Leaderboard
Popular Content
Showing content with the highest reputation on 2022-07-30 in all areas
-
If anyone is wondering what happens during a game of 0ad, here is the answer: (Any browser should be able to open the attached svg file) 0ad_pprof22027.0.svg4 points
-
Hello there! In anticipation of my (also Mediterranean) vacation in Italy I want to publish the last map I mainly built in November to December 2021. As new Aegean textures came out in Alpha 25 the summer a year ago I tried to make some map out of them (I can remember @wowgetoffyourcellphone of wishing my Map "Metropolis" having used the new terrains ). After my maps "The Legend of Avilava" and "Metropolis" (both scenarios) I decided to resort to the Skirmish type of map giving the player more individuality by choosing their own civ. Thus, there are no starting structures / little cities besides the original headquaters each player beginns with. Maybe I'm too generous in the assumption everyone playing 0ad has a proper gaming PC. I just like these huge maps (even beyond "giant" would be great) with gigantic battles and stuff, hence I've decided it's scale being "giant". The map generally is arranged to have a 4 vs 4 setting. Each player starts near his own team; far from enemy players. Relatively the same amount of starting resources near the headquaters accompany each player; every team should have land more or less equally distributed to gain resources from, to build and / or to expand on. Having let some simulations with bots go their way, I've had a lot of fun watching them. Through this I've been able to correct some little flaws and some features that would hinder the game's fluency. It's likely this map isn't perfect or "fine" anyway (others have to say so), thus I imagine that I'll maybe make some further versions. And if others like to do so, you're granted permission to of course. You guys feel free to use this map in which way you want, it's yours! But I think now it's time to show you some screenshots to get a better understanding of what I'm talking about. Best to show you the type of Mediterranean landscape that I love so much (regarding this I sadly live in Austria :D) and which I hope I've been able to properly reconstruct here: Also a look onto the starting positions of each player (screenshot follows player number): (Team 1: Player 1 - Player 4; Team 2: Player 5 - Player 8) Looking back, I'm happy enough with what came out of my conception of a Mediterranean "holyday-like" map. It's too good I'm now starting with feeling it all myself in my vacation in Italy! As for you guys, as I said - The map is all yours. Thank the 0ad programmers for having made this aweseome game and featuring the forum to have the gamers able to communicate and exchange with each other - and to publish self made maps! Cya soon, this Saturday I'm out in Italy now yooooo! Aegean Archipelago.xmlAegean Archipelago.pmp Edit on 13.8.2022: The edited versions should be preferred I hope there are no problems with downloading them? Aegean Archipelago First Edit.pmpAegean Archipelago First Edit.xml (When a number in front of the map file's name occur, you have to delete this part of the file name. For example, after downloading, you may get the files with a certain number, like: "678349583_AegeanArchipelagoFirstEdit.pmp" and "678349583_AegeanArchipelagoFirstEdit.xml" - you have to delete "678349583_" of the file names to be able to play on the map)3 points
-
You can put them into the user mod. /home/username/.local/share/0ad/mods/user/ The sub-paths are correct. Create a maps/[random, skirmishes, scenarios] in user/ and put the map files in the right folder. --------------- Ideally, map files would be distributed after being packaged into a mod file which could then just be opened with 0ad.3 points
-
I don't think so. Is there any basis to say that ancient artillery shot farther than the human eye could see? That would be miles, which I don't think is true3 points
-
I would recommend making mercenaries susceptible to bribing as well. On top of that, I think we can add a feature which converts an enemy unit to our own, for example someone who walks into a crowd of enemy and shout "wololol" and changes the affiliations of units near him.2 points
-
Please comment on https://code.wildfiregames.com/D43802 points
-
@real_tabasco_sauce@BreakfastBurrito_007@Player of 0AD@alre@Dizaka@Philip the Swaggerless@Yekaterina@Micfild@Lion.Kanzen@chrstgtr@ValihrAnt@borg-, you currently have the roles of balancing advisors. Personally, I think the values are a little lower than they could be. However I think they are high enough to be an advantage in some niche builds. So for me the numbers would be acceptable. I would like to hear your thoughts.2 points
-
Catas were used to attack long distance target. This is valid for within vision ranges as well as out of vision range buildings. For without vision ranges let's take an example. Lets take historical context - Player2 (defender) has a city surrounded by walls. Player1 (attacker) explored the city and found out that certain building exists at certain places. He goes outside the walls and start attcking player2. He knows that player2 builidng exists and he will attack untill he wants to stop. He would have no way to know whether or not building destroy until he is able to see. Now in our context (0ad context) Walls are useless so we are incorporating the same by allowing them to attack outside of player vision range. Units firing catas are on same horizon as other units fighting, so they will not be able to see where catas attack are lending becasue of fog of war. But what if there is no fighting at all and catas are shooting alone, they should see the building. Well, we don't have that handling so we introduced fog of war by default. When catas are on elevated ground their vision range is increaed so I think that is managed but still there is possibility of FOG, but again we don't do such checks. Distant target are hard to identify with human eyes when env is even slighty foggy/dusty etc. Since, wars always will have messy env so it make snese to have concept of FOG, hence our current implmentation. I'm fine with current implementation. Feel free to comment.2 points
-
2 points
-
2 points
-
1 point
-
Is it possible to play starting from final era with full upgrades? Walking throu the ages is very boring. And is it possible to disable build zones and minimum tower/CC/fortress distance between each other limitations? After Age of Empires 2 it's hard to get used to.1 point
-
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
-
well @vladislavbelov is cleaning and modernising renderer and rendering pipeline which will help performance a bit plus @wraitii did some multithreading speed ups but there is still a lot work to be done in optimizing the game maybe some inspiration could be taken from this guy https://aras-p.info/blog/2022/07/20/Swallowing-the-elephant-into-Blender/ which currently specializes in optimizations ( @Stan` you can look at his blogposts too if you find some time)1 point
-
Yeah but try 50% damage increase over your un-upgraded army. Wouldn't pick that battle.1 point
-
If anything, we have plenty of evidence of bribery and treachery among the class of people from which we pull the game's "heroes."1 point
-
It seems to me that the natural way of incorporating the bribing of units would be to carve out mercenaries as being the main (or only) unit susceptible to bribery. The game already tries to incorporate an element of this by requiring that mercenaries cost metal to train. And that's based on solid historical evidence. Making them susceptible to bribery would also be based on historical evidence, and it would also complicate strategies that over-rely on the use of mercenaries (which would definitely improve A25, imo).1 point
-
@YavinNice! As far as teams, how is it meant to be played? I see 4 players close together at the bottom, and the rest are spread apart. I think it would be good to set the teams from Atlas so people have a better idea of a good set up. Doesn't seem like a good FFA map when 4 players are close together but the other 4 are spread out. I don't like how this CC is partially obscured from being so close to map's border. Also, the map description should be changed to something other than the default.1 point
-
I don't think the current values make it useless in competitive play. Currently it seems to me corralling only can be justified if you use the cavalry to collect the food soon. if you spend the food on livestock and you only gather them 2 minutes later, then you probably could have done something more useful than training livestock. With the current values, you can afford not to collect the livestock immediately and store them in the corral as until your cavalry comes around to collect their food. The fun in it is that it could help a well-planed cavalry build and it gives players another option to manage their economy.1 point
-
Doesn't track, since in the real world even in ancient times you could see much further than your catapult can shoot.1 point
-
1 point
-
@Stan` I would like the values for this patch to be optimized, but most importantly is that it gets accepted. Is there any chance the patch could be adopted in A26?1 point
-
The catapult is some kind of artillery, so isn't it logical that one can shoot beyond its own sight? There have been discussions about this, see the ticket and corresponding diff. https://trac.wildfiregames.com/ticket/35171 point
-
1 point
-
https://code.wildfiregames.com/D4722 +1 hack armor 120 food 100 wood cost (no metal) I consider this a substantial buff, and I think it is great.1 point
-
https://code.wildfiregames.com/D4744#201916 I am not lowering vision of all units. Just lowering cavalry and champion cavalry down to 80 for infantry/cavalry balance.1 point
-
1 point
-
We need to look at catapult attack range vs vision range. Part of what is causing the issue is that vision range is relatively static, while attack range can be extended dynamically based on the height map. Making the height map affect (e.g. extend on higher elevation) the vision range dynamically was deemed too resource heavy to have in combination with the attack range effect. So, the game designers had to pick one over the other and chose the attack range effect since that had more bearing on gameplay. Others on the team can feel free to correct me.1 point
-
Very need button to center camera on selected objects. Like [Space] at Age of Empires 2. And [Backspace] for last attention events or something like that.1 point
-
I think this has been around for awhile. It’s a bit annoying, but not the end of the world in my opinion—it can be overcome with a little scouting to provide more vision. But others may feel differently1 point
-
Perhaps this range should also be part of stances and used for stuff like "Defensive".1 point
-
1 point
-
1 point
-
@DeWynter This mod adds a Death Match victory condition which researches all technologies for all players at the start. @Freagarach There might be a better place for this, or maybe VictoryConditions are actually Game Modes. EDIT: Not sure how tech works, but it seems I'm researching some stuff I shouldn't. deathmatch_gamemode.pyromod1 point
-
Not. It just researches both I think. Just like it researches all phase techs available.0 points