Leaderboard
Popular Content
Showing content with the highest reputation on 2023-02-18 in all areas
-
Several random maps from the Community Maps 2 mod have more options for Player/Team placement.3 points
-
It's been a while since my last post, and since I have been feeling very isolated, I thought I'd make an inclusivity-based feature list for alpha 27. 1. It's unfair how skirmishers are basically spearmen who get to throw their spears. Swordsmen should also be allowed to throw their swords. 2. We have Romans. Where is Rowomans? 3. Continue campaign has been feeling very lonely. It's been like that forever. Why is he invited to the party, but not been made feel welcome? 4. There is mark as buddy. Why isn't there mark as @#$%? I keep forgetting who's rude to me. 5. I gave 5 suggestions because this post is suggestion #5 Take care. cheers, facts2 points
-
@andy5995 Wasn't he working on something like that? Related to starting positions.2 points
-
Artillery towers could also be an option. The models were made a few years ago, and they are technically already available in the map editor, but they were disabled in-game for balance reasons. https://wildfiregames.com/forum/topic/27156-artillery-towers/2 points
-
Hasmoneans (Pre Herodian Judeans).The faction of the Maccabees that later became Hellenic.2 points
-
@vinmeyou are smartest of all, no one else even comes close and you have taught us all many things, most important things, great things and we all thank you for this. (any1 who agrees, please upvote)1 point
-
Dear players and developers: Mainland is one of the most popular maps in the game lobby for its balanced resources and non-obtrusive terrain. However, I have found a few imperfections that perhaps we can improve on. The first and foremost issue is the random placement of players within a team. Before the start of a game, we can only decide the player's colours and the team, then we just know that all team members are placed together, but we don't have the freedom to choose who spawns bordering an enemy and who spawns as the centre. This is a source of imbalance: the positioning of the stronger players (pro) and weaker players (noob) can hinder the team's performance as a whole. Please allow me to explain with the example scenario of placing 1 noob and 1 pro: In this setup, the blue team has an advantage over the red team. This is because the blue noob is immediately next to an enemy, so they will be pressured into taking actions, be it passive (being invaded by the red pro) or aggressive (trying to attack the red pro). Even though the blue noob may be defeated by the red pro, they gave time to the blue pro to further upgrade their army and reach an advantageous position. This is assuming the 2 pros are of comparable skill levels and the 2 noobs are quite weak or just not responsive, meanwhile the other side of the map isn't exerting any influence here (which is often the case). Let's consider some strategies here: 1. The red pro takes offensive position and attack the blue noob Any invasion comes at a cost: the red pro will certainly loose a few units and injure a dozen, so now the blue pro can come with their prime specimen army and defeat the weary red pro easily. Even though weak in comparison, the blue noob would have committed their whole army including towers and civic centres to defend them and wear out the red pro. In the mean time, the red pro cannot expect any significant contributions from the red noob, who would still be slowly doing their economy in a false sense of security or wasting time on some lost cause. Hence the red team will lose this side after a joint counterattack from the blue pro and blue noob. 2. The red team plays defensively Now, if the red team decides to play it safe and turtle, unless the red noob can actually coordinate with the red pro in late game, they will be smashed by the blue team as well: Suppose the blue pro launches a direct attack on the red pro and we see a huge battle, the location of this battlefield would be on the doorsteps of the blue noob, who will most likely be startled by the huge enemy force near their base and join the fight. Immediately, the situation is 2v1. Given the rate at which units die, the red pro would have lost before the their noob teammate comes to help. The red noob is still under no pressure to help out. Even if the blue noob can remain calm, the worst case scenario for the blue team is being pushed back into regeneration and stalemate, and this is the best scenario for the red team at this point. 3. The red pro attacks the blue pro It's hard to predict the outcome of the first battle, but the red pro will have to reinforce their front line over a greater distance and possibly fight under towers and fortresses of the blue pro. It's unlikely that either noob can join at the appropriate time, therefore the chances of red succeeding is extremely low. In conclusion, the red team is predictably lost if the map generated like this. Therefore I believe that it is necessary to let the players decide where they would like to spawn before the game starts, which would add an extra layer of strategy and teamwork consideration into the game, meanwhile avoiding this.1 point
-
1 point
-
I have to disagree here. I have not done any statistics on these outcomes, but to say the red team is more likely to lose is a speculation. It may be easy to assume this if you find yourself a "noob" on the edge with a poorly supportive ally, but at least in my experience, the other factors (all gameplay related: player skill, civ choice, map generation) are much more influential on the outcome. There are also many scenarios in which the red team wins, for example: red "pro" overbooms while the noob gets ruined and gets champ cavalry and is able to beat blue without any help from red "noob". While there may be some minuscule significance to player positioning and game outcome over the massive sample size of 4v4s available, the other variables are much more influential. That being said, I do agree that some additional player positioning options for mainland would be nice. There are some choices for "unknown" fyi.1 point
-
There was D4303 but I abandoned my attempt to have that patch merged. Most of the random maps @Jammyjamjammanand I did that are included in the community maps 2 mod have extra placement positions available (stronghold, line, beside allies). The "Beside Aliies" option uses an algorithm Jammy made, the other two we pinched from Frontier and Ambush.1 point
-
Ubuntu 22.04 LTS uses the wayland whereas x11 was used before. Type in a terminal window echo $XDG_SESSION_TYPE to verify it is wayland which has this bug. To fix the problem logout and before logging in click the settings button and select ubuntu on xorg and then log in and use echo command to verify your using x11. I have not tried this but if you: sudo vim /etc/gdm3/custom.conf enter password find #WaylandEnable=false (and then delete #) :wq reboot should also fix problem1 point
-
Ubuntu 22.04 LTS uses the wayland whereas x11 was used before. Type in a terminal window echo $XDG_SESSION_TYPE to verify it is wayland which has this bug. To fix the problem logout and before logging in click the settings button and select ubuntu on xorg and then log in and use echo command to verify your using x11.1 point
-
1 point
-
no. it only depends on conquer attack, not damage He means the damaged buildings have less loyalty regeneration rates I honestly can't understand why 0ad employs unnecessarily complicated maths... Just make everything linear and it will be easy for everyone and less lag1 point
-
@Norse_Harold I recommend you ignore him, because he just likes earning rating points, perhaps just to convince hosts to let him play, which is sad as many new players are prevented from playing in TGs. Now he is obviously a smurf and just getting some approval, so just let him be. He will stop when his rating reaches his estimated. If you don't like him just don't let him join your games but I've played with this dude before and he was a nice person and a strong teammate, only slight imperfection was he couldn't understand English well.1 point
-
Yes I remember such a map, I think we can download it from mod.io1 point
-
Is a "troll posting". nothing to be taken seriously. "0 facts". He looks like one of those Internet characters who make jokes.1 point
-
I think he probably means hosts excluding him from games because they don't know who Facts is and cannot predict his playstyle1 point
-
You are so funny lol Skirmishers, spearman and swordsman have completely different stats and are used for different purposes. Sword throwing unit ... You make it1 point
-
1 point
-
Another approach is to create two boundaries for "sticking" buildings: one border should be next to each other, while the other should be "one tower" apart. The tiles for the indent won't be required after that. Rather, choose a visible "grid of coordinates" with each cell resembling a tower, allowing for the placement of structures that "stick" to the grid's squares.1 point
-
Probably wise to hold off on that, however, because there are some huge changes to eles: https://trac.wildfiregames.com/changeset/27391 This will make them less effective against buildings and much more effective against units.1 point
-
Seleucids have the best melee eles in the game due to the elephant hero giving additional attack and speed to elephants in an aura. I enjoy Seleucid elephants because you don't need many of them to cause a lot of damage. You can think of the hero himself as 2 eles due to his 2x damage and much greater hp, and with his bonus you can make hero+2 eles and it will be as effective as 5-6 elephants.1 point
-
I play a lot with ele at the moment maybe it was with me you had as opponent this game? I'm not sure how to counter this kind of gameplay, but i can tell what's annoy me when i do this strategies. What i prefer to do is ele + slinger it's really efficient, but once i start attacking i almost produce only elephants (at leas with 3 ele stable) in continue, so my eco is focus on that : 50 women on food and 15-20 guys on gold. if you kill my slingers, it will be hard for me to replace them because I won't have enough stone and wood to replace them. What you have to know is also that in fact i lost a lot of elephants and they keep coming again and again to replace just as a meet shield, so if you go in my base killing few women or capturing my ele stable, it's over for me. Also those armies are slow if you move you army fast enough my ele would not do any damage. Now few tips to play like that : Ptols are great good food eco, slinger are great with elephant, awesome. Koushites : Ele are cheaper (best is to play ptol with a teammate as koush) beware archers are not as strong as slinger you'll have to focus on eco to replace ele and archers Mauryas are great +20 population easier to have a good eco, archers are weak, but you can build ele sable sooner, wich make ele faster. Make at least 3 ele stable and produce them in continue do not hesitate to put them in the middle of the battle, and loose them. keep ele in a control group, and beware to make them attack units all the time, if not they start destroying stupid thing all around. Have fun!1 point
-
Do i get you right: When you order a unit to do something the voice line and a timer is started. As long as the timer is not reset no other sound-track will be played. What do you mean by reset? does some process have to reset the clock, or does the reset happen when the timer reaches zero. I don't know how it's implemented. It would be nice that the voice line sets the unit to mouth-idle when the voice line ends. There would be no timer required.1 point
-
How to figure out regeneration rate of a building? I must learn rough estimates before trying to capture, otherwise I'd lose health by approaching that building...1 point
-
I do not want Spartans to become even more ahistorical than they already are (thinking of Skiritai spam, but maybe not a problem in this alpha).1 point
-
The few inscriptions known from this period don't tell much. It doesn't give as much information as the long texts of the Egyptians or of the later Maya. You cannot have a proper account with short inscriptions of less than 10 glyphes. So I maintain my point: this is not history in a strict sense. If it was the case, we should be able to get three real figures for the heroes. But it is not.1 point
-
Maybe you are not getting my point. They won't have any interactions with the current civs. Ever. They were historically and geographically disconnected. You cannot add a missing link. Furthermore, we don't know their history. There is only a few inscriptions known from this period and we don't have any info about the events they lived. We can't name a battle they fought or a king they had at this time. It is only much later we know their history better. I am simply saying I don't think they are the priority. That's my opinion and I don't have any weight on the decision. Sure. Anyway from a pragmatic pov, the Maya and Zapotecs have some very strong arguments: they have 3D models. Something 0 A.D. is desperately looking for.1 point
-
This is a touchy subject at the moment, but I have a suggestion (in addition to player mute) that might help. In the settings, one can select "only buddies" are allowed to join a game late to spectate. There could be another player status called "blocked" which both mutes the player for you in the lobby but also forbids them from joining games you host.1 point
-
Oh, you came here for facts' civ#4? Bad news, this isn't that. Good news, I have a better suggestion. We have 14 civs. Which is a good number (can be better with my 3 new civs). But you know what we actually need more of? 0 A.D My suggestion - *hold your breath* 0AD 2. We need 2 0ADs. I might have actually outdone myself (No, I don't want an Oscar, Grammy or Nobel Prize, my contributions are solely for the betterment of society) This new 0AD will have no new features (Development community needs rest). It is meant to split the player base and cause madness and confusion. Buahahahahahaha I am mad scientist! Chaos! Conquer! cheers, facts (oh facts) P.S: Maybe look into 3 0ADs?1 point
-
@ValihrAnt you are wisest of all, no one else even comes close and you have taught us all many things, most important things, great things and we all thank you for this. (any1 who agrees, please upvote)1 point
-
@poised you can toggle the summary charts by pressing "Ctrl+Tab" at any time while watching a replay. I know this is not exactly the solution to what you are asking for, but it's a good approximation and a viable solution that does not require tweaking the code. In my opinion, this is satisfactory enough.1 point
-
Hey again ! Thank you for the feedback, I've made the changes. I did swap temple and workshop, but it's good that the buildings speak for themselves nonetheless. I'll tale a break of some days on this to cleance my palate and go back for the second wave. So changelog: New blockouts: Cavalry Stable Archery Range Wall Gate, Wall Section and Wall with Towers. Greathall (new version) Mesh modification: Tower defense as wooden straight base. Scale of houses seems to be an effect of the screenshot, explanation under. Temple was made wider, but I kept the stone circles. It's quite appealing and iconic (if not as accurate) of germanic faith. Also runic stones will be fun to texture. Textures: Added a basic color palette. It's going to help get a feel of the cohesion and help me along the line to map the uv. It may seem to cartoonish/lowpoly stylised but it's a work in progress. The more models/parts I add the more refined this texture will be and then when I'm sure of the final result I will make a uptostandard version via substance. Points of discussion: The workshop has a ram in the concept art. I would very much like to add it, but: I was lazy to get historically accurate references for the type of siege engine of this civ, and I did not find the original mesh of the engine of the celts or gauls. If someone would be so kind to point them to me (references or the mesh). The archery range is a bit empty, and it's the biggest case from the concept art problem. Once modeled to scale they are not as cramped. There is two solutions: add eyecandy in the mesh or bolsterise everything. Note post_render: so I went back to compare and I found that my models are on the realistic scale side. I'll remake them to fit the greater scale of the others civs meshes. The Current work updated: Civic center Houses: To scale with others in engine: Barrack: Great Hall (new '1 floor' version) Tower Defense, version with stone pyramid base and straight wood. The stone version comes from the concept arts of @Obskiuras. Don't know if they were instead meant for late goth civ. Temple ( As I said I kept the stone circle because I like it, but it would be easy to remove if that's the final strong opinion) The walls and gates Workshop (lacking a ram, I still made some wheels. I'm thinking of adding more miscellanious parts to enhance the 'artelier' fell). The stone path for now a mesh, but it will be baked as a decal on the later stages. Stables (horse is for embellishment sake, from a personal model.) ... ok, ignore the wall near the trough, seems to be a mirror mistake. Archery Range The files: suebian_house_wip.rarsueban_buildings_blockout.blend sueban_buildings_blockout.blend1 point
-
damage percentage also counts. the more damage the easier it is to capture.0 points