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Showing content with the highest reputation on 2022-07-26 in Posts

  1. Recently a server named "Family" has been infecting its members with malicious codes which automatically spams all of their server channels and DMs with duplicates of invite links to this server. The infected user will not realise until someone complains to them about spamming. If you see this invitation, please please DO NOT TOUCH IT and mute the user sending it as well as any server moderator. This phishing server is gaining members extremely quickly and the malware is spreading, so please don't help it rampage any further. The link looks like this:
    5 points
  2. Here's a map I experimented with by using a dental xray for the heightmap
    3 points
  3. 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.
    3 points
  4. Hey everyone, one question regarding the UI, specifically about the order the buildings are displayed in the building tab. Do you prefer if they are sorted: Left: First by function (eco, trade, unit production, defense ect...) and then by strength / phase or Right: First by phase and then by function
    2 points
  5. The Han ministers can, except for the ports. Don't know if it's not wanted or if just nobody came up with a patch. This was discussed before. I don't know if there was a favorite idea what kind of bonus, I didn't a patch for him going up. I guess the same as with Agis, someone would have to come up with an idea and a patch.
    2 points
  6. Translation of their points: 1. Acharya chanakya cannot be garrisoned in storehouse, farmsteads, so its bonus cannot be used. 2. Agis has no hero bonus, making him weaker than the others. Can we give him a second chance? 3. Chandragupta has no bonus, give him an additional hero bonus?
    2 points
  7. 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 @petiprg
    1 point
  8. @Stan` Why did we disable flare for observers? Is there a reason for that? I think allowing observers to see player's flare shouldn't be an issue. It's good for replays and observering the game in general.
    1 point
  9. When I started playing the scenario Battle of the Tiber was really frustrating to me. In V 0.25 0AD Rome has the worst starting conditions (no starting population) and because the bridge is the only connection between the two map areas Rome is always in the middle of the batteling. I was raided to end before I even really started to play. So I modified the map, first intention was to introduce treasures to give rome a starting burst, but then I made it to a plentyful treasure area. Also added some wild animals and other features to make the map more interesting, and learning to use the map editor ;). Another introduction was a crossing ability in the middle of the map. There I called this versions "Rome with crossing". I now have several verstion. This is one I want to present here, maybe someone is interested to try it out. This is the xml-File wich should work when placed in ~/.local/share/0ad/mods/user/maps/scenarios. Is it fine to present a modification in this way here in the forum? I do have some more modified map. From Battle of the Tiber and some other maps. Rome-with-Crossing8-w.pmp Rome-with-Crossing8-w.xml
    1 point
  10. https://play0ad.com/summary-of-the-japan-tours-festival-2022/
    1 point
  11. @alre I dunno, and I dunno if it would be wanted by others. One thing I might use would be auto-explore with "keep away from enemy borders just barely in view". Another "if shot at from an enemy building while working move out of range from that building and not start stupidly attacking that building by yourself"; I'm not sure if maybe "fleeing" as stance could do that trick. Although I very frequently have fun with that if it's enemy units. "You already lost a dozen units to those twin towers? How about you send another dozen their way?" And probably the most important for me would be "if hurt (x%) cancel fight and flee".
    1 point
  12. Sure would this be possible. E.g. s single soldier shouldn't think he can take out a tower ore even a fortress on his own, when he was hit by an arrow.
    1 point
  13. I think a spec flare would be useful, especially a flare that is only visible to other specs. That will aid our discussions and commentary.
    1 point
  14. (1) When Maurya's Acharya Chanakya garrisoned, the structure's technologies have -20% resource and -50% research time. However, the above skill cannot be used because storehouse, farmstead, corral, dock, and market cannot be garrisoned. He cannot use the above skill in storehouse, farmstead, corral, dock, and market. Therefore, would it be possible to make storehouse, farmstead, corral, dock, and market can be garrisoned. (1)孔雀王朝的考底利耶駐守時,此建築的科技研發資源花費減少20%,以及減少50%的研究時間。然而,上述技能無法使用在倉庫、農舍、畜欄、碼頭和市集,因為無法駐守。因此,是否可以讓倉庫、農舍、畜欄、碼頭和市集能駐守? (2)Spartan' Agis III have only a skill that named Inspired Defense. However, other heroes have 2 skill, it make him weaker than other heroes. Therefore, would it be possible to give Spartans' Agis III a second skill? (2)斯巴達的阿基斯三世只有一項技能名為激勵防禦。然而,其他英雄都有2種技能,這使他比其他英雄弱。因此,是否可以讓斯巴達的阿基斯三世有第二項技能? (3)Carthage's Hannibal Barka cost amount of resources as same as Maurya's Chandragupta Maurya. However, Carthage's Hannibal Barka have 2 skill. Maurya's Chandragupta Maurya as same as Spartan' Agis III have only a skill that named Inspired Defense. Therefore, would it be possible to give Maurya's Chandragupta Maurya a second skill? (3)迦太基的漢尼拔巴卡花費資源和孔雀王朝的旃陀羅笈多一樣多。然而,迦太基的漢尼拔巴卡有2種技能。孔雀王朝的旃陀羅笈多只有和斯巴達的阿基斯三世一樣的一種技能名為激勵防禦。因此,是否可以讓孔雀王朝的旃陀羅笈多有第二項技能?
    1 point
  15. I was just going by "game grammar" (as I perceive it). Like "Sentry Tower" for example.
    1 point
  16. A26 Han's gate cannot be garrisoned. However, other faction's gate can be garrisoned.
    1 point
  17. https://trac.wildfiregames.com/changeset/27018
    1 point
  18. I was thinking of a comprehesive solution for taking care of smurfs. Along with reporting and tagging. Player can have idea about the smurf through following logic. Identifying smurfs: This will require 3 main inputs: Creation Date, Total Games played, and local rating. The reporting will fall in multiple smurf likelyhoods, we can say these are smurf levels, where 1 being highest and 5 being lowest likelyhood. Creation Date <= 7 days. Total game played <=10, and Local rating > +50. or Total game played >10, and Local rating > +40. 7 days < Creation Date <= 1 month. Total game played >10, and Local rating > +40. 1 month < Creation Date <= 3 months. Total games played <=20, and Local rating > +40. 1 month < Creation Date <= 3 months. Total games played > 20, and Local rating > +35. Creation Date > 3 months. Total games played > 30, and Local rating > +35. These are just rules through which a player can identify and report. We can implement it along with @rossenburg smurf tagging solution and let hosted player know their smurf level. Or, we can just inform player to check these details if they don't know the player. Note: This is specific to player, as they rely on local rating and additional info which we will provide like creation date and total games played. These numbers can be adjusted as we may see fit. @rossenburg Let us know if you figure out how we can access total games played and creation date. Thanks in advance. CC: @Sevda
    1 point
  19. 可以把驻扎换成在某范围内有效,比如30米。当然,我们可以给仓库一个驻扎名额。 有人讨论过这个。我个人认为可以给他1500生命值,使得他是一个超强的单个个体。或者我们让他跑得快,可以跳舞。 同理我们可以用A23的想法:一个2400-3000生命值的大象!
    1 point
  20. An internet classic. Thanks for bringing this back to my attention. Here is a suggestion: Reduce vision range of all soldiers by 15 meters. I think it is currently too easy to see enemies far in advance. This will bring more surprise to the game. Here is a balance suggestion that should be done sooner rather than later: make vision range of cavalry the same as the vision of infantry. Why: Cavalry can already avoid fights very easily and already perform well as a scout because of mobility.
    1 point
  21. That's not how things scale, bruh. You know that. Also, I don't think OP is saying spearmen and women should take 40 seconds to train, so you be misrepresentin' yo. That's not by design, of course. That insinuates that as the game's code gets more efficient, matches will last even shorter than they currently do, exacerbating OP's problem!
    1 point
  22. If AOE2 was played at 2x speed, I would expect the gameplay to be similar, just harder to manage 0ad's fast pace is a benefit IMO, as oftentimes players do not have hours to spend on a single game. The root of the issue raised by @BeTe is that the game's meta is a little too dependent on economic boom time (mentioned by @borg- too: eco boom in p1, get 3 town buildings in p2, then right to p3 and fight). In Age of Empires 2, there are many opportunity costs associated with decisions, with the most obvious being villagers versus military production (also aging up versus producing villagers). In 0ad, batch training and citizen soldiers greatly reduce the opportunity costs for certain decisions, such as advancing to the next age, or delaying/rushing upgrades. I would say balancers are working on a solution already: to provide interesting gameplay options in the middle and early game, especially centered around differentiating civs. Going forward, if we think about opportunity costs in the context of gameplay changes, we may begin to see fighting from start to finish even in more casual games.
    1 point
  23. I was just thinking you could try it out in single player and see if the kinds of changes present in the mod positively affect the gameplay in the way you wish.
    1 point
  24. Normal x1 , turtle should be very boring i guess LOL. In fact you can select women, ask them to gather berries , go ahead with your daily activities, go beaches, go to the gym, take some walk etc, come back to 0ad and the women will still be walking to the berries not to think of starting to gather
    1 point
  25. auxilentmoon quit a game without resign commands.txt metadata.json
    1 point
  26. Thomas13012m quit a game without resign. metadata.json commands.txt
    1 point
  27. Is it possible that the mod may be included with the base 0 AD itself in the future? A single-player campaign is something I'd personally wished was present in 0 AD for a long time.
    1 point
  28. Valley of Forgotten temple 0.1 this is the reverse of the original, in the original you start in plains and not in high plateaus with a central valley.
    1 point
  29. Alright. Maybe we should have a category for unplayable ones. Could go in the trailer mod maybe.
    1 point
  30. The next step is to redesign the areas around the base. The topographic cells are to compressed, i want more space. So i put up in the map-description language an character (exclamation point), that connect cells to the cell of the base. I put this char exactly at the location of the default-hill. I could also overwrite the hill with some char and put the cell somewhere close. But there should always be some distance between the topographic features. The description of the map now looks like this: setMap(["", "", "", "", "", "", "!....A....!"]); And the result now looks like this: Again, up to now, for all players the topography is the same. Next, i want to reduce the amounts of cell before me, at the moment there are three cells, i just want two, and i want them not to be aligned to my base. For the description i added the dot to erase any topographic feature, that was set by default, and a "X" to set a new cell. The description now looks like that: setMap(["", "", "", "", "", "", "!....A....!", "", "", "", "", ".....X.....X......."] and the map looks like that: Now i make a little alteration, i will only put one hill in front of my base. The small "x" is like the big "X", but it will not get randomly displaced. setMap(["", "x", "", "", "", "", "!....A....!", "", "", "", "", "...........x......."] ); The result looks like that: Now i apply the random displacement to the cells: The cells now are lowered or raised plateaus, except the cells, that belong to the base - they are always lowered. For the accessibility there is no difference, if the plateau is raised or lowered, the ramps to the plateaus are either go up or down. Also, while the default cells are randomly displaced, the cells set by the discription-array are not. Of course you can create cells, that are displaced. But for this example i wanted to be the cells in the immediate surrounding of the base all to be fixed. The last step for now is texture and trees. And this is, what the "normal"-sized map for three players look like: Just for the observation, i have limited the trees to the proximity of the base - i have an old computer, and i utilize everything to reduce lag. But there is also a character for Cells with a forest. And this is what a map of the "medium" size looks like. Parts of the element described in the array are missing. So this map is already to small. Still you get a nice map, and still it is fair to all players.
    1 point
  31. Then People choices war. Nice slogan.
    1 point
  32. Yes they should: they're riding on a vantage point.
    0 points
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