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Showing content with the highest reputation on 2023-04-28 in all areas

  1. Hmm, it may be interesting to allow CCs to be upgraded individually.
    2 points
  2. Hey folks, I tried around with the palisade and had the idea to make every trunk a single prop, which adapts to the height of the terrain, so that it has a nicer look on hilly terrains and the towers inbetween are (almost) obsolete. Let me know what you think of it palisades.mp4 It works good, some problems are left though. The tower is a single stick now, which doesn't make much sense. Sometimes the "stretching" leaves too much space in between or produces overlapping. I think those things could be solved by editing simulation/helpers/wall.js, but unfortunately I don't know javascript, maybe somebody would like to dig into it. I'd like to add more faction-specific lower walls, if that works. It wouldn't work with stone walls though
    1 point
  3. @G.O.A.TI've been promoted to a forum moderator and asked to enforce the rules in this situation. WFG's draft code of conduct states that posting inaccurate information is disallowed. Also, libel law says the same thing if the claim is an accusation of a crime, such as an accusation of breach of contract. In line with that the information in your About Me page needs to be accurate. The minimum that should be done is add a note (and link to discussion) about any information that is disputed The maximum that can be done is to remove the disputed information and add a note of apology. Examples of disputed information: by Sevda, by weirdJokes, by guerringuerrin, and by Helicity. Do you want to do that, or should I edit your About Me page to note the disputed information? If you goal is to get rules enforced on duplicate accounts then you need to do the following. Establish a much higher threshold of evidence supporting the claims instead of (apparently) merely basing them on geolocation of IPs. Collect and save evidence that supports the claims. Alternatively, document how a lobby moderator can obtain evidence supporting the claims. Send a forum PM with the information to an active lobby moderator, such as myself or Dunedan.
    1 point
  4. Dispute list: 1. I am not the same person/ people as the ones using accounts in the list "Yekaterina". I have played with her in quite a few TGs and four 1v1s with her as well. 2. I think Aceroxidado (who is the Acero on the list) is not Ricsand1655. They are quite different and I have seen the two of them playing in two separate games before. 3. I doubt that NoobDude is Piplox as I have seen both of them active and playing at the same time; Piplox is significantly weaker than NoobDude. NoobDude is also unlikely to be Thankforpie because Noobdude said that he started playing in Alpha 24, but Thankforpie seemed to have only been active in early Alpha 23 videos on YouTube. 4. M.T. is definitely not Nizam_i_cedid. Nizam is much stronger than M.T. Nizam is also a TG player whereas M.T. enjoys 1v1 games more. 5. Wendy is most likely not DaddyCooL. Both are Israeli but the playstyle and chat style seem quite different. This is especially evident in their response to DoctorOrgans: Wendy argues with DoctorOrgans whereas DaddyCooL is more dismissive and does not take him seriously. DaddyCooL also refused all 1v1 invitations from Organs whereas Wendy would start arguing with him. 6. Hilal is not berhudar, as Hilal was not stronger than me the last time I saw them ( a few months ago), whereas berhudar had always been the strongest player I have ever seen. Unknown_player is also not berhudar, because berhudar was still a relatively noob player in June 2020: see video (https://youtu.be/kuj2rkujatM), whereas Unknown_player had been a recognised pro player much earlier in December 2019, see video (https://youtu.be/WDTTd4iZa5I).
    1 point
  5. The spear is a weapon that is sensitive to balance, and the posture and pace of a person running with a spear in their right hand can be very restrictive. This has little to do with the weight of the weapon and much to do with the center of gravity of the weapon, while in contrast the sword has much less effect on posture and pace, especially the short swords used by the Greeks and Romans of this period.
    1 point
  6. First we should have a battle system with battalions, well defined, for now there are only locked formations.
    1 point
  7. As long as we don't have a morale and/or "orders" system, there's no realistic way of depicting heroes, so we're more or less stuck with unrealistic damage attack and amount of HP. One way to alleviate this problem would be to make clear that the hero represents not only the actual hero, but also his/her personal retinue.
    1 point
  8. Interesting indeed, especially if there's an upkeep for Mercenaries, and the mercenaries' morale largely depends on whether this upkeep is paid in full or not.
    1 point
  9. when you connect to a host you should get the host ip and nobody else, if you are the host you should get everyone that joins your host. More like the host being the captain of a boat, anyone who wants to onboard will send their onboarding tickets (ip) to the captain before the captain (host) allows them into the boat (server/pc). You cant enter the captains boat without providing a valid ticket- and once you are approve to join the boat you receive a welcoming card ( host ip and nobody else's ip is given out)from the captain, the only problem here is logging into mainlog ( which i believe was for devs ). So he must have gotten that whiles he was the host.. This is the most common method used in multiplayer games. the easiest way i can put this whole ip communication thing, hope it helps!
    1 point
  10. The description for the Nubia biome always strikes me as wrong; "a dry climate in which only the hardy Baobab tress thrive". While in fact you get more wood from Date Palms and Acacias. (Still not enough for me to actually play those maps.)
    1 point
  11. It will have been moved elsewhere in the forum.
    1 point
  12. They are not. Only the server has all the IPs because it needs to. Here is an example. All three clients connected to the host, but only the host mainlog contains the three ips. Now your issue right now is people are storing the host ip, and all the client ips that connect to them when they host. Host.html client2.html client1.html
    1 point
  13. @MarcusAureliu#s I might be wrong about the state of AI (chatbots) but I think they wouldn't give you an explanation for a "MICRO" acronym that comes out as "MIDRO".
    1 point
  14. a rated game Omeni vs Inometis I won the game, I made some cav and he started compaling im toxic. and quited a game without resignation. Attaching also game replay. 2023-04-28_0002_OmeniVSInometis.zip Thanks for review
    1 point
  15. Currently - yes, especially CPU for low-end hardware.
    1 point
  16. No GL stays the default. Here I'm just forcing the configuration. @Old Roman Glad it worked I messed up the command it's -conf=rendererbackend:gl
    1 point
  17. @Vantha https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/components/GarrisonHolder.js$13 in combination with e.g. https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defensive_tower.xml$42. Thanks! :D
    1 point
  18. The bottom line is that people will get behind features that are impactful, fit with the scope of the game, and are fun to use. The proposal fits none of these: It makes a fairly small practical difference, not noticeable unless you are looking for it. I would expect little change to gameplay. it is outside the level of detail 0ad seeks to simulate (For example , wouldn't it seem silly to individually train horses and then put units on each one for cavalry) Lastly, I don't see this being fun at all. There is no strategy one can enact, and no real benefit to either the garrisoning player or the destroying player. I'd say it could only result in annoyance that one's units died to a building collapse. Thats not even considering the development effort, which might not be that bad: Giving buildings death damage as seen in iberian fire ships, and ensuring it only effects own units. But, compare this to a recently added feature that satisfies all three: Elephants gain a splash attack. Makes a large difference, changing the role of elephants from a siege unit to more of a versatile fighting unit. it fits the scope of 0ad perfectly, and in particular furthers the historical aspect of the game. I bet they will be very fun to use with this splash attack, since it gives eles the power the infantry fighting power they deserve. I hope you can see that in this case, the juice is not worth the squeeze.
    1 point
  19. I think non-animated cubes for everything wouid make a very big difference for performance.
    1 point
  20. No, the game is to cover classical antiquity. 800 AD is no way considered so.
    1 point
  21. It would probably a bit. You could replace them by 3d boxes or decals on the ground.
    1 point
  22. ranging_botanist vs Vercingix Vercingix was losing and left without resigning metadata.jsoncommands.txt
    1 point
  23. Bithynia! Odrysians! Egyptians!
    1 point
  24. The internal refinement of range units is not the most important thing. The very important point is that the positioning of melee units is still unclear. I think we should make sure that spearmen and spear cavalry are the most basic and most backbone units and are irreplaceable. Yes, we can't make swordsmen or axemen better units than spearmen, only units that assist spearmen. For example swordsmen and axemen shouldn't do more damage than spearmen, shouldn't outperform spearmen in frontal combat, but should be faster than spearmen, especially when marching in groups. And there should be a loose formation specially provided for swordsmen/axemen. In battle, swordsmen and axemen should not be mixed with spearmen, but form a separate team to facilitate their pursuit or outflanking. This way, for civs with swordsmen/axemen, they get a cheap cavalry replacement unit that can better counter enemy range infantry. Spearmen/Pikemen are responsible for dealing with frontal battles. All civilized spearmen should be given a tight horizontal formation, and buff the spearmen through the formation, which allows the spearmen to last longer in battle , but also reduces mobility. Spearmen in formation will always defeat the same number of swordsman/axemen, but once out of formation, they become weaker and more vulnerable to projectiles. Spearmen/Pikemen don't need to have too high a counterattack against cavalry, but should make the attacks of cavalry weak against spearmen/pikemen in the formation, whether it is melee attack or range attack. Counter cavalry should mainly use various projectiles fired by range units, while spearmen/pikemen are responsible for protecting range infantry. There are already such formations in the game, but unfortunately they have not yet functioned. As for the cavalry, I think the current axe and sword cavalry are largely out of history, and the sword and ax are too close to attack on horseback and are not suitable as main weapons. As I said above, swordsman/axemen should not be stronger than spearmen, the same is true for cavalry. Therefore, I think that the axe/sword cavalry is actually only rich in artistic elements, that is, the data of the sword/axe cavalry should be exactly the same as that of the spear cavalry. A civilization does not need to have both spear cavalry and sword/axe cavalry. In fact, we only need one A melee cavalry used for chasing enemy range cavalry or raiding range infantry.
    1 point
  25. As 0AD is supposed to be based on historicity and those "inexplicable events" are poorly documented, I am very skeptical about introducing divine interventions to the vanilla game. As a mod: whatever you like.
    1 point
  26. Hmm. You wouldn't see that as an exploit? It would surely incentivize using formations.
    1 point
  27. The OPs original proposal of having male citizens who gather resources and don't fight is one that seems worth taking seriously. And it passes any realistic test of historical accuracy. Just about all civilizations have had both men and women who gather resources and don't fight. There's variation in terms of which classes they come from, and so on, but the underlying fact of people of multiple genders who gather resources and don't fight is near universal.
    1 point
  28. Many people are upset by the loss of the briton/gaul economic structures losing their +2 population space. What if it returned, but it added 20 wood cost to the storehouse or farmstead? This gives them a bonus in population but will make it a little less simple and OP as it was in a23. It will be harder to get the resources for those storehouses if you are in a pinch.
    1 point
  29. I'd be okay with them being gimped and experience bringing them up to current levels.
    1 point
  30. Nice. You could make the presence of a hero give a morale boost, while his/her death would cause a morale decrease.
    1 point
  31. I believe that unarmed towers and fortresses without a garrison add more strategic planning to the game and you will have to find compromises for each important point on the map - send a garrison to the castle and weaken the invading army, or gather as many units as possible on a campaign, thereby exposing the rear. As for me, this will deepen the strategic component very much, and will also serve as a source of tantrums for the losers.
    0 points
  32. Once @WhiteTreePaladin (not sure if it was him) suggested if we could sell the female villagers to a neutral market. It also occurs to me that if a lot of villagers are sold I'll create a small army of gaia slaves (enemy). I think neutral markets should generate resources by controlling them. They should definitely be different.
    0 points
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