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  1. @leopard you are playtesting them. Thanks for your efforts. The pikemen here are rank 3, melee units have added damage, armor, and hp with each rank, compared to ranged units which only get accuracy and hp. The strength of melee rankups is acknowledged to be a problem by most players, so there will be some reduction to the rankup bonuses. Try the same scenario with rank 1 units from both types and you'll find it much easier to kill the pikemen.
    2 points
  2. Hello everyone, Today I would like to share a project that's been in the back of my mind for a while. Sharing replays has always been a mess and annoying and I wanted to address that a bit by providing a centralized address so that all replays you want to share can be uploaded there. I made a proof of concept Using Svelte & Fastify and it's now using React instead of Svelte. I'd like to hear your feedbacks about what you'd want the UI to look like, what filters would you like to see etc, details about the match (we don't have the possibility to get all the info) Here are some screenshots (Keep in mind the layout isn't set in stone, just wanted to have a convenient way to test things out) For security reasons there will be no direct upload button there if it gets online. You'll need to be approved by me or another administrator first. One can upload a zip containing a replays or containing multiple folders with replays, or just the commands.txt or the commands.txt and the metadata.json. There is no e-mail confirmation. LIVE AT: https://replay-pallas.wildfiregames.ovh/ Sources at:
    1 point
  3. Hello everyone, This is an update on the progress of the Alpha 27 release. After extensive deliberation, the team has decided to abort the release process for the foreseeable future. As some of you know, we've been in a "feature freeze" for the past 3 months. This period, during which we halt all new code merging except for crucial bug fixes, is typically a final step before a release. Unfortunately, progress on the release has been slower than anticipated, and Alpha 27 is still several weeks away. Some of the outstanding issues include: Acquiring the necessary macOS certificates for signing the packages Completing the trailer for the announcement, and finishing the announcement itself More testing is potentially needed, and some important bug fixes are not yet merged. The balance of A27 has not been extensively tested and refined. The time it takes to actually release (uploading packages, informing maintainers, etc.) is potentially more than any of the team can commit to right now. Our current pace on these matters is unsustainable. Following a vote, we have chosen to abort the release and refocus. This decision wasn't made lightly, but we believe it's in the best interest of 0 A.D.'s long-term health. We will use this time to: Merge improvements that have been developed during the feature freeze, such as optimizations and further fixes. Identify and address the issues that have hindered the current release process, as we cannot hope to release in the future without fixing them. We will likely come back to the community with more information on this last point and potentially requests for help. We realize that this news may be disappointing. We thank you for your patience, understanding, and ongoing support. On behalf of everyone at Wildfire Games, Wraitii
    1 point
  4. yes @leopard I am taking feedback from several longtime players. Unfortunately it is difficult to agree on the path forward on a couple items, in particular the building arrows.
    1 point
  5. There should be other experiments . Cav skirmishers vs spearmen Cav skirmishers vs swordmen
    1 point
  6. Not always. But yes in that context of the video they should not die so easily, they should do more damage or not be reached. The pikeman should have less projectile defense(pierce).
    1 point
  7. I think we should play test the changes before finalizing them
    1 point
  8. Cavalry Aswar-I Zrehgan (Azadan, later Dehqan) Aswar-I Kamanan (Dehqan) Champion cavalry Zhayedan (Immortals) Pilban (War Elephant) Infantry Kamandar (Archer) Nezagdar (Spearman) Champion infantry Zarrin Nezagdar (Golden Spearman) Gund-I Shahanshah (Elite Daylami Guards of the King of Kings) Kamandar-I Shahvar (Royal Archer) For Late Sassanid Empire
    1 point
  9. @leopard I've found that cavalry only compositions are very rare and hard to pull off. I've had some successful cav play and some disasters myself. A lot of players are having success with some cavalry and some infantry, sometimes operating independently. I think the main change has been that cavalry is not universally superior to infantry as it was before the mod, which is good. A balance challenge emerges for civs like persians whose strengths lie mostly in cav.
    1 point
  10. The basics are: Spearmans. Archers (in this case it applies instead of skirmishers). Heavy shock infantry either normal or champion. You already mentioned cavalry. 3 heroes. some other unit The name of the priest/healer.
    1 point
  11. Oh but it can be changed. It would just suck very much to have to move all the garrison flag positions to the templates Currently artists decide where the flags are, if we did that it would be on the template side. One upside might be that flags could be animated going up and down I suppose.
    1 point
  12. Khronos Drives Industry Support for Expanded 3D Features with Vulkan Roadmap 2024 https://www.khronos.org/news/press/khronos-drives-industry-support-for-expanded-3d-features-with-vulkan-roadmap-2024
    1 point
  13. Yes. Unlike rally points that are spawned by the simulation code, this is spawned by some different code that cannot take the current civ into account.
    1 point
  14. I don't really agree with the idea of designing a unit that "counters a certain unit." We should think more about allowing a certain type of unit to gain different advantages under different conditions. For example, a swordsman is an infantryman who has both a sword and a shield. On one hand I don't agree that swordsmen can defeat spearmen in a head-to-head duel. On the other hand, the swordsman should be a fast infantry that does not rely on the square formation, so that the swordsman can more quickly outflank the enemy spearmen array and gain an advantage. In order to prevent the array from being outflanked by the enemy swordsmen, the player You should deploy your own swordsmen or melee cavalry on both sides of the spearmen array. At the same time, swordsmen who can attack in a loose formation are also better suited to chasing away shooters.
    1 point
  15. You sound like a poorly programmed bot.
    0 points
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