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Its very difficult to find fresh vs fresh 1v1s by high level players, as the players are so rare, and rarely come online, some stop playing alltogether. Im making this forum post so ppl can arrange games/coming online times if they want to. If ive missed any 1800+ players, ping them below please. So if you wanna play at X time window in the future that you are free at, post here, and ppl can come here to check when next gathering or schedule(s) is/are, posted by som1, or post plans/intent themselves. This way we wont miss eachother, and tire out playing less compettetive games, becuase we can never know when som1 challenging is coming online. Hope this raises 1800+ 1v1 counts. @ValihrAnt @Feldfeld @Stockfish @LetswaveaBook (ping weirdjokes, if know forum name pls) ..wow cant even recall any other currently active 1v1 player who is 1800+ Gif for visual representation: maybe in the future we can all have own forum posts, that we update, that show our free time, and i could link them all here, but too far fetched rn.1 point
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Well, arguably it's my responsibility since I'm knowledgeable in that area, not to mention other devs agreed balanced with balanced map changes for when I complete my patch. The problem is, well, development is slow, be it for me or WFG team so the long term is not really a choice here1 point
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@thephilosopher Long-term solution is not "don't play maps x,y,z..." and install 3rd party mod. I just hope we don't lose new players b/c of that. Also I'll use chance to remind to "can't join" issue... It can be even more frustrating then balance... Sorry @Feldfeld, I missed that berries.1 point
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that's the berry patch I'm talking about. That makes 6*200 = 1200 food, + 6 sheep = 1800 food that's explicitly distributed by my algorithm. On the other end, you had 1800 food from animals so the result is equal. The other 400 food berry trees are what I call straggler berries. They are not taken into account by my food generation. When they are isolated, they are quite irrelevant from my experience, as it often is better to just transition into fields earlier instead of taking them. If they are near another resources, that could lead to some small imbalance. That is the case here, one tree is close to his hunt, so he can have a good efficient 1 for 2 farmstead. I would argue that makes his map a bit better overall. Not really game deciding but straggler berries could take a change, once I go back to working on that (january or february maybe).1 point
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Northern Island is definitely heavily imbalanced in favor of the person who starts on the other side of it. There's a small number of people who rack up cheap wins (and rating points) in multiplayer games by using it. FWIW, it's not impossible to win from the "bad" position in Northern Island. I've done it before. But it's pretty hard and requires creative planning (or just a much worse player as your opponent). But I don't really see it as much of a problem to be solved. Just don't join games with an opponent who insists on using it as the map.1 point
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I'll check again when I can but from what I remember he had a full berry patch on the bottom right of his base, which on this biome is equivalent to about 2 hunt patches (anyway my algorithm does the calculation so the total amount of food is equal without considering straggler berry trees) From my experience at playing at high level this alpha, none of my losses could be explained by food imbalance. Wood generation is way more important and even after removing Nubia biome I know it will need a more sophisticated change. I found that I always have a way to take advantage of my food distribution, and if I didn't unnecessarily mess my macro I always had an equal or better economy than my opponent. As far as I know, apart from straggler berry trees, I never saw evidence of imbalanced food generation.1 point
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Your additional hunt was compensated by his additional berry patch. And the position of your hunt relative to your starting berry near CC is irrelevant because it is worth it to build a farmstead at a hunt location anyway. If you don't the hunt food collection will be way slower. It's a tradeoff but it's never bad to build a farmstead anyway. All features of my berry patch / hunt generation are something I wanted. Resource diversity while being balanced at the end. The only thing I didn't balance about food are the straggler berry tree. Imbalances with this could happen although rare and it is rarely relevant.1 point
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Recently stumbled across 0AD, which I'm now running on two different Linux platforms (Arch/Manjaro), and am keenly impressed. Can't thank those behind this effort enough for making such a fascinating FOSS opportunity to enjoy a rich and well-conceived RTS game. In trying to absorb the basics, input controls, build/boom methods, and - most recently - the armed conflict aspects of 0AD, I've come across some seemingly odd behavior. I will make a separate post about that shortly... Meanwhile, just wanted to express my gratitude to those who have supported this project for all these years. Hopefully I too can contribute in some way over time.1 point
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That is not hard to verify, each building has a set build time, so you can start a building with one unit and check that the announced build time is consistent with the tooltip. Personally I think it's fine not to show unimportant stats like acceleration or prepare time. You can easily have a feeling for it. I never checked prepare time of units and play by feeling, and, for acceleration I barely felt an effect from last alpha (though it's probably due to me being inactive before). For precision however, I think it's quite important, also this stat can dynamically change from promotion and technologies.1 point
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Yeah, my point is: if there is differentiation it should be easily visible to the player and not require the player to learn through extensive gameplay. This is a logical change that we have made previously (e.g. eliminating woman gathering aura, which could actually be seen and was disclosed, but it’s impact wasn’t quantified). Something like gravity that effects everything doesn’t need to be disclosed/quantified because it is everywhere. For example, there is confusion right now on whether women and men construct buildings at the same rate. I don’t know the answer. But confusion exists, and if there is a difference it should be disclosed. Having hidden stats isn’t a fun Easter egg, especially when players don’t know differences exists. We should either eliminate the differences or disclose/quantify the differences.1 point
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Reception to my previous post was overwhelming (for good reason). AoE devs contacted me for civ ideas but I reminded them that I am committed to 0ad I have decided to present a new civ idea, based on the extensive research I did over the last few months (I have a degree in research, in case you've forgotten) Civ Name: Morbius 2 This civ is slightly out of this game's rule book (500BC to 1BC, this civ existed between 600BC and 501BC), so it might not be added, but hey, at least you can learn a little about history or make a mod out of it. This civ only had men (that is why they died out after 99 years as they couldn't reproduce, and lifespan of a normal man is 99). Hence, you cannot forage or farm properly, but you can cut trees and mine metal/stone at 500% efficiency (They loved getting stoned, Historically). Also, this civ should have a unique unit named Unique Man who is just like a regular citizen solider except he is unique (in some way, maybe we can have @elexis0addev come up with some ideas?) Hope this civ sees the light of day Cheers! facts1 point
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Various reasons, mostly the reception and critics that might doom this project, license considerations, capacity too, the lobby server might not withstand a 1000 players not to mention the moderation. Also pretty sure that's not where developpers are.1 point
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Considering that the current unit roaster is not reconsidered, what should be the general role of each unit type? There are plenty of things that can be tweaked and differences from the same unit class in different civs but should the same class have the same abilities? So here is an open discussion topic for unit class role, that could be validated (or not) on a design meeting later. From the design documents Infantry: http://trac.wildfiregames.com/wiki/List%3A_Entities%3A_Player%3A_Infantry Cavalry: http://trac.wildfiregames.com/wiki/List%3A_Entities%3A_Player%3A_Cavalry There are also a lot of details in each civilization description. Generally armies were composed of mostly infantry with more or less cavalry (maybe around 1/10). Unit class role Spearmen Spearmen were the core of most armies. Often found heavily armored, or at least with a large shield. The phalanx was designed for the 2 first row to fight together. General role: basic infantry, medium melee range Strength: good armor, good against cavalry (just need to point the incoming target) Weakness: subject to hit'n run (see Battle of Lechaeum, where Athenians derouted unsupported Spartian hoplites with skirmishers hit'n running them) Pikemen Pikemen are a variation of the Greek hoplites with a longer weapon and ligher armor for more mobility and charging abilities. They compensate their lack of armor with using the pike upward as a deflector for projectiles when in pack. Also in pack the forest of pikes makes a frontal assault almost a suicide, with multiple rows of soldiers protecting the front (see siege of Atray, were the roman infantry couldn't advance and persian chariots hold in the battle of Gaugamela). But if very strong from the front, they were almost not able to fight back from the side or back. Once the ennemy has passed the pike, the weapon was almost useless and with no proper armor the pikemen didn't last long (see battle of Pydna, where the Macedonian phallangites were defeated because disorganised by the rough terrain. The Roman took a great advantage once in close quarter). General role: strong infantry, long melee range Strength: get the best when in good order and in sufficient number, super strong against cavalry Weakness: almost ineffective individually or disorganised Swordmen Swordsmen are stronger melee infantry. A good sword was expensive and more restricted to an elite. The Roman Testudo allowed them to advance under cover. General: strong infantry, short melee range Strength: the best melee fighter one on one Weakness: short range (less shield effect of 3 on 1), less suited against cavalry Javelinists Javelinist are short range support troops. They were usually going before the front infantry line, throw a javelin or two and retreat back to soften the advancing troops. They were also equiped with a secondary melee weapon but not matching their dedicated fellows. General: infantry support troop, skirmishers Strength: strong short-range troop, expert of hit'n run (see Battle of Lechaeum), good mobility Weakness: lightly armored Slingers Slingers were used as skirmishers like javelinists. The finest slingers would use some hi-piercing bullets with great accuracy and long range. A sling shot could be very fast from an experimented slinger. It was said the slingers could outrange even archers by Xenophon, saying the Ten Thousands couldn't approach the Persian with the lack of slingers on cavalry. General: infantry support troop, long range mass killers, skirmishers Strength: longest range troop Weakness: not armored, unprecise (doesn't work well on small targets) Archers Archers are long range troops. Like their javelinist counterparts they usually acted before the melee battle or target fleeing ennemies. They seemed to be historically efficients with quick long range hi-piercing arrows, and archer continued to exist long after the game period (contrary to some other units). To distinguish them from javelinists they would be long range support troop unable to hit'n run and very vulnerable to any attack. Still with a shorter range than slingers but better accuracy. General: long range general purpose unit Strength: long range Weakness: not armored Spear cavalry The spear cavalry is the heavier one. It is well armored and has the best weapon for pinning down ennemies. Even if it is not the most manœuvrable. They are so the most expensive cavalry. I haven't found a clear reference cavalry weapons, but they was very often light and heavy cavalry. The spear cavalry would be the heavy one. Strength: good and reliable cavalry Weakness: expensive, weak against spears and pikes are their nightmare Sword cavalry Sword was not the weapon of choice to fight mounted. Celtic sword cavalry tend even to fight by foot and get back to their horse afterward. For the game, they would be the light cavalry. They are best suited for raiding and targeting strategic points (siege units, support troops). Strength: deal a lot of damage quickly Weakness: not well armored they will not stay long in open fight Javelin cavalry Dedicated mounted javelin throwers weren't mentionned historically. They were mostly bound with spear cavalry, throw some javelin as secondary weapon before joining the battle. For the game, they would be the top hit'n run unit, but more expansive than the infantry javelinists. Strength: strong at hit'n running, more efficient than their infantry counterpart by being faster Weakness: because faster than the infantry, they will be lightly armored to be still counterable by other cheaper skirmishers or archers. Otherwise they wouldn't have significant weakness. Archer cavalry Fast long range unit, but rare at that time. Mounted archers will after be the most effective unit in the battlefield, until heavy armored knight came. Historically truely overpowered, combining the strength of the bow with the speed of a horse, even able to shoot back while running away. Strength: fast and long range, hard to pick Weakness: no armor, to give them a weakness, not so much ability to hit'n run Elephant They were very few elephants in the battles, but they were devastating. Battle tactics often consisted of not fighting the elephants directly. They were frightened during the battle of Zarma and some of them turned back against the Carthaginian army. The charge was driven past the ranks to be dealt in the back by skirmishers. Strenght: very durable and powerfull Weakness: very expansive, can lose control1 point
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This excuse is inadquate, becuase ISO basic Latin alphabet is not the only alphabet in the world; there is no reason to discriminate against other alphabet systems and ignore them. Even the extended Latin alphabet has not been used! Consider adding accents to letters, é ú ó á Ö, Ü, then there is Turkish ç, Ğ, Ş and many to choose from in Vietnamese. Please consider using those, then move onto Greek and Cyrillic, after which you have Persian, Arabic, Hebrew, Korean, Japanese ... Almost every language in the world except Chinese has some form of alphabet system. After you exhaust all of these, you can switch to Chinese characters, which opens up a limitless number of alphas and possible names.1 point
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Thanks Lion for showing me the gaps in my mind Slingers should be good vs buildings indeed Maceman: weak vs all units (no armor) but good vs buildings. Being living siege. Chariot: can trample down all infantry, shoot down ranged cav. but vulnerable to all other cav. Elephant: Good vs mellee infantry (stampede) and cav (terror), but easy to kill with any ranged. Also good vs building; another walking siege machine Ranged Elephant: having great health, so being able to stand long against vs any mellee. Attack from a long range but slow movement and vulnerable to other ranged. Siege ram: stand long to ranged attacks. Good vs building (walls even better). Vulnerable vs mellee and woman. City siege equipment. Catapult: good vs building and masses. Have long range to shoot inside towns etc. Hold long vs ranged. Vulnerable to mellee and woman. City siege equipment. Bolt shooter: field artillery, to shoot down some incoming units: high attack and medium/long range. Hold long vs ranged But slow movement and Vulnerable to mellee and woman. Woman: weak vs everything but siege (Spartan have some bonus). Good at gathering food Slaves (converted units -not in game yet-): weak vs everything. Good at mining.1 point