very small and some little slowdown can be observed only by making two dense balls of units cross each other. In the following video, the value is raised to 20 (PressureDecay = 0): 0 A.D. 2022-07-25 17-48-19.mp4 You can see in the video that high pushing pressure (slowdown/friction) prevents dense blob by making denser units fall behind, and it's more realistic, but may feel too slow - consider this is is A26 which also feels slower becouse of acceleration. High values for PressureStrength can also give back strategical meaning to chockepoints. it's true, but it's inevitable. for wood chopping, units move in very messy obstruction maps. Also many obstacles are those built by the players.5 points
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3 points
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Sometimes I wonder if this thread should not be a dynamic thing were you can add new elements or vote for the one you want.2 points
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2 points
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I'm experimenting more with heightmaps. So far this is what I've come up with for Alexandria. What do you think? Maybe someone could make a better heightmap than the one attached? I've created this example map by replacing the red_sea.png heightmap temporarily (so generating the vanilla Red Sea map with a different png).2 points
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Hi, I don't know if this is the right place to put this but I think it would be cool if you could shift click and select groups of trees, stones, etc. so you can find how much wood is in a patch of trees for example. Just a minor QoL suggestion.2 points
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Offence Reporting It is necessary for you to create a post on this thread detailing the incident and including the replay file. When reporting a player, it is mandatory to upload the correct replay. Instructions: Locate replay at Main Menu/Multiplayer/Replays Select replay and note replay file path. Go to path in your file manager, locate the file named "commands.txt" Upload commands.txt to the Forums (account creation required) Tag @user1 Please state your lobby username and the lobby username of the offending player. You will not be notified of the result automatically, you may view the ongoing status of our progress at the bottom of this first post. Find more detailed instructions below: data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== Progress Report: @Xander12 @gameraj @Nympheuz @raffut1969 @donkenburger @e.v @petiprg1 point
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https://play0ad.com/summary-of-the-japan-tours-festival-2022/1 point
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some times pyrogenesis.exe use whole network bandwidth according to resource monitor in windows 11. it can be confirmed by my router that download speed is maxed out at prox 100mbps. this is very much like ddos but it is pyrogenesis that use the bandwidth not some external attack. i tried to disable a mods but behaviour is the same. must be a serious bug or exploit in the software. someone must really look into this...1 point
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I think espionage feature - unit bribing to share the vision, is the least used feature in gameplays. Some people don't know about and people who knew never used it. There are many reason to it inclduing higher cost of doing so (500 food and 500 metal) and less benefit to do so. I have two suggestions here. Cost reduction: We should reduce the cost especially metal cost. It should be something like 200 food and 100 metal. Type of unit to be bribed: Only working units should be bribed, it will exclude female workers. Unit swithching side: If u bribe a unit there is X% chance (let's say 50%) that unit will become your unit. The converted unit be like your newly produced unit. Gameplay scenarios: When player attack after p3, they will use this to use this to get visibility for their surprsie attack or raid attack. They will resreach it because now it affordable. Sometime its not easy to raid people, to make it a little interetsing it will have some impact although not too much on raiding. If u have over flaoting res but can't through defense, you can use extra resources to bribe and converered units will casue some distraction to break through defenses. Impact: We would like to see both Espionage and counterintelligence being used in gameplays, atleast by decent players.1 point
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No one is talking about hours. The typical "slower paced" AOE2 match still lasts less than an hour. Sure, you can have epic 2-hour games in AOE2, but who complains about that? lol, they're epic.1 point
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There should be some code that creates a quasi-formation in this kind of instance, so that they don't all try to converge on the same target point. The quasi-formation makes it to the target and then everyone stops in place. Very interesting experiments.1 point
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1 point
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Thanks! Complementarily, I'm currently working on a GIMP script to create customized height maps. I've made many experiments since a few months, and It's starting to show nice results. I should be able to share it in the future.1 point
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I would like to see the following info: Date of creation, Total games played, both TG and rated1 point
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I'll put my latest iteration of a unit stats info screen here for posterity:1 point
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Looks nice. I would smooth out/flatten some of the bumpy areas for nice building construction. Right now the output terrain is a bit noisy. I agree with the notion of using heightmaps to simulate different areas of the world. They would be very useful for a 'Conquer the World' campaign. Just need to put a bunch of thought into the design of such a campaign and how it would use heightmaps to generate the real-time maps.1 point
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Just stumbled upon this vid: Maybe something is appealing to you, I might check a few of them out. Ofc there are more suggestions in the comments.1 point
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Few beginners use this feature but you can dodge places likely to block armies. By creating a path with waypoints with shift. Except for the boats which I find very irritating I consider that it is the fault of the player if he blocks his units in a forest or other. All proportion kept. This can make it important for lands to stay blocked. For example archers can be happy to stay hidden in a forest. Melee cavalry will have a little more trouble penetrating the forest in large numbers to kill archers because they have a bigger hitbox. We are used to it but I don't know if a new player will find it attractive that the units on the move without formation are so close to each other. It is sometimes difficult to know if there are 50 units or 100.1 point
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hi i not used profanity. i don't use profanity in the main lobby but maybe the player i named has profanity in his name? i wrote Ste<tab> ... is that the the reason? BTW i see now that most of the messages are double in this chat. crazy. so i restarted 0ad and rejoined the lobby. now this problem is not there anymore1 point
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Yeah the bot is dumb, it will also ban a Rating bot if that guy who has a double account does a rated game. @Dunedan @user11 point
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1 point
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Play Mauryas. @wowgetoffyourcellphone Didn't you make a classic AOE2 like mod? Disagree1 point
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I think this is needed. @ValihrAnt had a mod at one point that did this--it seemed to work well. Right now, there is basically no resource scarcity--players can build all the units they need with the resources within their own borders at every phase of the game. Players also don't have to skirmish over resources because they can gather the desired res in another part of their base. It's great that there are enough resources on the map to make all the units available (i.e., players can now make champs and mercs because metal is actually available), but there should be some resource scarcity. An easy way to introduce scarcity is to just force players to expand to access the wealth of resources on any given map. The current abundance of resources also means that players don't build second CCs because doing so mostly just expands where you can build instead of what you can gather. This takes out an offensive second CC strategy. It also takes away a strategic trade-off decision between building a second CC for long-term access to resources, which makes you weaker in the short term but stronger in the long term, and going for a quick p3 push, which makes you stronger in the short term but weaker in the long term. Making borders smaller will help with all this. It could also address some of @LetswaveaBook's complaints about how p2 is largely uneventful because p2 could become the phase where you build offensive CCs and skirmish over scarce border resources. I have no problems with the training speed and think its current stats are desirable.1 point
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I agree as the fast style of the game eliminates the middle phase of the game. However there are also other factors that contribute to this.1 point
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I don't think it is a conscious decision, but rather it seems a result of the game lacking content in phase 2. For the current meta: In the first 6 minutes you can rush someone. After that most players after some extra infantry which should help for defending. At this point executing any attack is more detrimental for your own development than for your opponents development. There are some factions (with mercenary cavalry) that do not follow this logic. From say minute 6 to 12, the game is misbalanced in the sense that spamming more infantry is better than going to phase 2 early. Once you reach phase 3 as the first player, you can get your siege, upgrades and hero's before your opponent does. If you attack your opponent in the time zone that he does not have the advantages of phase 3 while you have, there is a reason to expect victory and decide to attack. From minute 6 to 12, there is some dead content during which it is better to stay at home rather than attacking (&strategic decisions). For me the reasoning (indirectly) seems that by developing and training units so quickly, the dead content passes by faster.1 point
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Umm. I just wish to work for Wildfire games. Its cool. Dont worry It is my actual Resume. And yea mentioning 'Organization' is way more respectful than just naming the company right?1 point
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While certainly having different models for upgraded units would be awesome IMO it seems not too practical to do. Just clicking on an archer and being able to see a little +1 or +2 near an arrow or armor icon is everything one needs in terms of gameplay. That, or just killing all stats if the 'discover by losing fights' line of thinking is preferred. Give the player easy to read stats so all can have a fair playing field or kill all stats so it can't be used only by players who memorize the obscure numbers.1 point
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BTW! "National borders" and distance limitation beteween towers/CC/fortresses are also ugly. At AoE2 AI-player expand only on his area, and build only lumbermills and mines at distant lands. At 0 A.D. AI trying to grab all map (not bad) and you can't put Store to steal resources right under it's nose because of dumb "national borders" (very bad!). The most annoying thing is that AI's national borders may "convert" your towers, which were on your national border. Could devs at least add something like "Ox Cart" just like it was at Age of Mythology? I don't see any reason why I can't steal unprotected resources on enemy's lands. And you shoud do something with siege weapons. Just 5 rams can win the map because destroying CC authomatically starts decay and AI run to towers and fortress to stop it instead attack rams. National borders - most evil game-ruin thing what may happen at RTS.0 points