Leaderboard
Popular Content
Showing content with the highest reputation on 2022-10-20 in all areas
-
4 points
-
Indeed, the AOE3 version of just switching to torch-bombs isn't necessarily that much more realistic than hacking it with a sword.4 points
-
I would be interested in what speed is your default speed and what do you play most of the time. For me it is 0,1x "Turtle". Otherwise I can not cope with controling the entities and preventing them from doing stupid things fast enough. What is your approach?2 points
-
2 points
-
yes! I completely missed that A26 released last month until yesterday then I spent the whole day getting things to work2 points
-
Generally speaking, it is "luxury goods", whether it is gems, spices, silk, tea, coffee, tobacco.2 points
-
That games are abstractions from reality this is a non-discussion, just in my view. What I come here is to expose an idea of a smarter and more interesting way to attack the structure. Between stabbing rock walls with a sword or with a piece of wood there is little difference, in fact it would be more interesting with wood instead of destroying your precious weapon of war.2 points
-
I think we can test this initially with a separate mod, with more than one way of implementation.2 points
-
I believe removing multiple damage types at the same time eg having hack and pierce on the same unit might make balancing easier without the need for counters.2 points
-
nice, I will try something like that in the future.1 point
-
1 point
-
1 point
-
I can draw it and add realism to it. even i can do with my own han.1 point
-
1 point
-
Yes. It's the total amount of resources sent to allies.1 point
-
a supplementary step is to modify the original to serve as a reference when giving the details. in photoshop use exposure and give these values. You can do it by eye.1 point
-
You might be right. But I am not sure--traders can be very powerful if you can survive the first enemy push. I would personally suggest doing one of the other first and then seeing how balance is.1 point
-
Wow, that's clever and amazing how it was devised that far back. If the Zapotecs are given the Atlatl as a unique ranged, it would be awesome for the Maya to get the bee grenades. I'm thinking it could work as debuff damage style unit. Also, didn't they cover themselves in mud to prevent stings or is that incorrect?1 point
-
1 point
-
By 2600 BC, the Mayans had weaponized bees or wasps.15 The Mayan language does not distinguish these insects, although we might presume that wild bees were used, given that the Mayans had domesticated a stingless species that would not have been of much use in battle. The sacred text, Popul Vuh, tells of the people building dummy warriors topped with headdresses to conceal both the inanimate condition and the real purpose of the manikins. The heads were hollow gourds filled with stinging insects. When attackers smashed the gourds, the insects retaliated, precipitating a chaotic retreat that allowed the Mayans to annihilate the would-be invaders. In addition to bee-based booby traps, ancient texts suggest that the Mayans used bees in open battle. The details of this armament are not clear, but given their pottery skills and what we know of other cultures, we can infer that they devised the "bee grenade." At about this time, some people in the Middle East were molding special containers from clay that were heavy enough to throw and fragile enough to burst upon landing. The shell casings were set outside to be colonized by bees or hornets. When a fight was in the offing, warriors plugged the openings with wads of grass to contain the insects while allowing air into the colony.16 Such "pots of pain" could be readily carried into combat and conceivably thrown quite effectively at an enemy cornered in a draw or otherwise conveniently grouped on the battlefield. https://www.fossilhunters.xyz/ants-2/bee-bombs-and-wasp-warheads.html mirror. https://archive.is/QR1pV1 point
-
Thanks! Let the errors begin! ERROR: Failed to find matching prop point called "fish_a" in model "art/meshes/structural/maya_protoclassic/canoe_fisher.dae" for actor "structures/maya_protoclassic/canoe.xml255" ERROR: Failed to find matching prop point called "fish_b" in model "art/meshes/structural/maya_protoclassic/canoe_fisher.dae" for actor "structures/maya_protoclassic/canoe.xml255" ERROR: Failed to find matching prop point called "fish_c" in model "art/meshes/structural/maya_protoclassic/canoe_fisher.dae" for actor "structures/maya_protoclassic/canoe.xml255" ERROR: Failed to find matching prop point called "row" in model "art/meshes/structural/maya_protoclassic/canoe_fisher.dae" for actor "structures/maya_protoclassic/canoe.xml255" ERROR: Could not load biome file 'generic/tropic'1 point
-
Made a quick mode to test having only one resource. The context was trying to investigate a bug for @The Undying Nephalim It works for the most part - It seems the minimap doesn't allow any other resource name (here gas) but that might be an oversight from Changeset 7555 – Wildfire Games metal works fine - Petra doesn't like it. Too many hardcodings - Counter.js had some hardcodings - Could be nice to test having different resource per faction using @s0600204 's mod Faction-Specific Resources mod for 0 A.D. - mod.io one_resource.zip1 point
-
It's more of a matter of luck whether you're hit by a catapult-fired rock, in fact, these rocks are flying from above your head and are hard to spot until they hit the ground, and may roll over after hitting the ground, crushing someone's head at random. Feet, these stones are difficult to avoid consciously, so I don't agree with the idea that the lighter the equipment, the higher the resistance to crush damage. As for dodging, the projectiles in the game may not hit the target. If a unit happens to be in motion, it may avoid flying stones. Since the melee infantry runs slower in the game, the long-range infantry and cavalry run faster. It is enough to reflect this, and there is no need to distinguish on the armor.1 point
-
Here's how I see it and think it should be: Crush is damage caused by the weight of the projectile or weapon, pierce is damage caused by a sharp and fast moving but lightweight weapon. If someone slings a heavy stone at you and you block it with a shield it's likely to break your arm, which an arrow wouldn't do, but the arrow is harder to dodge and more likely to kill you if it hits you in the bare chest. Hack is in-between; it's a close range attack with both weight and sharpness, and can best be blocked using another melee weapon like a sword. Agility means more crush armor, armor and especially shields give pierce armor, and both of those and having a good melee weapon gives hack armor. Wooden structures are most vulnerable to hack, stone buildings to crush, but both have high resistance to all attacks and siege weapons have high damage multipliers against them.1 point
-
1 point
-
@king reza the great belgian upland is now updated find new map with name belgian uplands for maximalists no deers and rabbits added chicken near cc1 point
-
Given your pants are black I think it might be GIMP at play. There is a weirdly undocumented feature of GIMP when exporting a PNG > Stanislas Dolcini: The background color on a png of a full alpha pixel becomes the background color of the brush when exporting [...] Try to set your background brush to white. If that still does not work, add a white layer with 1% opacity below your texture prior to exporting to png. Also note that actors do not change color, only actors with templates do. PS: Would you like to make your mod available on mod.io for all A26 users ? 0ad.mod.io This way it can be downloaded from the game. It just needs a team signature to check there are no viruses in it.1 point
-
I don't know if it was the translation but it was impossible to understand your point. But I think it's something like it's more interesting to be shooting normal arrows or slamming swords against walls than set fire or use more suitable equipment1 point
-
True but the UI should then show very clearly which ship can go where and which cannot. It's very frustrating to build a trireme in a port on a river and discovering that it can't go to the open sea because there's a shallow pass in-between.1 point
-
Oh boy, I haven't posted here in over a year... I've continued working on DerpHammer despite my silence (even though I made some months long hiatuses along the way) and posting some progress updates over on my Mod DB page. I've had some struggles here and there, but mostly I've been able to figure stuff out by myself. That said, there are some problems I can't seem to solve on my own. Most recently, I've tried to have my units change color based on the player's color, like the vanilla units do! But for some reason it isn't working even though I just copied how it's done in the base game... In the example here, I want the pants of the orcs to be the player color. I've copied the file structure from the actor file of the female citizen, just changing the textures to my own. (fabric.png is a transparent image and fabric_spec.png is single flat color) But no matter what I do, in-game the pants just show up as pitch black. What am I doing wrong?1 point
-
if theres anyone who already knows this stuff well and can easily make such simple adjustments for me, we can work together and make a totally fixed/improved 0ad mod prob within a day or 2 tops since it takes such minimal effort for me to figure out proper balance for functional, viable but not op options and it would be equally as easy for someone well versed in the programming aspects to simply adjust the values. Im thinking building costs, unit trantime, unit cost, etc. as well as if possible, mapgen rate of metal/stone/extras or if possible, and i assume this is more of a stretch make a fair balanaced maps mod, better than a25 one which had many issues with variability such as 400 foods not being balanced, hunts varying in distance making 1 side get half the walktime often resulting in basically half the value,etc i also would really like to add, if possible, removed buildings, or buildings that have already been designed/have existed in the code, but never used,(i have seen some in some special maps maybe a year or 2 ago like strange wood structures) im sure i could make use of/bring into the game with balance a lot of such buildings/ideas. specifically, id bring back stoas.1 point
-
This question should be discussed in conjunction with this topic, first of all we should give soldiers the ability to fully destroy buildings without relying on siege machinery, whether this ability is with torches, pickaxes, sledgehammers, axes.1 point
-
A further idea would be to add two new tags to buildings - wooden and stone buildings - and then add a new sapper unit (trained from the barracks) to P2, allowing the sapper to switch between pickaxe/sledgehammer or axe when demolishing these two types of buildings, which might not be as fast as normal infantry arson when demolishing wooden buildings, but would be more effective against stone walls that barely burn.1 point
-
In reality, there are combat engineers who use these tools to demolish various fortifications and obstacles, but I don't know why there are few games to reflect. I think it's possible to distinguish between different types of soldiers' siege methods, such as having melee infantry use sledgehammers, pickaxes and axes, archers firing flaming arrows, and slingers, javelinmen, and cavalry throwing torches.1 point
-
I would be ok with arson if it did not affect gameplay and was just an animation for units to make it look more realistic. -melee units (aside from clubmen and axemen) would just lay burning sticks against the building. While holding weapon in other hand and shield on back. -ranged units (aside from slingers) would just do normal attack but with some small amount of glow or embers on their projectiles. The main obstacle isn’t really fire effects but all the multiplayer players who would dislike it and prefer development be focused on gameplay improvement, lag reduction and those sorts of things.1 point
-
this was close, good game. you move your army way too much, when you see advantage always engage, don't disengage until you go under. why moving back all your army to join an incoming hero? if you have already engaged, just keep fighting while your hero comes, if you want to wait the hero, do so before you attack. if you had more barracks you could have built back your army faster, and win. get the baskets technology, especially if you build that few dropsites. when you start a big attack, call in all your men, all of them, including those on mines ecc, more is always going to be better.1 point
-
1 point
-
On another note, in my map Alpine Mountains (available in feldmap), in Winter biome, it alternates randomly between sunny, snowy and night environment1 point
-
Latin Virtus/Virtue us better for @AIEND concept. The term virtue in Latin (virtus) signifies power, strength, and ability. And even goodness. There are several things that differentiate the Middle Ages from the Ancient Ages and one of them is not exactly religion even though theological issues were still addressed. the only thing he achieved is that the issue of materiality went down the path of ascetism instead of the hedonistic path. From the Greco-Roman cosmological point of view there are two paths Refuse pleasures and escape to an austere life. Or Let yourself be carried away by worldly currents and accept all kinds of pleasure.1 point
-
I tried it in the past, but later found it to be lacking in meaning, because 0 AD is to make soldiers from novice to elite through combat, instead of researching technology through each era like AoE, so theoretically the militia that appears in P2 can achieve maximum combat effectiveness, P4 currently lacks the necessary advanced technology or high-value units, so there is no need to exist.1 point
-
For me, it's simply the best game I have ever played (with Dungeon Siege a close second). Being a huge fan of AOE2, this blew me away. Tbh, I was a little disappointed with AOE3, so this filled the gap nicely. Great graphics, gameplay and all for free plus on Linux. Have been playing 0AD for a while now. Huge thank you to Wildfiregames, devs and all those involved with 0AD. Probably the best open source game on Linux.1 point
-
Some materials resist tensile forces but not shear forces, such as Kevlar body armor that resists bullets but not daggers.1 point
-
I thought it was just pierce, hack, and crush no? IMO the different combinations of these make sense for the most part. I guess there is also fire and poison, but these are not the core damage types. Spears are fine to have both hack and pierce damage, as this speaks to their versatility. However, some more asymmetry between these values might be worth considering. To have just 'melee' and 'ranged' damage types would oversimplify the game, and especially make melee fights less interesting. For example, what would then distinguish swords and spears other than their armor? Their armor would also be more simplified because in the blacksmith, the only armors available would then be "increase melee attack armor" and "increase ranged attack armor." I think these values are actually in a pretty good spot at the moment, and I don't think adding many more damage types would be worthwhile either.1 point