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Congratulations to for winning the first edition of the Friendly Tournament Series! You can find the brackets, with all results and standings here: https://challonge.com/l9vi81d9 I will announce in the next post the second edition. Let's try to have this a regular event in the 0 A.D. multiplayer community!3 points
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Valihrant vs Feldfeld valihrantvsfeldfeld.zip Edit: I play the next one too @Feldfeld3 points
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Found some more bugs: ERROR: Failed to find matching prop point called "garrisoned" in model "art/meshes/structural/maya_protoclassic/ball_1.dae" for actor "structures/maya_protoclassic/ball.xml255" WARNING: PlayerID 1 | Petra problem ent without base WARNING: PlayerID 1 | >>> id 16314 name Javalineer warrior pos 844.7712097167969,986.2793731689453 state INDIVIDUAL.IDLE WARNING: PlayerID 1 | base undefined >>> role worker subrole builder WARNING: PlayerID 1 | owner 1 health 50 healthMax 50 foundationProgress undefined WARNING: PlayerID 1 | garrisoning undefined garrisonHolder undefined plan undefined transport undefined WARNING: PlayerID 1 | stance aggressive transporter undefined gather-type metal target-foundation 16612 PartOfArmy undefined WARNING: PlayerID 1 | Petra problem ent without base WARNING: PlayerID 1 | >>> id 16328 name Incendiary warrior pos 850.1861724853516,997.4761047363281 state INDIVIDUAL.IDLE WARNING: PlayerID 1 | base undefined >>> role worker subrole builder WARNING: PlayerID 1 | owner 1 health 150 healthMax 150 foundationProgress undefined WARNING: PlayerID 1 | garrisoning undefined garrisonHolder undefined plan undefined transport undefined WARNING: PlayerID 1 | stance aggressive transporter undefined gather-type metal target-foundation 16612 PartOfArmy undefined WARNING: PlayerID 1 | Petra problem ent without base WARNING: PlayerID 1 | >>> id 16370 name Maceman Warrior pos 855.4802703857422,1000.8009948730469 state INDIVIDUAL.IDLE WARNING: PlayerID 1 | base undefined >>> role worker subrole builder WARNING: PlayerID 1 | owner 1 health 100 healthMax 100 foundationProgress undefined WARNING: PlayerID 1 | garrisoning undefined garrisonHolder undefined plan undefined transport undefined WARNING: PlayerID 1 | stance aggressive transporter undefined gather-type metal target-foundation 16612 PartOfArmy undefined Some of the research is bugged, even when meeting town/city phase2 points
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With Lusitanians becoming their own civ; in the future the Iberian civ could be redone to focus exclusively on Iberians (Rather than the mashup of different cultures it is nows). Maybe even add Celtiberians and Tartessos/Turdetani as separate civs too. For Germans i think it might be better to have just the Suebians at first since they are the ones currently being developed (Maybe other subcultures like Cimbri, Lugii or Rhine peoples could be considered later); instead of an umbrella of all germanic peoples.2 points
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I think we all have read or heard the good ideas to make ship combat better. But to get started, I think the warships just need stripped down to the bare minimum and made usable again. Shrink up their size as I previously suggested, then make them behave and fight in simple logical ways. Make them useful and fun again. Then start adding the other features if they're warranted. I feel ramming would be easiest to implement since we want charging and secondary attack features for land units already. Even capturing could possibly be a secondary attack. So, until we even have those features for land units committed to the game, warships should be brought back to basics as I outlined above and elsewhere. Once those features are added for land units, then it will be easier to figure out how they can apply to ships.2 points
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1. Download and install TortoiseSVN Dowlnoadpage https://tortoisesvn.net/downloads.html Standard setting during install will work After finishing installation create a new folder in your Userdirectory. It should be located in "C:\users\username" . I called my directory "0adsvn" Then right click on the new created directory and choose "SVN Checkout..." In the Checkout mask just enter the URL of repository: "http://svn.wildfiregames.com/nightly-build/trunk" Then click on "OK" Now it starts downloading the 0ad Nightly version. Depending on your Inet speed this will take 20-45 minutes and needs around 14GB free HardDisk Space After the checkout is complete, you can start the SVN game from the "pyrogenesis.exe" binary wich is located in your created folder under \binaries\system\ I created a shortcut for this and placed it on my desktop. Dont forget to updated your 0ad SVN copy every time you going to play in svn. This can easily be done by right click on your 0adsvn directory and choosing "SVN Update" Have fun1 point
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The Germans Cimbri, Suebians, Goths https://github.com/JustusAvramenko/delenda_est/commit/74653b71376ba38593f675e4051586769292b59b https://github.com/JustusAvramenko/delenda_est Need halp from our resident historians, artists, and reference gatherers. Units Since the Suebi were a tribal confederation, units will have tribal designations, for example: Marcomanni Spearman, Quadi Light Cavalry, etc. Goths will represent the "later" Germans, with round shields, more helmets, more chain mail, greater cavalry. Suebian units look like "early" Germans, with hexagonal shields, fewer helmets, less chain mail, greater reliance on infantry. Basic units - Bare chested or Animal hide. Pants. Shield. Weapon. No helmet. Advanced units - Shirt. Pants. Shield. Weapon. No helmet. Elite units - Shirt. Pants. Cape. Shield. Weapon. Simple Germanic helmet. Champions and Heroes - Heavy body armor. Germanic helmet. Suebian Heroes Ariovistus Leader of the Suebi and other allied Germanic peoples in the second quarter of the 1st century BC. He and his followers took part in a war in Gaul, assisting the Arverni and Sequani in defeating their rivals, the Aedui. They then settled in large numbers into conquered Gallic territory, in the Alsace region. They were defeated, however, in the Battle of Vosges and driven back over the Rhine in 58 BC by Julius Caesar. https://www.wikiwand.com/en/Ariovistus Maroboduus King of the Marcomanni, who were Germanic Suebian people. He spent part of his youth in Rome, and returning, found his people under pressure from invasions by the Roman empire between the Rhine and Elbe. He led them into the forests of Bohemia, adjacent to the Quadi who already lived nearby, and established a large alliance. https://www.wikiwand.com/en/Maroboduus Ballomar Leader of the Marcomanni. At first a Roman client ruler; during the first Marcomannic War he formed an alliance with other Germanic tribes and invaded Italy. https://www.wikiwand.com/en/Ballomar Arminius Was a Roman officer and later chieftain of the Germanic Cherusci tribe who is best known for commanding an alliance of Germanic tribes at the Battle of the Teutoburg Forest in 9 AD, in which three Roman legions under the command of general Publius Quinctilius Varus were destroyed. His victory at Teutoburg Forest would precipitate the Roman Empire's permanent strategic withdrawal from Magna Germania. https://www.wikiwand.com/en/Arminius Found in the Mercenary Camp. Goth Heroes Alaric I History Wiki Link Theodoric I History Wiki Link Theodoric the Great History Wiki Link Buildings All wooden, less health than "standard" civs. "Walls" are a wooden stockade, halfway in strength between palisades and stone walls. "Fortress" is wooden. Building "shapes" should roughly follow Empires Ascendant standard, but with a Germanic veneer or aesthetic. There can be some unique exceptions for visual variety however. Maybe houses are longer than they are wide with a rectangular footprint, in contrast to other civs whose houses generally fit a square footprint. Suebians Rally Point Flag General Look References Civic Center House Storehouse Farmstead/Corral (combined building) Dock Market Temple Glory Statue Forge (aka "Blacksmith") Defense Tower Barracks Stable Archery Range Great Hall (Special Building) Siege Workshop Fortress Town Walls Wonder Goths Civic Center House Storehouse Farmstead/Granary Dock Temple Glory Statue Forge (aka "Blacksmith") Defense Tower Barracks Stable Archery Range Siege Workshop Fortress Town Walls Wonder Gameplay Suebians still use standard territorial gameplay, but have an ox cart dropsite. Later Goths will have more of a nomadic gameplay (like Huns or Scythians) with no territory. It would be interesting if Hyrule:Conquest's hero selection UI could be used to "split" the Goths into Visigoths and Ostrogoths. Art Needed Each one needs its own civ emblem. Unit head models with the "Suebian Knot" and beards for the Suebian units. New unit body and shield textures. Some new helmet models. New building art set.1 point
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Today i had very unplesant experience in a game. A player named DoctorOrgans insulted me for the whole game just because I'm simply better player. He sees only 1 viable strategy and it is "follow me", "do what i say".. If you simply ignoring this toxic player he starts calling you "idiot" and other bad words. This is not first time but many many times. How this can be resolved? Am I the only player person who experienced such low IQ behaviour?1 point
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There is git-svn which you can use to track the svn repo, maybe your gui client supports it, the svn repo you want is the one you linked. Svn also supports branches but it's a cludge. All github adds is a means to publicly share your changes which you probably do not need, people often get confused with git vs github.1 point
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I think we have enough votes to conclude that the ram change and the ptolemy, Iphicrates nerfs do not have enough support. @wraitii does a November 1 release of the next version sound feasible/ideal? Seems like the second round of the tournament will happen soon, so it would be nice to release in time.1 point
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Metallic scales never have been found in a Celtic context. Currently there is no direct remain certifying the presence of organic body protection during the Celtic Iron Age. Although there are native depictions of them during the 5th and 4th century BC, and probably during the 2nd century BC. https://ibb.co/album/TcHGK0 There are also a few quotes suggesting some knowledge about organic body protection: Pliny the Elder, Natural History, 8, 73: The Gauls embroider them in a different manner from that which is practiced by the Parthians. Wool is compressed also for making a felt, which, if soaked in vinegar, is capable of resisting even iron; and, what is still more, after having gone through the last process, wool will even resist fire; the refuse, too, when taken out of the vat of the scourer, is used for making mattresses, an invention, I fancy, of the Gauls. At all events, it is by Gallic names that we distinguish the different sort of mattresses at the present day[...] Polybius, Histories, 2, 30, 1: But when the javelineers advanced, as is their usage, from the ranks of the Roman legions and began to hurl their javelins in well-aimed volleys, the Celts in the rear ranks indeed were well protected by their trousers and cloaks[…] Plutarch, Life of Marcellus, 7: Meanwhile the king of the Gauls espied him, and judging from his insignia that he was the commander, rode far out in front of the rest and confronted him, shouting challenges and brandishing his spear. His stature exceeded that of the other Gauls, and he was conspicuous for a suit of armour which was set off with gold and silver and bright colours and all sorts of broideries; it gleamed like lightning. Accordingly, as Marcellus surveyed the ranks of the enemy, this seemed to him to be the most beautiful armour, and he concluded that it was this which he had vowed to the god. He therefore rushed upon the man, and by a thrust of his spear which pierced his adversary's breastplate, and by the impact of his horse in full career, threw him, still living, upon the ground, where, with a second and third blow, he promptly killed him.1 point
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https://gitlab.com/0ad/0ad-community-mod-a26/-/commits/main1 point
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Well, Microsoft drops support for 32 bit Windows in 2023, after that there is no longer a reason to have 32 bit pyrogenesis. The way windows is handled with prebuilt binaries in repo makes it less straightforward to offer both. The technical issues are mostly understood and not that hard to fix, just work.1 point
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The git repo is striped of the prebuilt windows executables, you need to use svn repo instead of git for those. Everyone else probably wants git tho.1 point
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You could install Linux into a virtual machine, then use it to build and run 0ad. If you don't do engine work just pull 0ad from svn which has recent binaries for Windows.1 point
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You do not need visual studio if you do not plan on changing any core engine code. The latest version is built and provided in the repository. The wiki seems to be right still. You need those exact versions for now afaik.1 point
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The registration for 0 A.D. Friendly Tournament Series 2 are now open! The deadline for registration is Sunday 6 November 21:00 UTC, and shortly after the first round will be announced. The rules for the games are the same as the first edition, with a small change that if both players agree they can pick a biome (but if one player doesn't want then it's random biome). It will still have a weekly format. However, if we have 8 players registered in the tournament then we will do a bracket format (like in the first edition), with matches being BO3. If we have more than 8 players however, then we will do a swiss format! (BO1) Simply write a message in the thread in order to register! ____________________________________________________________________________ Registered players (14): @Feldfeld@MarcusAureliu#s@alre@BeTe@ValihrAnt@rm -rf@Philip the Swaggerless@Dakara@LetswaveaBook@seeh@borg-@chocapoca@Edwarf@Player of 0AD1 point
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Some things I like: * Fire javelins and incendiary very fun to use, good alternative to rams. * Love how the structures and units look, one of the most bright civs i've played. * The maya feel very spammable, almost unstoppable in large numbers (though probably should be balanced in some regard, i'm no expert on that. Ask @Lion.Kanzen about balancing). * I like the unique research the maya have. Criticism/suggestions * Another exclusive unique unit i.e. the maya bee bomb could be interesting * Personally I think Sajaloob and Aj Payal should be merged as one unit or made to have different stats, as they are exactly the same. Other units should be made to have different stats or merged to make them more viable. * I think all of the content that isn't in the mod currently from past pages of the forum would be good to add either in the current mod or the 'extended' version (unless that's already planned) * Always felt strange how the ballcourt champions are classed/based on cavalry. Personally I think they should just be infantry class but very fast as another all infantry civ alongside zapotecs. I like the idea of them becoming cavalry in captured non americas stables Those are just my thoughts. I'll probably add more as time goes on. Feel free to use what you want from them1 point
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maybe not super on topic, but here is what I think I have learned by studying ancient naval warfare (for personal curiosity) in the last months: in war, battle ships and transport ship were the same, with some little modification so to make the former faster, and the latter more capacious. battle formation was almost always one line deep, mode of engagement was usually boarding, with some ramming also involved. for those battles of which we actually know how many ships were rammed and how many boarded, even in ideal conditions for ramming, 9 ships out of 10 were boarded. So I believe emphasis on ramming is often exaggerated. boarding would generally start with the crew of one or more ships throwing hooks at enemy ships and pulling them together, then the facing crews would confront using any weapon they were more comfortable with, and the losing ship would be either captured or put on fire. this was prior to the first use of flamethrowers in 7th century AD (you can imagine how effective they were). romans' invention of corvus is also often over-emphasized, considering how romans themselves stopped using them quite soon; it is suggested that corvi made roman ships less stable and solid, and played a role in two large roman shipwrecks of that time. naval battle tactics were heavily dependent on the expertise of the crews: those who knew they were more experts would try confront the other in open sea, and manoeuvre more, because ships manned with more expert crews were faster and quicker at manoeuvring, while less expert crews would more easily make mistakes as being isolated from the rest of the fleet, or insted staying too close, as to impede one another and cross oars with other ships. all in all I believe that most battle manoeuvres were tended to single out enemy ships and board them from more than one side. this was possible when the less expert sailors made some mistake. until then the more expert crews would sometimes try inconclusive manoevres just to push the enemies into making a mistake. alternatively, they would just charge at each other and board in pairs. expertise of the crews was particularly important when sea conditions changed during the battle: more then once a battle was lost when sudden strong winds threw into confusion one of the sides, pushing one ship against the other, and taking them out of the control of their crews; more expert crews could avoid that. the size of the ship was also relevant, but somehow less than some would expect. smaller ships were expected to manoeuvre better in smaller spaces, and were usually deployed in the center of the battle line, so that if the wings would put pressure on them from the sides, they would still be relatively free to move. smaller ships weren't faster probably. bigger ships were in fact almost always preferred, because they could carry a larger boarding team. artillery didn't play a large role in naval battles (hardly ever cited) until Agrippa started wide adoption of the harpax during roman civil wars: a harpoon thrown using a cataput, which could be used for facilitating both boarding and ramming. we have detailed numbers for his battles and once again boarding is much preferred to ramming: I'm convinced effectiveness of ramming is too often exaggerated.1 point
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One point i wanted to highlight is pathfinding problems with boats when you selection some units and garrsion in the boat. Context: I select a ship doc it at a shore. Now i select some units standing a little further from the ship. When I give garrsion command to units, ship also starts to move. Problem: It take too much effort to doc a ship perfectly on shore becasue it moves here and there for its path finding. Now, when I do garrsioning, it moves to some different location. The ships either will standing somewhere far from the shore or it is going somewhere (game knows where). Becasue of this issue I can't garrion my units, they either doing their own path finding to find the ship or stuck at shore becasue they can't reach ship. Gameplay issues: You won't be able to garrision units, becasue ships get stuck to each other and when they start to move own their own , its hard to manage. Solution: Just don't move the ship. Move units only when given garrion command. If ship is far then it is far, try to bring closer to shore. Give square geometry (analogy for solution) for garrion so, whether ship is stright or left faced or right faced to units, they should be able to garrion. I understand that some player might want ship doing pathfinding as well. So, maybe we can keep it cofigurable with defualt value is keeping ship path finding on.1 point
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I think a very critical reason for the "chicken rush" (building up cav mass from 0:00 from cc, by gathering chickens) being so effective is simply due to how fast cavalry can be trained from the cc as well as how overtuned skirmcav are. The main reason the "chicken rush" is so effective is because it is usually too early for the enemy to even scout it, much less make defensive units. This means the only way to beat it is to prepare for the uncertainty, which costs a lot (your own cav, men, towers, early barracks) and will continue to affect the player for the rest of the game progression. nerfing skirmcav overall (they are OP in all phases and against most units), I would recommend -2 pierce attack, and perhaps an hp decrease if needed. removing cavalry from civic center: this would mean that a stable has to be built first which will delay even the fastest "chicken rushes" by at least 45 seconds to 1:15, which gives the defending player more time to prepare and scout cost effectively. Some downsides of this will be that someone seeking to just scout or hunt with 1 or 2 cavalry will be forced to buy a whole stable. I am not entirely sure how improvements should be made, but I do think that the chicken rush is currently way too easy, and players that try to prepare have to slow themselves down even when they can't know if they will be chicken-rushed.1 point
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I agree that the pattern should be Phase = unit is introduced, Phase+1 = unit upgrades become available. So, if (as an example) Catapults come in P3, then their teching comes in P4. I can see simple hand-held rams as early as P2, with a tech in P3 that upgrades them to covered battering rams. Catapults come in P3, and in P4 there are a set of catapult improvement techs: Torsion Springs (range+) and Flaming Munitions (attack+). A "Siege Engineers" tech could make catapults buildable in the field by soldiers.1 point
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Good mornign or afternoon ; -Thanks for testing the mod , ¿What do you think is the best and the worst/bad of the mod ? -¿Have you got sugestions or critics/críticas? Sorry for the inconveniences*1 point
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default.cfg is the right file for default configuration parameters such as keybindings. Your default.cfg file should look like this one; as you can see, all keybindings are listed there. local.cfg should be used for custom configuration. This file is possibly empty and you can edit it at your own needs.1 point
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I think the point of discussing it on the technical forum is to not have to install a mod and add it to the main game.1 point
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Even if (especially if?) sword cav is nerfed, I don't think there is any need to buff the armor of spear cav. I do not think spear cav needs another buff.1 point
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Cheers, this player is handicapped, he can only communicate in this way, it is his way of existing and of inviting you to play as he would like to play in your place. We have to accept it and be handicapped friendly.1 point
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In the future there could also be Cimbrians, who fit more neatly in the part 1 timeline. They would be a bit similar to Suebi, but more nomadic and maybe a celtic influenced roster with more armoured units.1 point
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Persia Biome: Highlands Rocky, grey/beige mountain terrain, plus a snow covered rock terrain for the summits. Trees are various pine species, but sparse. Hunt are goats and bears. Buzzards circle overhead. Midlands Scrub terrains with pine species and bush_mediterranean. Cliff textures have a hint of brown and red (similar to the Indian cliff textures, but less strong). Animals are goats, lions, bears Lowlands A mix of tree types: Deciduous trees and pines, with the occasional decorative date palm. Grass terrains predominate with some stony/rocky terrains for decor. Animals are sheep, goats, deer.1 point
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People want battles. People want formations to mean something. People want Delenda Est.1 point
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I'm not sure about the licensing stuff, do you mind using CC BY 4.0 models? If not it should be relatively easy to make the following into a nice model: https://sketchfab.com/3d-models/lamassu-fb3d891226f1434d806cfc678c4c588a1 point
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Javelins with 3 ammo + cooldown would be amazing imo. Increase considerably the amount of damage per javelin and it would really set this game apart, battles would become much more interesting and closer to reality (with small amounts of javs at the wings or front + retreat). It would also be interesting giving a choice to either use the last jav as a melee weapon or throw and wait for cooldown. Supply lines would be nice, but I don't think this can be feasible as gameplay mechanic unless herculean effort refining it. Better to start with cooldown.1 point