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Showing content with the highest reputation on 2022-12-17 in all areas

  1. Spitballing here, I was thinking the choice of political systems could go like this: Democracy + Bonus in Citizen health and train time + Hoplites trained at the Advanced rank from the beginning + Champion is a Hoplite-class infantryman + Hero is the Demagogue unit, whose aura grants more capture points (i.e., Loyalty) to capturable units and buildings - Penalty in Technology cost Oligarchy + Bonus in Cavalry health and speed + Bonus in Farming income + "Champion" is an Elite Cavalryman + Hero is the Aristocrat unit, whose aura grants stronger resource gathering to nearby gatherers - Penalty in Infantry speed Tyranny + Additional Mercenaries unlocked at the barracks/range/stable + Additional Technology for Coin income, "Open Markets" + Champion is a Heavy Swordsman "Tyrant's Guardsman", who costs only Coin (most champions usually cost Food and Coin) + Hero is the Tyrant unit, whose aura grants stronger attack and capturing to nearby champions and mercenaries - Penalty in Citizen health and Slave loyalty Any thoughts?
    2 points
  2. The Syracusans The Syracusans are a Greek faction known for their innovation, cultural contributions, and energetic history. They tussled with the Carthaginians, Athenians, and Romans for control of Sicily. For a time, Syracuse was one of the largest, most powerful Greek states in the Mediterranean basin. The famous mathematician Archimedes was a son of Syracuse and helped his city with many inventions and mathematical innovations. In the game, they are a "Greek City-States" faction (Hoplite-focused army, a buildable Stoa, etc.), but with a "Successor States" access to the Library ("Archimedean Academy"), Siege Weapons, and Quinquereme warship.
    1 point
  3. This was one of his existing auras, not a new one. Having done some tests, it is slightly more effective against CCs than the Roman hero (Scipio) that gives plus 2 capture attack to all units. I agree it is obscure in that the regeneration rate stat is not even visible. This never bothered me much though, I just knew it meant he was good at capturing things. Honestly, I like the uniqueness of it. The idea, I assume, is that since Alexander captured so much territory in such a short amount of time he should be really good at capturing CC's. I agree with this. The advantage of the Roman hero is that he also captures non cc buildings very quickly, whereas Alexander doesn't have any special effect on them. In adding the new Alexander auras I was trying not to go too crazy and make him too strong. Depending on how strong he is in practice, I could be open to supporting one of the below adjustments: Remove current CC Aura, and add capture attack bonus equal to our greater than the Roman Hero's (+2). It could be added to his new Rapid Conquest Aura. Or, Change current capture regeneration rate debuff Aura to effect all buildings, not just CC.
    1 point
  4. February, if all goes well.
    1 point
  5. @Stan` @vladislavbelov @wraitii
    1 point
  6. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/the-wonderful-world-of-lods LODs (Level of Detail) models are a very important feature to help performance. Posted by The_Undying_Nephalim on Dec 13th, 2022 If you have been on the Hyrule Conquest discord at any point since 2018, you've probably heard me mention LODs at some point. It's a particular subject I bring up a lot. What exactly are LODs you might ask? LOD stands for "Level of Detail." It is also a very common technique used in video games to optimize and dramatically improve framerates and performance. What LODs do is "swap out" higher poly, better looking models that each up valuble performance resources with lower poly, more simplistic and less taxing models the further away from a camera any particular object is. A sample of LODs on a cube, followed by an Ordonian Goat. This method is used in countless video games and is essential to the RTS genre, a genre of games that generally has hundreds if not thousands of models running around doing things on screen and most of the time they are quite distant from the camera. The only problem? 0AD has not supported LODs for years. You may have noticed that when the unit counts in Hyrule Conquest get pretty high, the frame rate starts to tank even on a decent gaming PC. I have always pushed for high quality visuals and detailed models, and it's very taxing on the engine to display them all. Over the last few years I've had the workaround "Low Poly Patch," but this is not an ideal solution. This is all changing however. The 0AD devs have a rudimentary LOD system in place now, and I've spent the last few weeks created LODs for all the game's existing models. There are frankly hundreds of models in the game at the moment though, and it's been quite time consuming and there are still many more to go. My hope is that once LODs are finally activated in a future version of 0ADm Hyrule Conquest will finally run without performance issues even with hundreds of units killing each other on screen. In the next release of Hyrule Conquest however, you will be able to switch between model details manually in the options menu to adjust for your PC's specs. Soon the Low Poly Patch as a separate download will no longer be necessary, as it can be easily activated in the options menu.
    1 point
  7. Athenians and persians can train units in ships. This would be even better, if they could also do this if they are away from the coast. The units could simply be garrisoned inside the ship (currently the training doesnt happen unless the ship is at a coast)
    1 point
  8. Walls don't obstruct vision either. Also trees, mountains, structures et al don't inhibit ranged attacks either, so why should walls?
    1 point
  9. Agreed, without looking at the code this is very hard to parse. Also increasing capture attack would be similar in effect and imho more natural.
    1 point
  10. I think this does not work for ships as they dont have ralley points. And even if it would work, it would be nicer if it would work automaticly. The ship should delay the spawn only if the ship is full AND its not at a coast or close to another ship.
    1 point
  11. Valihrant vs weirdJokes ValihrAnt_vs_weirdJokes.zip
    1 point
  12. version 4 changelog: community_mod_changelog.txt #This is a written changelog for additional merges to each version of the community mod. If you would like to review the exact details on #each merge, visit this link: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests?scope=all&state=merged -0.26.1- !1 Set up gitlab with continuous integration to the mod. -0.26.2- !2 Han farming technologies (village and city phase) fixed. !6 Regicide mode infinite loop from enabling hero garrison fixed. -0.26.3- !4 Move tier 3 blacksmith technologies to the town phase. !5 Healers cost 100 food 25 metal, cheaper temple technologies. !8 Themistocles now provides a wall discount as well as a naval buff, Pericles provides technology discount and soldiers in his aura do not give loot. !10 Civic centers and colonies decreased cost, decreased territory expansion with each age. !11 Axe cavalry buff to hack damage. !12 Change to ptol civ bonus: Ptolemies houses, storehouses, farmsteads +50% build time and -40% capture points. !13 Team Bonuses: Athens get CC technologies -30% cost, -50% research time, Seleucids get CC decreased build time too, Persians get cheaper barracks and stables, Carthage gets -50% mercenary infantry train time. -0.26.4- !26 Add a new aura to Alexander that does: "Enemy Soldiers, Structures -10% attack damage". Change Aura1 to "Soldiers +10% attack damage, +15% movement speed." and aura 2 to ""Enemy Civic Centres −50% capture points garrisoned regeneration rate." !27 Add centurions to the romans (100 food, 50 metal) with a limit of 8 with an aura "Melee Soldiers +10% attack damage and all soldiers -25% experience points for promotion."" !17 Change roman army camp to 400 wood 150 stone (vs 500 wood 100 stone 100 metal) Reduce health to 1750 (vs 2250) move it to town phase !24 Add a farming civ bonus to Seleucids ("Farms -25% wood cost and -75% build time.) !19 Increase by 15% Melee and Melee Champion cavalry acceleration
    1 point
  13. I don't think 10 wins will bring him many points or at least not significant. With every new win he will get less points. So for example if he is 1400 and opponent 1000, he will get 1,8 points. So he need to win ~50 games to get to 1500 rating. In case of 1500 vs 900, he gets 0.6. I guess this calculator is same as 0AD's ? https://www.omnicalculator.com/sports/elo ELO is fair rating system, 0AD should keep it. I'd only think about some slow decay so it's more realistic, so that it reflect fact that when players don't play they become a bit rusty. Tennis (ATP) has something like that. You need to defend your points on next year tournament, otherwise you lose that points.
    1 point
  14. I like the "stickiness" feature in AOE4 (and Rome Total War), where if cav are hit by spearmen they temporarily lose aa small amount of speed. It's more pronounced in Rome Total War, which has more realistic simulation-mechanics, but it's also there in AOE4.
    1 point
  15. On a related note, I think this can also be a problem. I think an easy fix here is to make all possible current units actually available. So I would make champs, especially inf, more accessible. My first step would be to eliminate the unlocking requirement in barracks Honestly, I think it’s the level of game you play. It’s not the easiest thing for beginners to do. If you want to see what I am referencing, I would suggest watching some high level games, especially 1v1s
    1 point
  16. I will also add that, for now I don't really see a point in doing a (significant enough) cavalry nerf. At the end of the day, infantry is still hugely useful in 1v1 and in team games as well, a transition to cavalry if not well timed can just lead to being overrun by infantry. For the current state I only see a small damage nerf to skirm cav to be interesting. I'd consider the gameplay of mostly ranged infantry CS to be worse. There is not even an attempt in transitioning away from a unit we make from the beginning of the game. Instead of fine tuning stuff like this, I'd be more interested in some more radical changes, such as for example straight up halving the attack rate of all ranged units (so reducing their DPS by that much), accompanied by a melee cav nerf. That could rehabilate melee infantry and maybe champions as well. Experiment, bring new units to the light, try to reach a new balance.
    1 point
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