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Showing content with the highest reputation on 2024-05-23 in all areas

  1. I drink the tears of my opponents
    3 points
  2. Pr for ruins: https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/146
    2 points
  3. As it is commonly known, @JC (naval supremacist) is the strongest player in 0 AD who only ever loses due to incompetent teammates or due to too much honour to be an ecobot. We can logically derrive from that, that he wins all 1v1s in which his enemy makes a significant number of cavs. Noone has believed him, but now there is a dedicated youtube channel that provides the empirical proof.
    2 points
  4. I found this on @Alexandras telegram Group. Странные новые моды (вернее, обновления модов). Какой-то KostiantynZinenko решил добавить в игру новые ресурсы (папирус, оливки, амфоры и монеты). Зачем? Ну и мод с роботами, которые решили завоевать Древнюю Грецию. На кой? Сильно меняет механику игры и не доступен для ИИ, только в многопользовательском режиме. ----- translation ------ Strange new mods (or rather, mod updates). Some KostiantynZinenko decided to add new resources (papyrus, olives, amphorae and coins) to the game. Why? Well, and a mod with robots that decided to conquer ancient Greece. Why? Strongly changes the game mechanics and is not available for AI, only in multiplayer mpan widget
    1 point
  5. What if instead of a building focusing on only one person, it focuses on a few like 2 or 3?
    1 point
  6. In 1v1 rated games it is a typical behavior that when the host is about to loose, he/she closes the game so his/her rank is not downgraded. A simple solution I see to this problem is to just consider the non-host player as the winner when the connection to the server is lost. I am aware that the connection could break because of technical issues, but I would say that if you are hosting a game it is your responsibility to have a decent connection. Also, I believe that >95 % of the times that there is a server disconnection in 1v1 rated games is because the host is loosing the match, and not because of technical reasons. I know there is this "ratings and offense disputes thread" in the forum, but this does not prevent this from happening, as we see in practice.
    1 point
  7. Can't we have a system were depending on buildings, up to max n arrows can be focused on a unit ? That number n would be the max between the value in the template and a ratio of the current number of arrows with the max number of arrows that can be shot from that building.
    1 point
  8. Currently 0 A.D. has quite high scale fights and I find it absurd that all the fortress garrison would focus a single unit to oblivion. All arrows follow the same path, it is ugly and hard to tell what is happening, is the fortress effectiveness reduced because of overkill, or missed arrows? I would also find it not nice having to keep valuable units out of a fight under fortress from fear of having them focused with all arrows by the enemy without drawbacks. Not more than exactly one unit is damaged in a volley. It's weird that all defenders perfectly coordinate and are perfectly accurate (not as in "the unit will be hit", but the arrow follows exactly the intended path). There is no deviation, there is not a single other unit that will be hurt by a missed arrow. Meanwhile, random arrows are spread into the enemy army, for me that is a behavior that makes more sense with a strong fortification in a large scale fight. Arguably, they were spread too perfectly, which is also unnatural in the other direction, but I still prefer it over the alternative. And there are the concerns about rushes mentioned by @chrstgtr already.
    1 point
  9. My favorite sea map was the Caribbean from age of empires III. Everyone would start on a separate island and there'd be another island with treasure on it.
    1 point
  10. ok so basically unitAI is responsible for just about all the entities, so ships and siege towers have UnitAI. BuildingAI is responsible for the building arrows. in @wowgetoffyourcellphone's work, they no longer have anything to do with buildingAI, and instead behave like infantry, cavalry etc. By default they will target the first enemy they see unless you give a specific target, just like regular units. I think the ship classes do an excellent job on emphasizing ship positioning: Keeping vulnerable ships protected, flanking with ram ships, massing arrow ships together, raiding fish with scout ships. The main thing is that ship gameplay won't be a total snooze fest XD.
    1 point
  11. Well @wowgetoffyourcellphone has already put together a pretty awesome rework for ships, which goes a lot further. I'll die on the hill that ultimately a non-random system is superior, but I can agree that the implementation of non-random arrows haven't hit the mark I was going for: Manual targeting isn't used much, some buildings are too effective, and others like the fortress are still fairly ineffective. I'll put out an update sometime removing the non-random arrows, which may also help to serve as a negative control. I will bring them back at some point, with improvements for user control, cursors, audio cues, and more careful balance.
    1 point
  12. I don't think we will ever know what @borg- drinks to make him the way he is.
    1 point
  13. I still can't understand why random arrows is desired by you folks. I'm absolutely flabbergasted. And even all mods will have to adhere to it.
    1 point
  14. Yes, we are currently working on a video trailer to promote the project everywhere. Unfortunately this trailer is not finished yet but we can show all the ground/ levitating units of Robot civilisation to the community ! Enjoy
    1 point
  15. Hey Lion.Kanzen ! I'm happy to see that our mod is being known all around the world, even in Russia We planned to release the project around half-june 2024. We will put messages on 0AD discords and forums to let you know when the mod will be available !
    1 point
  16. 1* join 1v1 game 2* ask for rated 3* wait the game is launched 4* ALT+F4 5*
    0 points
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