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Showing content with the highest reputation on 2023-01-07 in all areas
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Thanks this is a known bug. Bugs should be reported here #3866 ([PATCH] When a ship sinks/building destroys without space to unload units aren't lost in summary) – Wildfire Games2 points
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When a ship is destroyed that had units garrisoned inside, these units disappear form the game (they've presumably died in the shipwreck) but they are not included in the lost unit counter in the stats. Is this intentional? Screenshot from the stats of my playing Corsica and Sardinia for the first time in a while. You can see that the total of units lost from red and yellow are lower than the number of trained units. Disclaimer: new to the forum (not new to the game, started playing in 2018). If this is not the right place for this kind of post, lmk. I sifted through the FAQ as well as this thread, and did a quick reddit search on r/0ad and did not see anything recent about this topic, but I'd be surprised if I was the first to bring it up. Game version: Alpha262 points
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Why not both? A 4th phase is welcome like in AOE. However, each phase should have a focus. In AOE2, phase 2 was an opportunity to rush before defenses came up, phase 3 was where better offensive units came such as knights but also better defenses like castles so it was difficult to finish off a well defended town, then phase 4 introduced ultimate siege weapons like trebuchets and bombards.2 points
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Would it be cool to add another civ to the game after this alpha? It's too late for A27, but A28 or A29 is definitely doable. New civs are a nice way to add content and also keep the game fresh. There are many excellent options to choose from. It's also perfectly okay to choose 'No.' Either way, it'd be good to state reasons.1 point
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Guys, these seeing people leave game and then need to report is boring. It happens too often to me. Can winner be automatically decided if someone leave rated game?1 point
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Good morning or aftrnoon; -¿Are you saying that it is possible that we will see the Mayas it in the next alpha?, -If so, when I can, I will dedicate all the efforts I have. Sorry for the inconveniences*1 point
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1 point
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Now I tried this. dragdelta was set to "2" (dont ask me why). Now that I changed to "4" game is much smoother. Albeit I have to try it in a big battle. At in built up an some skirmish it feels much better. Maybe I need to try new Debian. Hope my graphic card is supported now. But system update always need more timeand preparations, don't want to do this in a rush.1 point
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Take a look at Github the mods are being updated little by little for the new alpha, there are some points where we can refine the models but @Duileoga has already done a brilliant job, about the Mayans they are also updating take a look there too, there is a proposal on the mod that mostly supplies its peculiarities.1 point
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some way to put the soliferrum to the Iberians and marvelously the vilars de alberca, me gustaria ver a los lusitanos en un futuro @Duileogaque le faltan a los lusitanos ??1 point
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After the currently voted Scythians & Xiongnu, in theory another "combo" of two American civs would be nice. It doesn't seem these people did much fighting tho. Zapotecs and maya are good contenders, I don't think we have to only consider civs at their "peak", this is an unnecessary limitation imo. Just because one typically thinks of the maya in later time periods doesn't mean they didn't exist in any significance at 0 A.D. Teotihuacan was apparently founded before 0 a.d. and grew a lot through 250AD, which seems to be a period of urbanization. IDK if this fight is outside the timeframe, but these two cultural centers seem to be as much city-states as greek ones we have in game: https://www.science.org/content/article/astounding-new-finds-suggest-ancient-empire-may-be-hiding-plain-sight However, it is science reporting which tends to be flawed.1 point
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1 point
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It seems dated to between 500 and 1400 AD https://en.m.wikipedia.org/wiki/Llanos_de_Moxos_(archaeology) https://aldianews.com/en/culture/heritage-and-history/hidden-jungle https://www.nature.com/articles/s41586-022-04780-4 https://arsartisticadventureofmankind.wordpress.com/tag/@#$%arani-culture/ https://en.m.wikipedia.org/wiki/@#$%arani_culture https://en.m.wikipedia.org/wiki/Nazca_culture https://en.m.wikipedia.org/wiki/Lima_culture https://en.m.wikipedia.org/wiki/Chavín_culture Chavin is probably the best choice.1 point
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I agree with the poll. But if the Council of 0 A.D. Enthusiasts, plus @Stan` @Freagarach @wraitii et al. wanted to expand the scope a bit to add the Pre-Classical Maya, then I'd be all for it. @Lopess and @Duileoga are making a good mod for them. I agree. I just added the Syracusans to the poll because they are quite advanced in DE and are kinda cool/a bit different. Nomads, Germans, etc. before any new Greekish civs for sure. Gotta expand that cultural base of the game for that sweet sweet variety.1 point
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Keep in mind if we ever have some kind of moving buildings for nomadic civs, then we don't have to do it as badly as AoE4 did. I don't know if you ever saw clips of Mongol-douche, but it was extremely cheesy. Suebians sound cool, and I think including Mayans at some point should be an obvious yes.1 point
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1 point
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I would like to suggest, as an enhancement, that units gain experience in a fortress. Additionally, that fortress have an enhanced experience benefit, such as 2X what is obtained in the barracks.1 point
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Hi! I'm currently coding a python plugin for GIMP to help create elevation maps with mountains. The aim is not only to picture realistic mountains, but also to make them suitable for interesting game-play. I think that mountains and relief should not just serve as obstacles, but as tactical features where one can use elevation to it's advantage. Right now, the plugin only creates one type of mountains, mainly rocky / faceted mounts, but with a lot of possible variations inside that type. I'll soon add some erosion factors which will allow to make hills and older mountains. The first version of the plugin should also have an option for symmetrical height-maps. For now, the process is mainly random, i.e. procedural. But a lot of parameters are tweak-able (although I'm trying to simplify things a bit for the interface). Most notably, you can let the plugin choose it's seeds for the random generator well... randomly, and once it produces an interesting configuration you can fix some seeds and let the generator explore other variants inside that particular configuration. If that sounds complicated, it'll become clearer once you can try it. :-) Please note that the plugin only creates the height-map, it doesn't do any import into the Atlas. See this thread for that part, and scroll down to my tutorial for best quality import. But enough explanations, here are a few raw shots from 0 A.D's Atlas. Most mountains shown here are climbable.1 point
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I think that when talking about mathematics related to a game like 0ad there are 2 things needed: a good knowledge of math and a good experience in the gameplay. Fortunately I have both. Here you make 1 mistake for each: You are considering the case in which we train in batches but you analyze with charts only the first batch. Let's consider the first example in the chart you did (the one with 2 units). What you have to consider is that after 20 seconds 1 by 1 training method seems the to be the most efficient. But you have to consider that the player will continue to train units in batches, which resolves to the following conclusion: Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 20 40 160 (2 mins 40 secs) 2 4 16 10 30+20+10=60 ... 2 4 18 5.18 25.18*2 + 5.18*2=60,72 ... As you can see, after another 20 seconds the batch training method does way better than 1by1 for what concerns Active time. After 2 mins and 40 secs it's 2 units ahead. Obviously the gap of speed between 1by1 and batch training method becomes more evident when you apply the same logic I did with higher batch training numbers. You need to have more experience in the game. 1) Even if there is not a definite rule about it, for early game is not intended only the first minute of playing (wouldn't make sense) but something like the first 12 mins of playing. In these 12 minutes, the gap of speed in terms of economic development between 1by1 training and batch training methods becomes huge. 2) A good player never uses the same batch dimensions but variates it (when I train women in the beginning of the game I like to train them 6+3+2+4+4). 3) You can build houses while training in batches without being slowed down (just manage the correct number of wood you are collecting). In any case, I would suggest you to spectate a pro level match. You will notice that by using the batch training method it's possible to get easily 100 population within 7 minutes, and reach 150 within 10 minutes.1 point
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No horses, no metals, it will be a pretty weak faction, the nomads are unjudgeable for me in the mods (I'm also bad with ptl) but hey, you can create some easy boom pop and some technology so that their weapons cause tearing, a kind of damage by fire, but only against organics even so I am not convinced by any of the 2 nomads and mayans0 points
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