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Showing content with the highest reputation on 2024-02-02 in all areas
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Thanks for the report, and @Norse_Harold for the investigation! I've patched SVN with https://trac.wildfiregames.com/changeset/28025.2 points
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0.9^5 = 0.59 ~ 40% less damage. 59% of 150% (melee damage buff) = 88% so overall it takes roughly 12 percent slower to kill a building. Looks like I was wrong. Can you prove "70%"? @Player of 0AD Rams only got +4 hack armor so they technically should be 98% of the original damage at least according to the same math. But players have noticed that rams go down very quickly. maybe this is a by-product of the other changes?2 points
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Yeah this happens also when some unit try to conquers a building in dispute between 2 allies2 points
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Hi all, I have just released version 1.0 of the Afrika map (after 4 years in standby). Basically, civs are forced to go to Africa since it is the only place where there is metal and stone (see screenshots). These resources are lumped together so, who controls these regions wins the game. I have attached some screenshots of the map. It is a huge map, so details cannot be seen at these scales. Try out this map in https://github.com/crazyBaboon/0ad_geo_maps Let me know what you think of it! Cheers2 points
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At the start of the community mod changes were limited to bugfixes and small unit/hero/civ tweaks. The main vision of the mod was to act as a testing environment for future changes. Through 2022, 2023 and until now the community mod has served as the base game for quite a few 0ad players. This is the first release of the community mod to feature significant experimentation, and it has been both successful and unsuccessful. Every player has felt some level of discomfort as their established understanding of the game is challenged, some people reject such discomfort and some people tolerate it. People who have considered the changes and adapted to them by and large are contributing to the mod (and 0ad) with constructive criticism. That is really good to see. Another group of people who do not wish for the game to change, who are unable to adapt and learn, yearn to execute the same strategies that they have always preferred. When they encounter the discomfort of looking outside of their box, they become enraged. For this group it feels like the end of the world, or the end of 0ad. Its obviously no use to include people of the second category in playtesting as it is in the community mod, because they can't or don't explain what it is they don't like (what is imbalanced?, what is broken?, what plays poorly? ect.). In previous alphas where there were balance issues there was nearly unanimous understanding, think of merc cav, firecav of a25, slingers of a23, or archers of a24. In the case of comm mod 6, there is almost no agreement between the most vocal disparagers of the mod. The lack of constructive feedback from this most vocal group is an indication that its best to protect these people from new things by making sure that the base game is in a bug free and balanced state upon alpha releases. This way, players interested in contributing to balancing/game development can test things, provide feedback and then go back to the base game if there are issues with the community mod version.1 point
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I reported the post so that moderation were aware of it. [Maybe they pm them to see what's up.]1 point
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I don't know the melee buff change, but if there was a flat buff to melee damage, it makes sense that swords are more used, even OP maybe.1 point
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Again, this is your preference. Some would say the old version makes a more dynamic game, which lends to more comebacks, strategic dives under CCs/forts, etc. etc. Let's let the community decide what they prefer. My comment above was responding to @Philip the Swaggerless where he said he thought CC dmg output would be lower but believed that the dmg output is actually higher in the current mod. That is incorrect. The dmg. output is lower in the current mod compared to previous versions. But, in the current mod, the kill count is higher, quicker. So, in the current mod, buildingAI is both stronger (kills units earlier) and weaker (takes longer to kill all units) than before. That stronger and weaker function will always exist with current buildingAI behavior (unless dmg output was increased so that it was stronger/stronger but that obviously won't happen). If we want the current buildingAI behavior then we have to get comfortable with that paradoxical strength/weakness.1 point
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New Roman Reforms update pushed. Phab: https://code.wildfiregames.com/D5206 Commit: https://code.wildfiregames.com/rP28021 Those with the SVN (development) version of the game, please test.1 point
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Yes! The overall colors and the color of the hair looks great. Please continue with this direction. I have no strong feeling about baking the AO into the diffuse. The Athena statue (in DE) does that and it looks fine. I think a proper separate AO map and UV map for the AO is ideal, but not 100% necessary.1 point
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It was. Buildings are at once stronger (kills units earlier) and weaker (takes longer to kill all units). That functionality is something that will always be a problem.1 point
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This one isn't half-bad. Would need some Photoshop work to remove some of the weird gold stuff.1 point
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this happens all the time to me and my friends. it should be just that, it happes when a building switches sides.1 point
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It seems the overall damage output of buildings was not reduced, is this correct? I thought part of the change to structures targeting units is that the overall damage would be reduced to compensate for the fact that it would be reducing the army much quicker by eliminating individual units faster. I think that would be good, because it can diminish the power of sitting under cc fire in the early game, but also reduce the turtling power of late game. Instead, it seems much more difficult to besiege a player and knock them out of the game.1 point
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Thanks so much for reporting @axi I think I know what this is and it should be simple to fix. I will add this fix to my patch, and fix it if we have time for another community mod release.1 point
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Found the guilty line https://github.com/StanleySweet/replay-pallas-api/commit/e085022fc93e7a6578a82d18c7a3df21970a2d5e Explains the weird link between deviation and rating. I hope my friend's @Stockfish's mouse is okay, they are clicking at least twice as much as any one @borg- has a terrible rating because he lost the three matches on the site (His rating is 900? the '?' being for provisional)1 point
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I'm not sure but I think it's normal due to the very low amount of matches. At the beginning you have a deviation of 350 which probably boosts your rating at each each match, now your deviation is closer to 45. But at least the dates are in order now Another thing is that there aren't many matches. The code responsible for this is there https://github.com/StanleySweet/replay-pallas-api/blob/main/src/instant-glicko-2/Glicko2Manager.ts#L641 point
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I would recommend reserving judgment for a little bit and to cast your vote in a week. Right now, I would be one yes and one no for the two big changes (melee/buildingAI) but I could see both, either, or neither of my opinions changing so I haven’t voted yet. No matter what, I think this round of testing is a massive success for the community mod concept. We implemented two radical changes and we are getting real play testing to confirm, modify, or reject the proposed changes. It’s the first time it’ll be an actual experimental mod and not just an avenue for quicker updates.1 point
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1st century AD, by Flavius Joseph: http://lukeuedasarson.com/Lanciarii.html1 point
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Indeed, I once had the notion of a <MaxAttackers> element in the templates. Maybe... <MaxAttackers> <Melee>8</Melee> <Ranged>10</Ranged> </MaxAttackers> So that if more than 10 ranged units target this unit the excess will seek out a different target. Similar to how resources have max gatherers.1 point
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I downloaded physical map from: https://it-it.topographic-map.com/map-spl9m/Stati-Uniti-d-America/?center=43.19717%2C-110.39063&zoom=4&base=3 Use cartolight because writings are lighter. With GIMP: 1) I resized it "Image > Scale Image..." 2) Inverted colors "Colors > Invert" 3) Make it black and white changing saturation "Colors > Hue-saturation...", each altitude have a different color (for example sea became red and flats are magenta), so you can remove saturation to make it grey and low Lightness till you like. PAY ATTENTION: not too much, because u will obtain big hills and very huge mountains. 4) If there are some errors FuzzySelect Tool to resolve 5) Last step "Filters > Blur > Median Blur" to make border between different parts less strong After this big work I discover this site https://tangrams.github.io/heightmapper/#4.3/33.878/-94.193 but I never tried it, maybe i will use for next map. In map editor follow your creativity, just one recommendation: sea must not be too deep because become very difficult to smooth terrain and build dock.1 point
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