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Showing content with the highest reputation on 2024-09-03 in all areas

  1. Current progress! Design: @wowgetoffyourcellphone and @real_tabasco_sauce Artwork: @Duileoga and @wowgetoffyourcellphone and @wackyserious and @Lion.Kanzen (Early) Germans 2nd -- 1st centuries B.C. Civic Center Wagon Encampment (Upgrade) Fortified Encampment Houses Farmstead, Corral, Storehouse Barracks, Great Hall (train Champions and Heroes), Stable Market (needs and new model), Forge Temple, Arsenal Walls, Sentry Tower, Defense Tower Fortress Wonder Units
    3 points
  2. See https://docs.wildfiregames.com/pyrogenesis/writing-components.html https://gitea.wildfiregames.com/0ad/0ad/wiki/TDD_Simulation Did you add a component file and an interface file? Unless you reused one. Also your component should be in the template xml you're querying
    2 points
  3. Yes, that fixed it! I didn't notice there was a different function specifically for registering system component types. Thanks for your help.
    1 point
  4. The last line in Stan's link is pretty important and different from a "normal" component type aswell so be sure to get that right. If that doesn't solve it, could you share your code on pastebin or something?
    1 point
  5. I just added some hero balance adjustments Kush: Champion discount hero is now -30% for the axe champions and has no tradeoff. The debuff for enemy healers is now 100%. Nastasen has a higher damage buff which now also applies to elephants. Mauryans: Edict pillars have a smaller radius and can be built closer. Edict pillars now include a 10% movement speed buff and a +15 HP buff for traders and Human units. Persians: Xerxes is currently just a weaker version of the Gaul's viridomarus. Xerxes eco buff radius increases to 100 meters, and includes +25% build rate instead of +15%. Xerxes gains a range aura helpful for offensive tasks: Siege, Elephants, and champion infantry +25% HP. These auras are mostly mutually exclusive except for when using elephants and champion infantry for defense. Han: Wei Qing debuff against enemy cavalry radius increased to 45 meters to improve its affect versus ranged cavalry.
    1 point
  6. Oh wait you're using SYSTEM_ENTITY? What does the schema look like? IIRC they have special schemas to tell the engine they are system https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/CeasefireManager.js#L3 Although the a: prefix is for docs so not sure.
    1 point
  7. I talked to @real_tabasco_sauce a bit in a MP host. I misunderstood. I thought he was saying that it would take 10s to kill an enemy ship. Not 10s for it to die to its own flames. 10s (at most, will be less when absorbing dmg) to die to its own flames sounds a little fast when you consider how it will have to spam, get to wherever it is going, and then do dmg to another ship, which can run away at the same time. Maybe make fire ship super fast moving.
    1 point
  8. 10s feels a little long. This otherwise sounds like how I always envisioned it
    1 point
  9. All the above counters are not hard counters. With good micro, arrow ships can beat an equivalent amount of ram ships. In general, fire ships and ram ships play pretty similar as they are both melee, except that ram ships do better vs arrow ships, and fire ships do better versus ram ships. in aoe2, pikemen "counter" knights but actually lose convincingly in a 1v1. The idea is its a resource counter, and its the same idea here. The civ that just has arrow ships (kush) is probably cooked in this balance, but tbh it was cooked before anyway. I'd be down to give them fire ships.
    1 point
  10. Ok, I went and did some pretty large changes to navy, really curious to see how this plays out: All ships have 1 population except for the siege ships. Arrow ships are somewhat expensive, general purpose ships. They are weak to ram ships and can kill fire ships quite quickly. They are also pretty effective versus land units. Ram ships are cheap and fast and can take out arrow ships (trade better than 1 to 1) and siege ships. Fire ships are very good against ram ships. They trade well in normal fire ship mode (damaging 1 unit at a time), and can instantly "add fuel" to quickly burn up, dealing damage upon death. It takes only 10 seconds for the ship to burn up. The ship is also a little faster when burning. Both melee ships are now capable of destroying docks in reasonable time. Siege ships do more splash damage with a larger radius so they are pretty effective against ships as well as buildings long as you keep them safe. The idea with the above is that civs with fire ships will be going after enemy ram ship or going after arrow ships to tip the balance in their favor. With ram ships, you can try to maneuver them to quickly destroy ranged ships and use your arrow ships to stop fire ships. I'm going to add an attempt to improve pathing at the expense of some ship overlap. After a round in the community mod, I'll do adjustments to the ship techs as needed.
    1 point
  11. Auxiliary Spearmen work too. Pedites Auxiliaris
    1 point
  12. When do trees get deleted? Does it apply to Roman siege walls? If immediately and yes, then it could easily be abused to eliminate enemy's wood supply. Could also be a concern for Athenian Walls in neutral territory. Will need to watch. Bolts much stronger now than when we discussed for a27. Maybe nerf train time in p2.
    1 point
  13. I think also that there is unlimited potential for both skill and strategy in aoe2. If we compare it to aoe4 for example we see the dos and don'ts for making a great rts. Each strategy in aoe2 also rewards skill development to execute them better, which enables a pro scene but also enhances replayability for lower level players. Ranged units don't always hit, you need to manage them to maximize their efficacy. If you open a gate it stays open until it can close, so you can put a unit there to hold it open. In aoe4 strategies are formed just by a tree of choices with limited room for differences in execution beyond the basic mechanics. How lame is it in aoe4 that ranged units always hit and that gates are a 100% effective passive filter for your units? I guess I've harped on this before lol
    1 point
  14. This was confirmed by the moderation team to be the actual private message that Player of 0AD sent to leopard. Player of 0AD was issued infraction points on the forum for the abusive, harassing, and sexually oriented conduct. Please get along, people. Let this resolve this issue, and be friends or at least neutral, please.
    0 points
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