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In several previous discussions, forum participants have expressed discontent with the current role of melee in 0ad a26. In general, melee units do substantially less damage than ranged units, while having far greater armor. Because of this, melee units are often more effectively used to "shield" ranged units from other ranged attacks. Crucially, it is melee units durability which makes them strong versus ranged units and not their actual attack. Because of this, many players place low priority on melee upgrades to the point of skipping them entirely. Hack armor is researched to make melee attacks on ranged units weaker, but it is also a low priority tech. The "meat shield" meta is epitomized by the pikemen unit: 2 hack + 3 pierce in 2 seconds is a childish 2.5 dps on an unarmored enemy. Even the champion version is harmless. Meanwhile they have an absurd 10 hack 8 pierce armor before upgrades. It is time for a large scale rework of melee units, and try to name a better place to test this than the community mod. To summarize: infantry melee CS units "standard" armor is 3 hack, 3 pierce (more specialized units deviate slightly from this) Champions are 6h, 6p, with exceptions (ex pikemen) across the board damage has been doubled (extra for pikemen, and special case for macemen) Cavalry melee cavalry deal slightly more damage than their infantry counterpart (in keeping with current design) armor is similar to current values, but with less pierce armor. Ranged cav hack armor is decreased so they still lose vs melee cav. Try it as a mod: Current version: (50% more melee damage, 25% less ranged damage, 3h 3p melee inf armor, +0.5 m/s move speed) Get it on mod.io, might not work for a27. This is based on the community mod (edit: 0.26.4 now), so it is larger than necessary. My apologies. Keep in mind that melee units will still die first due to UnitAI, as they always have. This proposal seeks to enable melee units to be more impactful in battles, so that investing in their upgrades might allow you to defeat enemy melee units first and force a retreat. Stat chart (this is version 1): version 2 is this with -25% all unit damage, and +0.5 melee inf movespeed. melee rebalance CS infantry attack previous armor previous Champion attack armor spear 6h 5p (1.0s) 3h 2.5p (1.0s) 3h 3p 5h 5p spear 12h 10p (1.0s) 6h 5p (1.0s) 6h 6p 8h 8p sword 11h (0.75s) 5.5h (0.75s) 3h 3p 5h 5p sword 22h (0.75s) 11h (0.75s) 6h 6p 8h 8p pike 5h 9p (2.0s) 2h 3p (2.0s) 5h 5p 10h 8p pike 10h 18p (2.0s) 4h 6p (2.0s) 8h 8p 13h 11p axe 12h 4c (1.0s) 6h 2c (1.0s) 2h 3p 4h 5p axe 24h 8c (1.0s) 12h 4c (1.0s) 5h 6p 7h 8p mace 7c 7h (1.0s) 7c (1.0s) 3h 3p 4h 5p mace 14c 14h (1.0s) 14c (1.0s) 6h 6p 6h 6p cavalry (ranged armor) 2h 1p 3h 1p CS cavalry attack previous armor previous champion attack armor spear 7.7h 6.5p (1.25s) 4h 3p (1.25s*) 3h 3p 5h 3p spear 15.5h 13p (1.25) 8h 6p (1.25s) 7h 6p 8h 7p sword 12h (0.75s) 6.5h (0.75s) 3h 2.5p 3h 4p sword 24h (0.75s) 13h (0.75s) 6h 5.5p 7h 9p axe 14h 4.5c (1.0s) 8.7h (1.25s)(cm) 3h 2p 3h 2p axe 28h 8c (1.0s) 13.8h 4.6c (1s) 6h 5p 7h 7p mace 7.5c 7.5 (1.0s) 8c (1.0s) 2h 2p 4h 2p mace 15c 15h (1.0s) 16c (1.0s) 5h 5p 7h 6p4 points
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Hey guys! ProGUI is now stable and well-featured. My git was reported by a clown so it has been "hidden to public". I'm posting new links to the mod here. You can finely customize this mod's behavior to fit it to your game-style. Fair version: https://0ad.old.mod.io/progui?preview=d6c030099ea38bca44e9d36d6d6fd30f With BetterQuickStart: https://gitlab.com/4trik/proGUI/-/blob/main/proGUI.zip Some players may consider the version with QuickStart cheating as it can move units for you the first 3 secs of a game. Please make sure players you play with, are OK with you using this mod. ProGUI offers a new way to train units: you can select the army composition you want and units will start training in buildings when the resources are available. It also includes a set of features for you to save you clicks and focus more on your game. Enjoy!2 points
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Hello everyone. How are you? I was thinking about how to make 0 A.D. a much more attractive and competitive game and I came up with the following. Why not do different game modes? I came up with one that could be called a ''Hard Point''. This game mode would consist of the following: different areas appear throughout the map in which you have to capture a building that appears and keep it in possession of your team to gain points. Well, every three minutes there would be a new area on the map where you have to fight and conquer the building. The team that has that building in possession wins 1 point per second. I would find this super attractive and I don't think it's very difficult to program, although I have no idea about it haha. Ideas below! ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hola a todos. Qué tal se encuentran. Estaba pensando como poder hacer de 0 A.D. un juego bastante mas atractivo y competitivo y se me ocurrió lo siguiente. ¿Por qué no hacer distintos modos de juego? Se me ocurrió uno que se podría llamar ''Punto Caliente''. Este modo de juego consistiría en lo siguiente: van saliendo distintas zonas a lo largo del mapa en las cuales tienes que capturar un edificio y mantenerlo en posesión de tu equipo para ganar puntuación. Imaginemos que las partidas de este modo de juego duren 25 minutos. Pues cada tres minutos saldría una zona en el mapa en la que hay pelear y conquistar el edificio. Gana 1 punto por segundo el equipo que tenga ese edificio en posesión. ¿Qué opinan? Me parecería algo super atractivo y no creo que sea muy difícil de programar, aunque no tengo ni idea de ello jaja. Ideas abajo!2 points
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Hey Guys, I'm new in the forum, but I'm playing with 0 A.D. for years. Mostly only using the editor. I really have to say I love the level of detail in this game. I'm what you would call a "Schönbauer" in German, beauty builder so to say. I'm currently working on a desert city, with Seleucid and Ptolemaic architecture, with some Carthaginian structures for highlighting. All on a modified "Oasis Map ps. I'd like to share more screenshots, but somehow the forum doesn't let me.2 points
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Roofs could be an upgrade when going through ages too. Corent was a big sanctuary, maybe little villages would be more modest. So all phase 1 buildings would have thatch rooves and when going to age 2 they would become slate ones. (Just a thought) Still want to have the upgrade that adds a little cage / kennel structure to stables to allow training war dogs that was mentioned in some other thread. Sure. But they mentioned huge rendering times and that could have been fixed by using normal maps and such Anyway feels kind of a dream job to make art to make history accessible. DO you have a link to the UE4 video?2 points
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Well when the difference between 1 and 3 is huge then the number system is probably based wrong (if decimals is actually something you care about). My guess is that most people who have a problem with 1.5 health out of 5 wouldn’t have a problem if it was instead called 3 out of 10. Or they would be ok if it was just a graph that never disclosed numbers.2 points
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The swordsmen only need 0.75 seconds between attack, which might make them OP. If melee damage becomes the deciding factor, then maybe a smaller increase in attack rate (from 0.75 to 0.8) would be sufficient to make swordsmen viable. This suggestion might be nice to try in the weekend of the 1st and 2nd of April.1 point
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Probably because you are a new user, so some "spam protection" will be imposed on you for some time.1 point
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I posted it above already: https://www.artstation.com/niukniuk1 point
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That means, you don't even need my program to cheat! You can read the mainlog.html file in real time by opening it in an browser and refreshing whenever you want to see the chat log! My program is only making the html file neater to read by removing irrelevant information and grouping strings into a format similar to the in-game chat.1 point
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Nah, just helping out however I can I do have some distant family in Ukraine and a number of friends.1 point
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@Atrik They will now die faster to buildings because their pierce damage is lower. We will have to see how fast they kill rams and potentially give 1 or 2 hack armor levels to rams.1 point
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Mathematically its possible, but its not easy to remember armor levels which are not integer. Using non-integer numbers for armor levels seems to be unnecessarily complicated imho. Just change health a bit?1 point
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I also tought of making different medieval mod as I invite my friends and create community. Also maybe use your mod as a foundation and placeholders for the big mod. but right now I could make a Islam world. Right now am working on walls and I've redone it pretty much. 1 tier: palisade with platforms and towers 2 tier: Basic stone walls + wooden hoardings upgrade 3 tier: strong stone walls + wooden hoardings upgrade + stone upgrade The walls should be also only damageable by catapults and gate, palisades by ram to recreate real sieges and thin walls as special actor for maps. (ground work + walls)1 point
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Hopefully there can be a happy middle ground. I think this could make unit compostitions way more important.1 point
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@guerringuerrin I re-uploaded the mod. Now it should include all the changes from community mod 0.26.4 and the new melee changes. I would still disable the real community mod before enabling this. I'd say sniping will still be good, but maybe not as important as it is now. It's hard to say for sure.1 point
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here's the branch: https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/compare/main...melee_buff?from_project_id=36954588&straight=false1 point
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fractional armor is ok by me, fractions came in math update like 2 or 3 so modern humans should be able to run with no compatibility issues.1 point
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Kleiner Nachtrag: Fischerbote können alternativ zu einem Intefanteristen auch mit einem Bürger/einer Arbeiterin besetzt sein um einen Wal zu jagen. Das Fischerbot ist übrigens sogar ein bisschen schneller als der Wal1 point
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@Gurken Khan Das glaube ich eigentlich auch, aber nachdem offenbar auch das besetzte Fischerboot Wale jagen kann,was mir vorher so nicht klar war, war ich da unsicher. Hab's gleich ausprobiert - es geht nicht mit besetzten Fischerbooten und auch nicht mit Kriegsschiffen. Fazit: Schwimmende Schätze, die nicht vom Ufer erreichbar sind, können nur von Handelsschiffen gesammelt werden.1 point
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I'm all for it if it achieves the results. But it is somewhat controversial as far as I can see and it could be difficult to memorize.1 point
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I have now finished the port to a25! Sorry it took a while, with the war going on and all, my open source development time had to be spent elsewhere. What's next? I can try to install the latest version and start that port. It took me a while because I had to play every mission mostly from start to finish to make sure there are no bugs. Can someone point me to the list of major changes in the latest version relative to a25 so I can estimate what it would take to convert? Thanks!1 point
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Just a quick texture improvement. Could keep the "thatch" texture for the Farmstead and Storehouse. Or randomize the texture variation so it mixes and matches.1 point
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Having a model with millions of faces is easy. I am pretty sure the issue was to have an efficient tool and a better computer to render it into a video. The difference between the video of 2007-2010 and the video of 2021 rendered on Unreal Engine 4 is striking and I am pretty sure the original models were mostly the same. Yes it's crazy but as they point out, it makes sense. It is practiced in Africa and Asia to display the status of the community and keep an account of sacrifices. It is shocking for a modern man only. Sacrificing an animal is pretty difficult for us: Futhermore, the other civilizations weren't that much elevated on the sacrifice topic. Romans considered themselves as civilized and criticized deeply other peoples, but as Plutarch reported: "What is the reason for the following facts: on learning that the barbarians named Bletonesioi had offered a human sacrifice to the gods, they sent a mission to punish their leaders – and nevertheless, as it appeared that they had only done to apply their laws, they were left free, not without forbidding them this practice in the future. But then how is it that the same Romans, a few years earlier, buried alive, in the square called Ox-Market, two men and two women, one Greek, the other Gallic? It seems absurd of them to have indulged in such practices themselves, while blaming the barbarians for their unholy behavior." Romans still practiced human sacrifices in secret until 90 BC. One of such sacrifice was to burn alive a man...1 point
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Excelente idea , soy muy fan de la edad media y este mod me encantaría, con respecto a la organización y gestión deberías saber que en la edad media había ciudades y señorios feudales o sea castillos, las ciudades normalmente estaban gobernadas por el un obispo Princepe o por una especie de asamblea popular y como bien dijeron estos obispos eran prácticamente señores feudales , las tropas de las ciudades eran en su mayoría milicias formadas por sus habitantes, las mejores tropas prácticamente eran los mercaderes y los mercenarios (condotoieros , mercenarios árabes en caso del Sacro Imperio Romano Germano entre otros ) y las tropas de los señores feudales estaban formadas x sus caballeros siervos o nobles a su servicio o contratados , tropas reclutados de sus tierras que en muchos Reinos eran diferente por la posición geográfica pero en la mayoría campesinos qie formaban el grueso del ejército y además de hombres libre otro dato interesante es que el reclutamiento se formaba en lanzas que consistían del caballero, escudero, infantes o sea unidades de infantería, arquero o ballesteros etc Como mercenarios famosos te recomiendo ballesteros genovés, auxiliares magiares , los piqueros suizos , arco largos galeses e ingleses, los condotieros italianos, auxiliares de gotland, las compañías Libres que eran soldados y nobles que se dedicaban al pillaje a trabajar por el mejor pago durante la guerra de los 100 años Tengo muchas ideas , realmente me encanta esta idea desde hace tiempo quiero participar en algo pero no tengo que los recursos para llevar acabo el desarrollo gráfico y el tiempo limitado por el trabajo pero me encantaría participar tengo conocimientos básicos de programación lo que no tengo experiencia en el desarrollo de juegos1 point
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well then it simply means you didn't understood the code you wrote yourself @Helicity. The code extracts chats from mainlog.html file and display it on a console. In mainlog anything observer, allies or normal chat it logged and anything "/allies" (regardless of being enemy chat or not) is also logged. Everything is in real time unless you close the game, mainlog keeps logging as far as the game is opened. In python you can simple clear a file by opening it using "write" mode and immediately closing it or simply truncate, so if you want to clear mainlog without closing the entire game that's the approach to take. Overall , i do know the intention of the whole script wasn't for promoting players to be able to read enemy chats but that's the current situation now. I'm sure @Stan` and other devs are well aware of0 points