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Showing content with the highest reputation on 2023-02-08 in all areas

  1. In case you have not stumbled upon it yet, you may find the following thread interesting:
    2 points
  2. After several discussions over the years, I think there is a broad recognition that ships are in need of improvement. I've synthesized some ideas here, but be warned: not everyone will be happy and by no means do I think this is the "perfect" naval system for an ancient-themed game, just something that may be interesting, fun, workable, intuitive, implementable, and not too historically problematic. The main thing I would like to see is to differentiate ships along roles or classes and get away from the "multi-role" ship idea, where all you do is build bigger and better versions of this same multi-role ship. While the multi-role ship is historically accurate, it's problematic for gameplay (for myriad reasons that have been chewed over a dozen times). Better to go with the "historical authenticity" principle that gives us more leeway to develop classes of ships dedicated to their roles. So, let's discuss some ship roles or abilities and come up with classes of ships to approximate these roles and abilities without making things overly complicated. Some roles and abilities of ancient warships: Arrow Platforms Troop Transporting (I think this is one thing all ships can do: there doesn't need to be a dedicated ship for this) Artillery Platforms Boarding Ramming Scouting With the above in mind, let's come up with classes of ships to depict these actions. Note that garrisoning units aboard have different (small) effects based on ship class. When garrisoned, you don't see anything appear on the deck. Ship models are small than they are currently in the game for pathfinding reasons, so would look strange with giants standing on the deck. Scout Ship Role: Scouting, Gathering Treasures Attack: None Garrison: 5 Garrison Effect: +5% capture resistance per 5 units. Has no attack and is basically an arrow-less Light Warship (can even use the same base model, minus oars, just a sail or vice versa) Can only train 1 at a time, but is super cheap (perhaps free?) so can be rebuilt very easily. Can be used to land a small scouting party, maybe good for scenarios too. Arrow Ship/Light Warship Role: Arrow Shooter; harrasser Attack: Arrows x3 (unit AI), Arrows x1 (building AI) Garrison: 10 Garrison Effect: 1 extra (unit AI) Arrow per 5 units; +5% capture resistance per 5 units This is your bireme, your liburna, your hemiolia, your pentekonter, your pirate ship. Very good against Merchant Ships (perhaps with an attack bonus) and Melee ships (Ramming Ships and Boarding Ships) due to having no minimum range. Countered decisively by Artillery Ships. Ramming Ship Role: One-Hit kill ramming attack. Attack: Melee Ram, Arrows x1 (building AI) Garrison: 20 Garrison Effect: +5% speed per 5 units; +5% capture resistance per 5 units This is your famous Trireme. Athenians get a special technology for these ships. Its primary role is to sink enemy ships with a melee attack, which has has to recharge. They are tough ships, but are vulnerable to Arrow Ships during the approach due to their paltry 1 arrow defensive ranged attack, and Boarding Ships if their ram attack did not sink the boarding ship in one strike. Due to recharging nature of their melee attack, these ships require the most APM/micromanagement and are often naturally suicidal if not microed effectively. Very Good against Artillery Ships and other Ramming Ships. Boarding Ship Role: Capturing enemy ships and docks Attack: Freezing capture attack with a Boarding Ramp for Roman civs (a bonus) or grappling hooks for other civs; Arrows x1 (building AI) Garrison: 20 Garrison Effect: +5% capture attack per 5 units; +5% capture resistance per 5 units This represents the boarding actions common in naval battles. Romans have the Corvus technology which boosts their Boarding Ships. These will look similar to the Ramming Ship, but with a ramp for the Roman version and some other identifier for the other civs. Can counter Ramming Ships if they are not destroyed in the enemy's first strike and are good against Artillery Ships if used en masse. Can capture enemy Docks as well. Vulnerable to attack from other ships while it's attempting to capture the target ship. Artillery Ship Role: Long Range siege attacks Attack: Artillery Bolt x2; Catapult Rock (Upgrade); Unit AI Garrison: 30 Garrison Effect: +5% firing rate per 5 units; +5% capture resistance per 5 units Your Quinqueremes and other Polyremes. They come with a siege weapon on the foredeck. These are used for long range bombardment of massed enemy naval formations or shore structures such as docks, towers, and other buildings. Due to their slow firing rate, they are very vulnerable to faster ships such as Ramming Ships and Boarding Ships. They absolutely massacre Arrow Ships.
    1 point
  3. Hello, why are you still use SVN for the development and not git? Trac does support Git: https://trac.edgewall.org/wiki/TracGit
    1 point
  4. No it was decided it will be self hosted on https://git.wildfiregames.com CI will be handled by Jenkins.
    1 point
  5. Glad to have you as the replacement of 0ad Newbie rush! I have a few quality replays to send you!
    1 point
  6. Concerning the change of game behaviour, i find the macro topic interesting aswell, probably for similiar reasons. It appears evident that with a growing civilization, you would have more units to control, thus requiring you to apply other means of organization. Other things, like economy and troop supply chains, become more important. It even appears reasonable to me to add a new zoom layer on phase III, so that you could zoom out further, having symbols for your most important troops. A bit like a "fullscreen glorified minimap". Player would zoom full out, then a bit further, and game might toggle view, showing control groups etc. . It might even reduce the renderer usage, because with a fixed "civilization / imperial perspective", the DoF and distance LOD should probably behave in a more predictable way. But that goes too far, and are loose thoughts only. Still, i totally like the idea of learning someting from American Conquest here. Speaking of late game economy and micro intensity: Controlling citizen troops as a pure combat batallion is ineffective in 0ad because you lose workers. It has been written many times. Someone suggested an interesting solution for that as well. It was about having garrison effects for buildings, f.e. shorter unit production time. I would like to connect these ideas conceptually here. What if you could garrison a batallion into a fortress, and then the fortress could spawn troops (faster with bigger garrison). Would also make unit behaviour more predictable in simulation, potentially performance increase. Phase III elite troops could have a faster training rate than cheap citizen soldiers maybe. Also, since the garrisoned troops are training new units, they could be locked during the queue, but gain a few XP for it. Over the time, you might lose many cheap forces as meat shield, but meanwhile would form a small elite force. It could be interesting. Also might be very helpful to have freshly spawned units from a building appendeded to an assigned batallion / control group as a setting.
    1 point
  7. Yes @real_tabasco_sauce. Look at these lines (and many view-related others) in the default.cfg file: [view] ; Camera control settings scroll.speed = 120.0 scroll.speed.modifier = 1.05 ; Multiplier for changing scroll speed What you might want to do is to copy-paste these lines (and others that you wish to change) into your local.cfg file and tweak the values at your own need. If instead you wish to change these values in your user.cfg you can add the lines there: view.scroll.speed = "120.0" view.scroll.speed.modifier = "1.05" and all the other lines you want to tweak, with the values you want. Basically, there are two alternatives: do it in local.cfg or in user.cfg. I recommend the first of the two options; there are reasons for that, which I omit here.
    1 point
  8. bonjour beloved 0ad community pretty wild 3v3, enjoy :3 team 1 facts (1445) Guirre (1328) zxphxr (1275) team 2 djesus (1178) Shinnik (1242) 0adpott (1407) ———— send me ur replays to make videos of: zephyramethyst1@gmail.com commands.txt
    1 point
  9. Well you cannot play without the mod (for good reason) so people feel left out on the lobby. At least some people do and complained to me.
    1 point
  10. After taking a long break from RTS games I returned to a game from my childhood - American Conquest - and it reminded me of this specific topic because I think that the way battalions work there would make this game possible to implement them at the full capacity Battalions in that game are made from singular units and can be created with proper special units and disbanded at will or after the battalion looses too many troops - in that game battalions help buffing units and lower the fear of encountering cav/overwhelming enemy force in the fights (fear can actually cause units to flee for their lives and be uncontrollable for a short time) - so battalions serve a double purpose: 1. They boost morale for the troops they are made from so they fight in sync and don't flee from the fight 2. They help ease the micro intensity (and also make the game look smoother/easier to manage when fighting on more than one front) Also - adding battalions might also make sense if you view the development of your civilization over time and would add a leverage to a town/city phase rush if it's implemented as a later phase thing - in the first phase when you don't have much you still build one by one but later on when you get bigger you get options to organize your troops (adding battalions as a tech in a building to research at a city phase for example) As stated earlier BFME2 has awesome battalion system but on the other hand I see more potential for American-Conquest-style of battalions in Delenda Est (possibly even in base 0ad game) since making fixed battalions would negate a lot of potential singular units provide (not just gathering aspect that was changed in Delenda Est but scouting and building multiple buildings at once as well - sending 20 troop battalion to scout could be a huge blunder if the area is dangerous/occupied already)
    1 point
  11. a smaller part of speed up is also thanks to new spidermonkey https://code.wildfiregames.com/D4428 but majority of it are optimisations and restructuring by @phosit and @vladislavbelov, Vulkan helps here with smoothness of movement so less stuttering of units hopefully(not getting units stuck that depends on pathfinder).
    1 point
  12. Regardless of the discussion channel, IRC, XMPP, Matrix, Revolt, etc, when starting a match, there should be no problem in using an external tool for voice provided it's very easy to use and requires nothing to install. And example is https://entraide.chatons.org/en/ => Video-conference => create. (use the circular arrows to switch to another server if it doesn't work) It will pop you in a Jitsi Meet room and the link can be shared on the discussion channels for the played to join. Leaving only the microphone enabled and here you go, voice chat channel joinable and leavable. It's libre, and on a network of ethical hosters (CHATONS) so no centralization and no hassle to pick up a server. (If using regularly, go to the website of the hoster you are using and give a few buck from time to time. That's how that can scale.)
    1 point
  13. don't forget to open tickets for discussions of planned features.
    1 point
  14. A migration to git is planned, also there is an official repo on github. See: http://trac.wildfiregames.com/ticket/1814 http://trac.wildfiregames.com/ticket/1816 http://trac.wildfiregames.com/ticket/1819 Until those are done, no final migration will be done.
    1 point
  15. Explicación en español para dummies( tontitos) Spanish(Explanation) It will be useful to those of us who are not programmers, like me. @Duileoga Esto te puede servir como base, no es importante pero así funciona nuestro proyecto.
    0 points
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