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  1. also, more efficiently, it would be possible to have cavalry take back damage for each hit they land on the palisade. do palisades now have at least a cavalry damage resistance factor?
    3 points
  2. There is some "wooden pikes" models in the game maybe they would be good alternative to palisades where infantry can cross them without harm but cavalry would get speed debuff in addition of damages.
    2 points
  3. Yet most players with user report on are SP players not MP ones (1500 vs 150) by a factor of ten. So there must be something that's keeping them playing everyday. Sadly FOSS is people driven not priority driven. If you force people then you lose developpers and they are harder to get than players. Also not all skills convert.
    2 points
  4. Who needs unit silhouettes when your Mainland looks like this? Leopard, download this mod at: https://github.com/xavaran-0ad/hyper0ad
    2 points
  5. Hotkey for the selection of units by rank I read @Gurken Khan was happy with the solution to use autociv-mod for having a hotkey to select units by rank (see the thread linked below). As I found no corresponding ticket or discussion, I suggest implementing this feature in 0 A.D. main game. Maybe there are more supporters for this suggestion around to establish a proper thread. In the next step, there could be four buttons implemented for selecting each unit by rank 1, 2, 3 or selecting all (in other words: deselecting by rank). I have an unsued area of the gui between the mini map, the formation and the selection area in mind (see the annotated screenshot attached).
    1 point
  6. You could create an aura for a easy solution. Ex: { "type": "range", "radius": 25, "affects": ["Cavalry"], "modifications": [ { "value": "Health/RegenRate", "add": -1 } ], "auraName": "Empaling", "auraDescription": "Cavalry -1 hp/sec", "overlayIcon": "art/textures/ui/session/auras/blood.png" }
    1 point
  7. I finished painting the map's topography: carthago_nova.pmp I want to try myself at completing the full map this weekend. I haven't made a map for before, but it seems fun.
    1 point
  8. With your permission, I'm going to give my opinion... Playing like this is very bizarre, it seems like a space RTS rather than a historical one. I understand Yekaterina's desire to win. Looking at those graphs gives me a headache and would even make me dizzy.
    1 point
  9. I addressed this in DE with mercenary camps. Don't have Archers in your standard roster? Capture a mercenary camp and hire them.
    1 point
  10. Please make skirmish maps have a fixed max number of players instead of just fixed. This way a skirmish map can be played with less players, but no more than designed. e.g. a 6 player skirmish map could be played with 4 players too, but not 8. The reason i request this is because an unassigned player will still be spawned, just not controlled. Another reason i'm asking this is because i'm working on a script to give players random positions (with team sorting) on a skirmish map (just mine for now) instead of fixed positions. I'm nearly done with it but the issue described above remains. The max players change + my script should encourage more people to play skirmish maps without having the same positions (which can also give unfair advantage, and gets repetitive). If there are maps that really need a fixed set of players they should be in the scenario department. Once i'm done with my random position script i would actually volunteer to rework existing skirmish maps to include it (which does visually nothing to the maps). But thats probably for another thread. Also wasnt sure where to make this thread but yeah here it is, lol.
    1 point
  11. I would write the following: no mods that modify aspects of the game such as: moving units automatically; or modify the attacking behavior of units to auto-snipe or similar techniques that grant an advantage in battle; or automatically produce units, technology or phases according to available resources; or automate other aspects of the economy, for example, automatically building houses in a given space; or modify the graphics in such a way as to allow units to be seen under trees or mountains; or that allows the player to see the number of units garrisoned in buildings or ships; or modify unit graphics to highlight certain units so you can attack them and take advantage of it; or that allows automatic sharing of resources; or reveal the map; or notifying about other team events such as obtaining technology, changing phase, population and resources should be allowed in a competitive game unless all parties agree to allow them ---- Some sort of reasonable criteria needs to be established to define when a mod confers an obvious advantage. Otherwise, this dilemma becomes endless and it is clear that everyone is going to define cheating in the way they see fit or that suits them best. And given this situation, I think it is necessary to take charge, make decisions and then evaluate the results. Otherwise we will be debating until the end of time. And in this sense, I would start by applying these criteria to the mods that are signed on mod.io. It is evident that the reduced competitive scenario has suffered a lot of wear and tear as a result of endless discussions in relation to mods that use macros to self-manage aspects of the economy such as the production of units according to available resources, automatic technology production, phase change, automatic resource sharing to allies. Even macros that automatically move units to the selected resource as soon as the game starts... And I don't think it's a matter of majorities either. Since, in a competitive environment, it is very common for players to appeal to any type of external help available to improve their performance. In my personal opinion, a mod that allows you to dedicate yourself to the battle while orders in your base are executed automatically according to the available resources gives you an obvious competitive advantage over those who do not use it. As you well know, this debate occurred in another thread. And then come the arguments: autociv's hotkeys and autoqueue, boonGUI's resource information panel. And instead of establishing criteria we relativize everything according to our convenience. And if that, in addition, is legitimized by the game itself, then there is no valid accusation of "cheat"/ I've discussed this with Atrik in a good way several times on the forum and in-game. Raising several arguments. I have also discussed it in a bad way and, of course, I am not proud of that. I don't think it's the right way. But the truth is that his mod is there and has divided an important group of the community. Unfortunately I didn't get any results. Because there is nothing that can stop the development of this type of tools. I was out of the game for several months and I can't say it's still that way, maybe no one cares anymore or maybe, as a friend of the game told me, everyone cheats and there's nothing we can do about it other than accept it and have fun anyway. At least it would be nice if hosts had tools to detect the mods that others are using in the same way that the host's mods are seen in the lobby. Perhaps, like in Age of Empires 2, there could be a list of mods allowed for "ranked mode" and as many for a non-ranked mode. I know there is no such thing as ranked teamplay but perhaps it is a good thing to implement even if statistics are not incorporated. Perhaps the host may have the option to allow or prohibit subscribed mods. I don't know, they are ideas that I think and share with you. I thought I had witnessed the use of the auto-snipe and apparently it turned out to be nothing and I felt like an idiot. In any case, it seems evident that several players make use of certain features dishonestly... Smaller and much simpler things that can be started to do to contribute to the development of a fair competitive environment. It would be nice if hosts had tools to detect the mods that others are using in the same way that the host's mods are seen in the lobby. Then they could at least ask the player to disable that mod or otherwise not let them play. And although I don't find it entirely desirable given the small player base. At least it's healthier than playing detective to see who uses this or that mod. Smaller and much simpler things that can be done to contribute to the development of a competitive environment before starting to develop much more complex things such as detecting cheats hidden in Public or another allowed mod. After all, most players are not super software developers and, even if they are devs, not everyone will have enough incentive to study the code and develop a cheat. But, if the game itself offers the possibility of using available mods with the features I am naming, then it becomes much easier for anyone to access those resources.
    1 point
  12. tell this to @chrstgtr if you want to piss him out.
    0 points
  13. The reason why AoE 4 is quite Starcraft is because of its pro community. And turning an RTS into an E-sport is a mistake. Casuals are what make up the audience for these games.
    0 points
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