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Showing content with the highest reputation on 2023-05-03 in Posts
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I'm not reading this.. In a little while watching two players will be the same as watching two IA.2 points
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well i somehow don't buy this idea as some level of automation should be considered unfair. Whiles proGui's autotraining or researching IMO is fairly not cheating, just like the default auto training purposely to save you couple of secs clicking and rather focusing on building, fighting and managing. Automating fighting is a bit too much. What's the point of an RTS game when you don't get to do the fighting, luring or snipping yourself. The moment these are automated it should be considered cheating. ( Ignore heros, Autosnipping, units avoiding shot projectiles, auto shooting units with the lowest hp etc)2 points
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2 points
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sniping is tedious and there already are in the game shortcuts that allow you to do a certain number of actions faster than you would otherwise. I don't see why auto-sniping shouldn't be one of those. maybe nerf sniping instead, or rather make it fully automatic, as OP as it is it makes no sense to leave it to players' micro IMO.1 point
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The point other people are making is that they see automation as a cheat and your opinion on whether it is (or isn't) cheating doesn't matter. Both opinions are obviously reasonable. But only the person in favor of automation actually gets a choice on whether it is used--you get to decide whether to "cheat" and your enemy, who believe automation is cheating, can't do anything to stop you.1 point
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This actually makes a ton of sense and something that I would like to see in vanilla. It decreases the incentive to snipe (good because that is just micro intensive) and allows for actual strategy (as opposed to just automation) because ideal armies will have varying stance composition. This is also especially useful when fighting under towers/forts/CCs1 point
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1 click vs too many per second. That is why I do not propose one way, but several. I will quote again 0 A.D.'s vision. "Fastest click wins - In many RTS games, it isn't the player with the most intelligence or the best strategy that wins, it's the player who A] knows the proper order of actions and B] carries them out the fastest. People that practice a general procedure that is usually rewarding and know keyboard shortcuts should be slightly advantaged, and they will still be required; but, the if the opponent recognises their 'cookie cutter' gameplay, they should easily be able to outwit them by identifying and countering the unoriginal/over-used tactics with an effective counteractive strategy." https://trac.wildfiregames.com/wiki/0AD_The_Vision1 point
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I must say I personally don't like this idea of "customization." That is choosing a monument to age up with, choosing a governor or choosing one civ bonus of many. It feels like something I would expect in a single player game like skyrim or elden ring, where you progress down a tech tree using experience levels, or where you select a character at the start. I would rather these (bonuses, customizations etc) already be part of the civ to begin with as they currently are, rather than playing "build speed" ptols vs "stronger slingers" ptols. Something like the "governors" would also be conceptually in conflict with heroes. Many RTS games do this, it even seems to be a trend in (relatively) recent titles. I like that 0ad does not have this and sticks to the more interesting core strategy (building, researching, training, and fighting). In general, 1-click strategies should be avoided and I would say the effort would be more impactful if put towards new civs, rounding out existing civs, new units, and civ differentiation efforts.1 point
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Regular existing maps so far. Wish you all the best with further development of the mod.1 point
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I don't have a screenshot, but for example, RA1 has five countries, the unit in the UK is HP+10%, the unit in France is +10% in the rate of fire, the unit in Germany is +10% in damage, the unit in Russia is -10% in cost, and the unit in Ukraine is +10% in Movement Speed. RA2 has a unique unit for each country. In fact, in the C&C series, this is mainly divided into 2~3 factions, but each camp has 3~4 branch factions with their own characteristics, which is a very common design.1 point
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Yeah, the AI needs modded as well, but that's beyond my current skillset. I will say the current development version has the AI playing pretty well though, but still not as good as in vanilla. Do you play random maps or skirmish maps in DE? Random maps don't have all of the features.1 point
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Some feedbacks: Nice balance between civs Weaker jav cav - good. Spear dancing and ranged dancing are no longer possible. Hero dancing is risky. No more firecav spam Infantry and melee cavalry's low turn rate and acceleration causes their motion to be particularly jerky when lagging. All you can do is watch them standf there and get shot - retreat is impossible. If you are overwhelmed in a battle, you are dead. In earlier alphas, if you are sandwiched between two players, you can always choose to not fight and run. You would only lose 40 units at most. But now you lose 100. Also you can't rush and escape without losing something. Solution: Let turn rate be almost instant - 9999 radians per second (except archer cav) Only archer units get acceleration. Everything else reach top speed immediately. Decrease damage of all units, especially ranged. Don't let units squeeze together or overlap. Give everyone some personal space! Decrease the effective size of rams so that they can pass through units easier, instead of getting stuck and causing lag. I will attach a mod which fixes these problems later1 point
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Overview This mod adds morale system to 0 A.D. Please read an overview of morale in Wikipedia page here. This mod tries to represent military morale and to some extent also employee morale (for workers). Morale system here is inspired from a mix between Total War and Stronghold style morale. So basically the higher the morale, the better your units at gathering, building, and fighting, and vice versa. Morale is influenced by unit's health, being attacked, being near other units, etc. On a very low morale, units will flee the battlefield. I originally develop this mod for Happiness system in my City Building Mod, however it became more complicated so I decided to release it separately as Morale system. Therefore, this mod is designed to be as bare-boned and customizable as possible, so it will be compatible to many mods, although the mod should be quite playable as it is. Features Every unit has morale icon to represent its current state. Some aspects that can influence unit morale: Presence of other units on viewing distance. Allies increase morale and enemies decrease morale. Being attacked. Arrow shots would decrease morale, even if it missed. Health increase/decrease. Morale would increase/decrease accordingly. Unit death would cause significant morale decrease to nearby allies and vice versa. Low morale can cause a unit to have decreased gathering rate, building rate, and attack rate. Extremely low morale cause unit to flee from enemy and became passive. Units reaching max morale would cheer and start becoming violent. Structures can also have morale. Structures with low morale can have reduced attacks speed and also slower training and research time. Garrison units with high morale inside for increased morale. Some variables that can be customized for further modding (mostly need to edit component variable but later planned to be customizable via template): Significance (the higher unit significance the higher influence it has on nearby units) Range (by default it uses unit vision but can be altered) RegenRate (default morale regenerate rate) etc (please look at Init function of Morale.js) Installation Clone or download the mod from GitHub page to My Games/0ad/mods folder. (I will add mod.io link later) Contribute This mod is very much a work in progress. Everyone is certainly welcome to contribute by testing the mod and tell me what you think! If you found issue or have some ideas you'd like to implement, feel free to discuss here or even create Pull Request to the GitHub repo. I also currently have no access to a better quality computer to create high quality screenshot/video preview, so you can share your screenshots here as well! Credits Thank you very much to: @Freagarach, @wraitii for helping out on problems I encountered with some components (see the discussion behind the scene here) @Grapjasfor letting me adapt his Wounded feature from Grapejuice mod (another interesting mod you should check) @wowgetoffyourcellphone for arrow morale damage suggestion and fear units (implementable by Significance, but not yet).1 point
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https://ageofempires.fandom.com/wiki/Politician I like this too. It's already in DE. But I would like that instead of heroes they are politicians or political factions or political dynasties as well as a type of government. For example Rome, choose a governor rank in the second phase, an equite as governor. Or else you could choose a popular tribune. It would be nice if each decision gives you extra units like in AoM. Perhaps groups of mercenaries. Other decisions give you cheap technologies. And other decisions give you defense technologies.0 points
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I like the customization aspect of the AOE3 card shipment system, but I like the EE system even better. Select some available bonuses and techs in a meta screen and then those selections affect the civ in-game. Less of the "5 cannons popping out of the town center" thing but still allows for customizing.0 points