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  1. XIII Mod West. East West vs East Nómadas @wackyserious @Lion.Kanzen @Stan` @wowgetoffyourcellphone @Lopess @Old Roman @asterix @Carltonus @Gurken Khan Disculpen las molestias*
    6 points
  2. Quick mockup ideas for the Cadmean Citadel (Wonder):
    4 points
  3. MAD Alpha 26 is uploaded and just awaiting verification.
    3 points
  4. Depending on how you count maybe 2023 is the 20 years of 0 A.D. would be nice to have a vale of tempe so we can do after before screenshots
    2 points
  5. Essentially, yeah. If they had slaves, call them Slaves (Romans, Greek civs, Carthaginians, et al). If they didn't have slaves (Han), call it Conscript Laborer or something. Was just saying the handwringing over the word "slave" is virtue signal-y.
    2 points
  6. XIII Mod; (Nómadas) @wackyserious Disculpen las molestias*
    2 points
  7. I've never had much luck with distinguishing units in a huge blob, other than watching what they do. Skirmishers and archers stop further away and fire, with melee units move all the way up and fight at close range. Beyond that, there are some things you can infer from the civs people choose. Usually people choose a civ for its special units. People who play Britons probably like using slingers. People who play Carthaginians probably want those merc cav. I used to play Spartans all the time because I liked using skiritai. Gaul players often like to do cav rushes. And so on. You can tailor your army a bit around what you think your opponent will probably use. Maybe this isn't the best example because I obviously lost the game, but when ValihrAnt and I played yesterday, he chose Han. Plus I knew he was a great player. From that, it was pretty obvious he was going to be sending sword cav to go after me in Phase 1. So I built my early army around defense from sword cav. He easily won the game, but at least he didn't completely wipe me out in the first 5 minutes with his sword cav. I survived long enough to hit phase 2.
    2 points
  8. Please don't call it "slave" or "serf". Better would be "skilled worker", "peasant", or "freeman". Peasants were not slaves, they got 1 to 30 acres of personal farmland and kept he harvest from it, and had more days off than the average American worker. "Freemen were, as the name suggests, the peasants with the most freedom. They had less obligation to the lord, but they were still subject to manorial jurisdiction and custom." Certain groups would like to see slavery restored in various areas, and games can have a formative experience for people, especially children. Do we want the next generation to think that slavery was so ubiquitous in ancient times that there must have been some good in it? It is not even historically accurate to say that slavery was ubiquitous in every culture around 0 A.D. Check out this mini-documentary, "Modern TV - How did English medieval peasants see themselves?" about slaves vs serfs vs peasants. "In the area known as Danelore there are actually relatively few serfs recorded, which is interesting. They're mostly Freemen, they mostly pay rent. And, in some areas, particularly Northumberland for example in the very north of England, there is a curious thing about Fanes and Dranes. And, they actually paid tax based on the number of horned beasts they kept which is a complete hangover from the very earliest days of the medieval period." (7:39 m:s in the documentary)
    2 points
  9. Persas; Terra Magna Mod; Zapotecas (ciudad) (Luchando) Disculpen las molestias*
    2 points
  10. Right, but I wanted them to be useful in a wide variety of land combat situations and didn't want to be too specific, like: "+1 pierce resistance and +2.36 crush attack for advanced rank basket weavers between the 5 minute mark and minute 12 within his skirmish formation."
    2 points
  11. The main issue with sending infantry is that you use and lose your economic units. I have been thinking that adding a slave or serf type of economic unit would allow for citizen soldiers to be more efficiently used as military units. The idea is that it has better gather rate than CS infantry, which would relegate CS infantry's economic value as mainly supplementary while there is a break in fighting. I am not yet sure if this would be a better game after the unit is added (it absolutely depends on the units stats), and there is yet to be any mod that implements such a feature into otherwise vanilla 0ad. It is worth noting that infantry can be used very successfully in p1 too, usually if there is a border fight.
    2 points
  12. Terra magna Mod; Escitas; (Campamento) (Guerreando) Disculpen las molestias*
    2 points
  13. Terra magna Mod; Xiongnu; (campamento) (Emigrando) (saqueando) (Batallando)
    2 points
  14. Hello everyone! I hereby present a 0 A.D. mod aimed at evaluating the rating of players. Official mod page on GitLab here. Introduction Before diving into the description, let me introduce the problem this mod aims to solve. In 0 A.D., the ELO system is used to rank players in the lobby. This is good; but is it representative of the players' skills? As you know, the rating system in 0 A.D. only takes into account 1v1 rated games. Team games do not contribute to the ELO score of a player, as well as 1v1 unrated games. Also, the scoring system only takes into account the outcome of a game (victory/defeat) and not the "performance" during the game. Can we do better? This mod uses statistics. It extracts data from all the replays of games you (the mod user) have played. So, if you have played 20 games (1v1s, team games, other..) with a player in the lobby whose name is (for example) strangeJokes, the mod will assign a rating to strangeJokes based on the 20 games you've played with them. The rating system The functioning of the rating system is described in detail here, but in short what it does is: it considers the average performance of the player during the entire game (and not only at game's end). the rating assigned to a player is a percentage: for example, a player with a rating of 5.00 performs a 5% better than other players on average, while a player with a rating of -5.00 performs a 5% worse than other players on average. you can customize the rating system by giving more importance to military, economy, exploration or other factors to the aim of calculating ratings. Keep in mind that this mod is based on statistics; data are taken from your (the mod user) replays. Statistics might not be fully representative of reality; therefore, a player's rating could be inaccurate, especially if you have played few games with that player. The more you play with a player, the more accurate the rating of that player is. Installation ‣Recommended: LocalRatings can be downloaded from the game menu: Settings > Mod Selection > Download Mods. ‣Alternatively: Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Latest version announcement Explanatory pictures Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
    1 point
  15. WORK IN PROGRESS (Open to suggestions and help) 12-13th Century Castle Simulator A.K.A (Stronghold in 0ad mod, loljk.) Repository: https://github.com/0ADMods/xiiiad STRUCTURES CIVIC CENTER: Village Hall (Village) | Town Hall (Town) | Citadel (City) BARRACKS: N/A (Village) | Town Barracks (Town) | 1.) City Barracks 2.) Castle Barracks (City) DOCKS: Village Docks (Village) | Town Docks (Town) | City Docks (City) FORGE: N/A (Village) | Town Forge (Town) | 1.) Castle Forge (City) FARM FIELD: Village Farm Field (Village) | N/A (Town) | N/A (City) FARMSTEAD: Village Farmstead (Village) | N/A (Town) | N/A (City) HOUSE: Village Dwelling (Village) | Town Dwelling (Town) | City Dwelling (City) STOREHOUSE: Village Storehouse (Village) | N/A (Town) | N/A (City) TEMPLE: Chapel (Village) | Church (Town) | 1.) Cathedral 2.) Monastery (City) MARKETPLACE: N/A (Village) | Town Market (Town) | City Market (City) OTHERS: APOTHECARY HOSPICE *Monastery TAVERN GUILDHOUSE *Town Phase COURTHOUSE *City Phase UNIVERSITY *Monastery CASTLE STRUCTURES WALLS Stone Curtain Wall (Hoarding Upgrade) *Town Phase Single Stone Wall (Hoarding Upgrade) *Town Phase Double Stone Wall (Hoarding Upgrade) *City Phase TOWERS Square Lookout Tower *Town Phase Small Square Tower *Town Phase Large Square Tower *City Phase Great Square Tower *City Phase Round Lookout Tower *Town Phase Small Round Tower *Town Phase Large Round Tower *City Phase Great Round Tower *City Phase KEEP Small Keep Large Keep Great Keep UNITS CITIZEN-SOLDIER Serf Spearman (Basic) | Militia Spearman (Advanced) | Sergeant Spearman (Advanced) Serf Archer (Basic) | Militia Archer (Advanced) | Sergeant Archer (Advanced) Serf Crossbowman (Basic) | Militia Crossbowman (Advanced) | Sergeant Crossbowman (Advanced) Mounted Serf (Basic) | Mounted Militia (Advanced) | Mounted Sergeant (Advanced) CHAMPION Bannerman (1 Bannerman = 1 Fortress) - 1.) Provides military bonus 2.) Can train units Squire (Basic) | Knight (Advanced) | Royal Knight (Advanced) Mounted Squire (Basic) | Mounted Knight (Advanced) | Mounted Royal Knight (Advanced) MERCENARY Mercenary Spearman (Basic) | Experienced Mercenary Spearman (Advanced) | Veteran Mercenary Spearman (Elite) Mercenary Swordsman (Basic) | Experienced Mercenary Swordsman (Advanced) | Veteran Mercenary Swordsman (Elite) Mercenary Archer (Basic) | Experienced Mercenary Archer (Advanced) | Veteran Mercenary Archer (Elite) Mercenary Crossbowman (Basic) | Experienced Mercenary Crossbowman (Advanced) | Veteran Mercenary Crossbowman (Elite) Mercenary Rider (Basic) | Experienced Mercenary Rider (Advanced) | Veteran Mercenary Rider (Elite) HEROES Bishop Lord Marshal
    1 point
  16. One of the bigger gameplay issues that 0 A.D. has, in my opinion, is that booming = turtling. It means that every game is a complete boomfest to the lategame with little to no aggression after the occasional early rush. The problem stems from citizen soldiers and the fact that they are the best economic and military unit available at the same time. The solution I've got is to increase the gather rate of female citizens to be equal or greater than that of citizen soldiers. This should offer a dilemma between picking a safe approach with citizen soldiers or taking it risky with a women boom to have better economy. Similar in lategame, do you opt to have all women on economy to be able to field a larger army or have soldiers on economy and be safer from raids, or do a mix of units?
    1 point
  17. Is expansion actually required if we have plenty of resources around CC? You still can use Barracks to reach that 25%, right? Maybe also reducing resources ( metal? )would help?
    1 point
  18. https://www.worldhistory.org/Serf/ I'm going to leave this here and not get into an argument.
    1 point
  19. ok some additional merge requests: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests 1. ptol houses -40% capture points, +50% build time (could be too much of a nerf, might make it 33% build time later) 2. axe cav buff: unit deals more damage 3. territory expansion and CC/colony cost: town and city phase territory increase is 25%, from 30% and 50% respectively CC cost: 300 wood, 350 stone, 100 metal colony cost: 150 wood, 200 stone, 100 metal. This change is designed to increase the importance of expansion and resource management. my thoughts are also that it will make maps "feel" larger, basically more options for strategy. compare to @ValihrAnt's mod:https://wildfiregames.com/forum/topic/68499-territory-mod/#comment-474946
    1 point
  20. Now, if only we could distinguish between "highland", "midland", and "lowland." Not make it a requirement for every map script to use those distinctions, but just have the ability available. So that we could have pine forests in the mountains and oak forests in the midlands, and palm forests in the lowlands. Things like that. And then put wolves and bears in the highlands and midlands, with lions in the lowlands. Goats in the highlands, camels in the lowlands. I'm sure you get it. Maybe too complicated.
    1 point
  21. This could be a great start for the Huns and then later the Mongols.
    1 point
  22. music.zip This mod replaces some 0ad background music of certain civs. Changes 1. The main theme has been changed to Plevne Marsi. 2. Han has some confusing buildings replaced with Carthaginian alternatives, namely the storehouse, house and farmstead. 3. Exact changes to music: Han: added popular modern Chinese songs but also some historical tunes as well as military marches. However, there is no completely off topic nonsense. See Tinh is definitely out of context of 0ad and it's Vietnamese Persia: Ey Iran, Vatanam and some Tajik songs Seleucids: A lot of Turkish songs, Cirpinirdi Karadeniz, Plevne, Esger (Asker) Marsi... Carthaginians: Allah Sidi Mansour Ya Baba Ptolemies: Golden Scurubs
    1 point
  23. LOL guys this is not medioeval england, this is ancient world, where slavery was a totally acknowledged social status, slaves were called slaves and were legally owned by other people (regardless of how much free time they had, which varied very much I guess).
    1 point
  24. That's a good point. Calling the unit one of those options you discussed also gives us more freedom to design the unit to suit gameplay, which was my main motivation to investigate its potential. I think the stats and attributes we gave it are still valid, even with carth training them from markets, since its not unreasonable to think you could hire them from the market. The cost we were thinking about was 60 food 20 metal, that is still reasonable I think.
    1 point
  25. Just drag pyromod over pyrogenesis.exe and then enable the mod
    1 point
  26. One of the best parts is that we can experiment with some things, which is something we never could on phabricator. It would always be an endless argument and usually the status quo was just maintained. In this mod, we can try a simple ptol nerf to the houses for example, and if this makes a good difference during play on the next mod release, we can keep it, or change/remove if needed. Also people are actually willing to test features XD.
    1 point
  27. Spartan slave class units are Helots, who can be upgraded to light hoplites after researching "Brasidians." <Upgrade> <Mount> <Entity>units/spart/infantry_hoplite_helot</Entity> <Tooltip>Helots are given their freedom in exchange for military service.</Tooltip> <RequiredTechnology>spartans/unlock_brasidians</RequiredTechnology> <Cost> <wood>40</wood> <glory>20</glory> </Cost> <Time>10</Time> </Mount> </Upgrade> Helot "citizen soldiers" (Javelineers, Slingers) could even have the ability to be upgraded "down" to its slave class counterpart.
    1 point
  28. Great. Both are much better than 2/3 of Athens current heroes
    1 point
  29. markets maybe at 1/2 rate. @wowgetoffyourcellphone what are the gather rates and costs of the slaves in DE? what about hp and armor?
    1 point
  30. I think from cc in p2 would be best to be honest. Perhaps Carthage could train from markets too.
    1 point
  31. I can do that. Want slaves trained from the Storehouse & Farmstead, ala DE, or elsewhere?
    1 point
  32. Rams can handle nearly unlimited amounts of attacks from skirmishers and other ranged units like archers while taking basically no damage. They can also take out other rams, but it's best to use sword cav or swordsmen to do that. Trying to use skirmishers against rams is a common mistake people make when they're starting out. If you've got an opponent who does that, then send the rams forward.
    1 point
  33. https://0ad.old.mod.io/terra-magna Alpha 26 update for the mod should hit soon (paging @Stan`)! I'd be willing to add the Suebians (Germans) and Epirotes as well, if they are desired. Or I can make them standalone mods. Not sure what direction Terra Magna should go in the future. A full mod, including the civs in one download, or just split the mod up into its component civs as separate mods. It would stop being "Terra Magna" then though, and the base game needs some code to make waypoint flags and battalion standards mod-agnostic.
    1 point
  34. No need separate just 4-5 herous available but maximum to be used per game 3.. so we can keep these 2 totaly useless herous and maybe get some finally adequate. So naval will get untouched. Also other civs can get some "naval or similar useless bonuses for theri 4th heroes"...
    1 point
  35. Mayas Mod; @Lopess@Stan`@wowgetoffyourcellphone @Trinketos @Ultimate Aurelian @Genava55 @Gurken Khan
    1 point
  36. My best guess of winner: ValihrAnt (2322) vs thephilosopher (1305) -> ValihrAntStockfish (1833) vs Dakara (1772) -> FrancaisFeldfeld (2169) vs kun0 (1547) -> novaxEdwarf (1861) vs PhiliptheSwaggerless (1646) -> Nastasen If you need still one player I could join with any publicly shared account
    1 point
  37. More like an "Elé-hexadecapede". In other news, here's an Athenian phalanx for my new profile banner(s): What is interesting is that every member in the formation wears a bronze cuirass, filtering out the others with the linothorax.
    1 point
  38. I think it would be really nice if there was a customizable map that had all features on a sliding scale. For example, it would have options like amount of food, amount of wood, amount of metal, amount of water, amount of elevation, etc. It could also have an option for amount of distribution of features that impacts the clumsiness of features, where perfectly even distribution results in 0 forests and all trees equally space and no distribution results in one large forest and no other trees. It would also be nice if we could atomized maps on a scale of 1-8, where 1 distributes features across the entire map and 8 results in features being spread out in 8 slices. In other words, a way to make each player have the same accessibility to resources or a way to make it entirely entirely random.
    1 point
  39. Mayorcete always play the default map except if is testing a new civ.
    1 point
  40. Generally I agree moving them to a filter may be enough. But for the sake of the argument itself: quality over quantity. related: https://en.wikipedia.org/wiki/Decision_fatigue https://en.wikipedia.org/wiki/Overchoice
    1 point
  41. If a user has to change the default filter to something like old maps or testing maps to see the lower quality ones, I see no risk of the above being the case. There might indeed be little value of keeping them but the argument made against removal on the patch is reasonable enough for me given there is no harm. There was something off with the textures, glad if it was fixed. Still might be worth bringing up the discussion of which should be the default be. Always felt Acropolis Bay might not be the ideal choice for an "ad".
    1 point
  42. I would say they should be rotated, else it becomes too uniform (says the person with entity variety set to "0").
    1 point
  43. Good assessment of the problem as always. But I don't think this proposal will work. The reason why players boom the way they do is because small rushes aren't effective enough or quick enough. Players can boom women until they make a barrack to make men. If a rush comes at that point they can fend it off with production from the CC/barrack. And if a rush comes before a barrack is up then the rush is so few men that it doesn't do enough damage and can easily be fended off with just a few men being produced from the CC. The difference in men and women training times also make women much more effective since they are both cheaper and quicker produce, so rushes have to kill a lot of women to be effective. I also think this proposal would actually backfire because most players will do the boom and reach late game earlier (because of better women) at which point they can punish players that slowed themselves by rushing. I think a better solution is to make rushing less economically costly, so rushing players aren't so far behind booming players. I think this can be done in three main ways: Increase loot for kills: this will make good rushes much more effective since you will have a better eco because you rushed. It will also punish bad rushes, which is the way it should be. Most importantly, this won't change the incentives for players to make more men early just to fight off rushes (i.e. this means rushes are still possible because players' won't turtle from the start without any penalty). This is my preferred change. Increase men's gather rates and/or decrease women's gathering rates: The change in rates would need to mostly occur with wood. This means that rushers would have a better eco because they had more men than women early. But, as I said above, this will also result in some people making men for the sole purpose of fighting off rushes, which means booming will still equal turtling. Make women and men's training times the same: This will mean women are less effective at booming, so rushing won't be as costly from a unit production time. But again, this will also result in some people making men for the sole purpose of fighting off rushes, which means booming will still equal turtling.
    1 point
  44. Dedicated workers could possibly have technologies in later phases that boosts their output; that could ensure that they would be more efficient workers in the late game but not make them a go to unit in the early game.
    1 point
  45. That's my point. Most TGs there will be no action until the 15 minute mark because aggression just isn't viable due to booming being unpunishable as it's effectively the same as turtling. It makes the game quite boring.
    1 point
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