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Showing content with the highest reputation on 2022-08-11 in all areas
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2 points
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@maroder (I'm sorry) [Diffusion] rP27043 (wildfiregames.com)2 points
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Entity got destroyed/"went out of world" so position of it is null therefore error Have fun2 points
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I think in a27 we need to add some unit-specific upgrades. In a25, we have very general military upgrades, and they tend to simply increase the damage by a percentage or increase the armor of all your units. I think the gameplay quality could be immensely improved, if more consideration and planning was taken into account when getting upgrades and planning your unit composition. Here is my idea for how this system would work: each unit gets up to 2 unit specific upgrades in the barracks or stable, and these would appear in slots underneath the unit they apply to the upgrades would focus on particular battlefield traits rather than a boring +% attack example for spearcav: phase 2 available: +20 m/(s*s) acceleration, + 2 m/s speed. cost: 400 food, 250 metal phase 3 available: +2m attack range + 1 pierce armor. cost: 500 food 250 wood 300 metal example for slingers: phase 2 available: +.5 crush damage . cost: 200 food 100 wood 200 stone phase 3 available: + 5m range. cost: 300 food 200 wood 350 stone The idea behind these upgrades is that we could pick and choose which civs get which of those unit-specific upgrades. Of course, no one civ should have them all, and those upgrades might not need to be researched every single game. I think the gameplay would be way better with such upgrades, because they would increase differentiation (which civs get which upgrades for which units?), increase the options for balancing units (we can tweak unit-specific upgrades to balance units), and provide a big increase to the strategic depth of the game, with players choosing upgrades and altering their army compositions or tactics.2 points
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Okey, now I realized, the systems alters the file name of a document. After removing the 11-digit leading Numbers in the file name I can play on this map. This file name altering already puzzled me in presenting my maps (https://wildfiregames.com/forum/topic/87326-battle-of-the-tiber-modified-maps/) Very nice scenery. Very crowded and hard to find building space. The starting conditions of the default player are even more constricted because his influence area is limited his cc being close to the border. Albeit good protection in the beginning makes this challenging to get a good start.2 points
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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/zuna-and-tokay A look at two of the Minor Factions you can recruit. Posted by The_Undying_Nephalim on Aug 11th, 2022 Today we'll look at two other Minor Factions that you can employ in Hyrule Conquest. Zuna Perhaps one of the oldest races native to the Gerudo Desert, the Zuna are an isolated culture of reptilian builders and weapon crafters. Though they seem fairly cordial with the Darknut Legion, the Zuna will rarely make contact with anyone outside of weapon dealings. The skill with which the Zuna make their weapons is legendary, so legendary that the Darknut Legion employs them to create incredibly ornate swords for their soldiers. Despite their famous profession, the Zuna rarely ever engage in warfare and their mercantile army usually only operates out of defense. The Zuna provide players with an excellent assortment of siege weaponry. Factions that lack many good options for destroying bases will want to consider setting up an Embassy with the Zuna. Their unique building is the Oasis, which can quickly heal organic units inside of a Zuna base. Tridenteer - Wielding their iconic tridents in hand, these Zuna soldiers patrol the confines and borders of the Merchantmen capital, Zunayus. While technically no more than police, these Zuna are sufficiently trained to defend against a full-scale invasion of their homeland. Tribowmen - Along the terraced walls of Zunayus, scores of these deadly archers defended the capital for many generations. The strange design of the Zuna's crossbow allowed it to hold and store up to three bolts instead of one, giving them the chance to fire several shots before reloading. Devalant - Devalants are giant, burrowing creatures with large snapping pincers that can be found in the far western reaches of the Gerudo Desert. They create sinkholes in the sand as they burrow underneath, drawing in their prey. When a suitable target is near, the Devalant will vomit a burning fireball onto its victim. The Zuna were known to occasionally domesticate these creatures, using them as a sort of guard dog for their villages. Triballista - Much like their handheld crossbow, the Zuna Triballista allowed its crew to load up to three giant bolts at a time instead of one. A single Triballista could hurl these bolts at multiple targets, potentially breaking open multiple holes in an enemy's defense. Siege Tower - A giant and mighty battering ram that the Zuna once used to destroy many a castle, they were perhaps most well known from history in the battle against Baral's Stand, where they managed to break into the mighty Darknut fortress. The Siege Tower can effortlessly destroy the heaviest of fortifications and garrison troops inside. Visier Vorday - The wealthiest and most powerful Zuna to have lived, Master Vorday amassed his assets by being a suck-up and yes-man to the various empires of the Gerudo Desert. While he may be seen as a total coward by outsiders, his habit of selling out to foreigners has lead to the Zuna becoming a giant merchant empire and biggest arms dealer in all of Hyrule. Tokay Hailing from Crescent Island just south of Labrynna, the Tokay were, at first glance, a tribal and primitive collection of people. Their odd manner of speaking, awkward behavior, and obsession with mundane items such as clothing over rupees gave them a reputation for being backward and outright stupid. Despite their quirky demeanor, the Tokay proved to be more than a pushover tribe of spear-wielding reptile barbarians. The Tokay provide players with cheap and affordable fodder units, as well as aquatic options. Goron and Darknut players might be drawn to using the Tokay to supplement their expensive units and give them a fighting force on the water. Their unique building is the Big Boss Hut, which provides a large boost to Population Cap and spawns a free Battalion of Tokay Hunters. Hunter - Armed with a spear in hand, Tokay Hunters would skim along the coast of Crescent Island and hunt the many large fish that roamed the sea. When threatened on land they could easily hold their ground as well. Slinger - Tokay Slingers were the defenders of their island homeland, knocking out and tripping up anyone who invaded. Large groups of Slingers could unleash a huge storm of stones with terrifying speed. Bonker - Donning a coconut shell on their heads, Tokay Bonkers were sent skull first into enemy lines. They would ram into targets much larger than themselves, more often than not sending themselves and their foes staggering in opposite directions. Aquadongo Jockey - Riding on top of a breed of Dodongo native to the Crescent Islands, these mounted jockeys can cross through harsh waters where ships cannot. On land they can halt enemy cavalry with their spears while in the water they can keep sea creatures at bay. Guerrilla - These sneaky bands of Tokay have mastered the art of not drawing attention to themselves, something not hard to pull off since most dismiss the Tokay in general. The Guerrilla can hide in open view and sneak explosives into an enemy base, sabotaging their buildings and bringing them down to rubble. Big Boss Otaylo - Otaylo became Boss of the Tokay not because of power, intellect, or bloodlines... but because she bought a blue shirt to wear from Labrynna. With a spear in arms and Coconut on her head, the Big Boss clumsily leads the Tokay on hunting parties and raids against merchants for new and shiny trinkets. Next time we'll take a lot at two more Minor Factions that will make it into the next release, the Gorons of Rolling Ridge and the Wizzrobe.1 point
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@Stan` perhaps you got confused by my wrong units on the acceleration value. + 20 m/s should be +20 m/(s*s).1 point
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Feldmap is included by default in every version! Custom rating is also installed by default, although it might be an outdated version.1 point
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Are there any plans for animals to escape by flying away? It would be great to see ground units firing at air targets. You even seem to have a map of Ngorongoro.1 point
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Very nice work, don't forget to get the credits for all the photos you took... And to make sure they are compatible with the license. I love the otters and the badgers. Are any of those animated ?1 point
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Unbalanced Map warning. Huge detailed map that expands a lovely island to another level. 4 players map That is somewhat a basic edit of a 2 player map so please do acknowledge the hard work by the original maker as well. Made it for myself mostly , there is a few items you can find if you get bored. I will make a better map next time. Scottys_Sea_2p_vs_2p.xml1 point
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I felt so free do do some modifications to the map. On maps with such long water ways I do like to use ships. So I modified the under water profile, to make the two main rivers passable for all kind of ship on the whole length. The cross ability of the rivers is practically the same. Aesthetic is also no noticeable difference. Rest and the smaller ponds are the same, despite one thing: I have moved the civic center of player 1 to make it fully visible. It is possible to have 4 fields, what I have tried. AegeanArchipelago_mod_F2.pmp AegeanArchipelago_mod_F2.xml1 point
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Map control at beginning: player 1 0% player 2 2% all others 1% Bit if it is fine, if you wan`t to have a more demanding situation.1 point
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@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
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Amazing! I really wish we had more natural looking maps like these, the shorelines, hills, ridges and scenic combat that can take place in these places. Excellent work!1 point
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A few things, the texture density on separate parts of the roof are different on the right model, which looks unnatural, there was some consideration for the ridges of the roof on the left that is lacking on the right. the left model also uses parallax maps which let it interact more convincingly with the light source1 point
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I agree about biremes and triremes being a single unit line because right now triremes are like biremes but better. Quinqueremes have a different role as siege ships and are capable of garrisoning siege. I think quinqueremes should be a unit line of its own. Different ship lines will indeed make sense if/when we have ship ramming and/or ship boarding.1 point
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What do you think of wow's idea to remove trireme and quinquereme boats and make them the same size as biremes and only available through upgrades. A bit like advanced and elite variations.1 point
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quite the opposite: if someone is efficient at gathering, he will spend everything, redundancy and efficiency are contrary. also wasteful players will have low returns from their eco investements and will have lower eco scores in the end. tributes should better count as spent though.1 point
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XD good point. In 0ad, the waste is usually the player with many resources gathered and very little spent (on military, upgrades etc). New players often have a hard time spending their resources, so this could perhaps help with that, and explain why some players lose even with high eco scores. I would say tributes should not count as res spent, because they are spent by your ally. The idea behind the change in eco score is to set up the "value ratio" i mentioned earlier. I expect this stat to be very helpful.1 point
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My $0.02: - Improve anti-lag (as many players coming from other RTS/Strategy games want bigger battles than 20vs20) - Rework trading path for AI, maybe even allow for custom path drawing (if there is enemy CC between two AI allies, they will just send their traders right through enemy base) - When AI is about to attack, it will always make a "build-up" spot, where most of army gathers (and pathfinder starts to sweat), maybe this can be improved? - When AI garrisons tower/fortress, it is easy to move units back out of map visibility, so AI will force defenders out of the buildings, then kill then and capture tower/fortress - Check if collecting game statistics (units killed etc) affect game performance, if it does then allow to disable collecting game stats - Gaia ships on some maps hit very hard, it is not possible to achieve same damage per shot with any civ1 point
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Evolution of the economy score Since its introduction, it has remained largely the same, counting everything that is collected; the only notable change is that trading income is also taken into account. function calculateEconomyScore(playerState, index) { let total = 0; // Notice that this skips the vegetarianFood property of resourcesGathered for (let type of g_ResourceData.GetCodes()) total += playerState.sequences.resourcesGathered[type][index]; total += playerState.sequences.tradeIncome[index]; return Math.round(total / 10); } Evolution of the military score rP12914 - Add "score" tab in post-game summary (2/Dec/12) by @quantumstate Related forum threads: feature request: total points in summary page (14/Sep/12) How to show "killed units" counted in resources in post-game Summary? (5/Nov/12) Relevant code: militaryScore.caption = Math.round((playerState.statistics.enemyUnitsKilledValue + playerState.statistics.enemyBuildingsDestroyedValue) / 10); rP18395 - Capture statistics summary (17/Jun/16) by @elexis Related tickets: #3216 - Add capture statistics to summary screen (3/May/15) Relevant code: function calculateMilitaryScore(playerState) { return Math.round((playerState.statistics.enemyUnitsKilledValue + playerState.statistics.enemyBuildingsDestroyedValue + playerState.statistics.buildingsCapturedValue) / 10); } [Last update] rP19584 - Fix economy and military score (15/May/17) by @Imarok Related discussion: D494 - Fix economy and military score (14/May/17) Relevant code: function calculateMilitaryScore(playerState, index) { return Math.round((playerState.sequences.enemyUnitsKilledValue[index] + playerState.sequences.unitsCapturedValue[index] + playerState.sequences.enemyBuildingsDestroyedValue[index] + playerState.sequences.buildingsCapturedValue[index]) / 10); } Explanation calculateMilitaryScore sum of all is values, divided by 10 enemyUnitsKilledValue the sum cost of the unit that gets killed e.g. a Ptolemies Pikeman: 50 wood, 50 food = 100 points there is no difference between killing a unit costing 50 food or 50 metal, the points you get are the same unitsCapturedValue Units are uncapturable, this value is always zero enemyBuildingsDestroyedValue similar to enemyUnitsKilledValue e.g. Ptolemies Barracks: 200 wood, 100 stone = 300 points buildingsCapturedValue each building has a capture value, as soon as you capture a building completely, you receive points for the costs of this building, partial captures are not taken into account e.g. Ptolemies Storehouse: 40 wood = 40 points Steps to change any score Thread/ ticket with discussion Propose a formulae, get the consensus of some well respected players Make a patch or ping me to make a patch Some variables that can easily be used for a new formulae can be found in the StatisticsTracker.js file. If you need a new value it would need to be created e.g. D4224 - Total idle time. It's better to keep it simple, because that increases the likelihood that change will actually happen. "unitsTrained": this.unitsTrained, "unitsLost": this.unitsLost, "unitsLostValue": this.unitsLostValue, "enemyUnitsKilled": this.enemyUnitsKilled, "enemyUnitsKilledValue": this.enemyUnitsKilledValue, "unitsCaptured": this.unitsCaptured, "unitsCapturedValue": this.unitsCapturedValue, "buildingsConstructed": this.buildingsConstructed, "buildingsLost": this.buildingsLost, "buildingsLostValue": this.buildingsLostValue, "enemyBuildingsDestroyed": this.enemyBuildingsDestroyed, "enemyBuildingsDestroyedValue": this.enemyBuildingsDestroyedValue, "buildingsCaptured": this.buildingsCaptured, "buildingsCapturedValue": this.buildingsCapturedValue, "resourcesCount": this.GetResourceCounts(), "resourcesGathered": this.resourcesGathered, "resourcesUsed": this.resourcesUsed, "resourcesSold": this.resourcesSold, "resourcesBought": this.resourcesBought, "tributesSent": this.tributesSent, "tributesReceived": this.tributesReceived, "tradeIncome": this.tradeIncome, "treasuresCollected": this.treasuresCollected, "lootCollected": this.lootCollected, "populationCount": this.GetPopulationCount(), "percentMapExplored": this.GetPercentMapExplored(), "teamPercentMapExplored": this.GetTeamPercentMapExplored(), "percentMapControlled": this.GetPercentMapControlled(), "teamPercentMapControlled": this.GetTeamPercentMapControlled(), "peakPercentMapControlled": this.peakPercentMapControlled, "teamPeakPercentMapControlled": this.teamPeakPercentMapControlled, "successfulBribes": this.successfulBribes, "failedBribes": this.failedBribes1 point
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I think it would be nice to introduce some features that represent the culture of certain factions. An idea would be the Roman bathhouses. The in game effect could be similar to the technology living condition where garrisoned units regain HP.1 point
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This is something I have suggested before. 0.3x multiplier versus melee cavalry damage to palisade walls. I think it is currently too easy to raid with cavalry and the counter play is usually to make your own cavalry. Players often build palisade walls to restrict movement of raiding javelin cavalry, and this works fairly well. The issue is that sword cavalry can take down palisades so quickly that infantry can hardly catch up to deal any damage. Making palisades able to slow down all varieties of cavalry within the base would allow palisades to be genuinely useful. The counter would not make palisades OP of course and it would not make them frustrating in late game (a24+pathfinders). Melee infantry would be a better choice to break palisades in rushes and so it could give some value to infantry rushes (they have been bad in a25).1 point
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macedonia that has some phase 2 advantage, siege or thracian dark layers, if possible a cheap battering ram that is easier to destroy, in case it becomes spam. iberians need the soliferrum in phase 2 or as technology for the sword champions for a cost in metal per individual unit the carthaginians have mercenary iberian sword cavalry and the iberians don't have that unit, they should put the iberians too. britans and lusitanians have a druida for war, that will benefit them a little, galus have the carnuco, that gives a bufo of attack is already enough with that support add lusitanians that the capture or attack on buildings is not by default in formation roman road technology for the Romans to move faster in their territory until the A26 comes out and we don't see han china finally inside, I don't have much else.1 point
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That would be very nice. Currently the dominant strategy has little strategical depth: Spam skirmishers and spearmen (or pikemen)1 point
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More great artwork from @wackyserious . Phase IV? Something I liked about AoE2 was, you had Castle Age where you get unique units and knights, defenses dominated so you had great battles but it was hard to destroy cities. Then, you had Imperial Age where you get much better siege, especially ranged siege, so you could destroy defenses easily. Maybe we can have an Empire Phase with emphasis on siege.1 point
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i would love to see a couple more skiritai-esq units. One of which could be axe cav, especially since this unit is unique to the Persians. Hyrcannian cav are currently worse than swordcav, with less hack/sec and 2 less pierce armor. Their best use is for crush against buildings. Since they seem to be a "light" cavalry, I think it would be cool if they could become a more costly, more powerful rank 3 unit like skiritai. Specifically, this should be the fastest cavalry in the game, keeping the light armor, but additional hack dmg. The specifics of these could be honed obviously for balance, but I think a fast and light, high damage unit would be exciting.1 point
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We could have started to include some a long time ago. Sadly we don't have the manpower to do so. Just like many other features. My wish list: Experiment with features. I'll be overhauling some things that players won't notice, though. ^^'1 point
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It's just that these civs all had swords and it's a bummer that they at least can't have these units for Atlas.0 points
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Doesn't seem really realistic at all. 70km/h increase ? How does any tech justifies that?0 points
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