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Showing content with the highest reputation on 2025-01-14 in all areas

  1. I feel like this would be a good feature to have as there is no way to show players results of team games. It would be fun and a lot more competitive if there was a leaderboard system just like how it is for 1v1s. I also think all games should be recorded so you can track how much you've won and lost overall as well as potential other stats such as total kills, champs made etc., regardless of whether it is rated or not, similar to a lot of other multiplayer games. Currently, such feature is only available for 1v1 rated games but most players, especially good ones, just play team games most of the time and there is nothing to show their skill. It would encourage a more competitive environment and would just be a great additional features to the game.
    2 points
  2. Local ratings mod tries to do this. See the current last posts there about my opinion on it though. I looked a bit how other games do it and currently I think the team elo system in this video makes more sense to me. How it really plays out needs to be tested ofc.. LR also tries to show the development of the player. When I look at my stats it shows no improvement. I rejoined after a long break and one would expect to start lower and improve when I get the timings better for the development of the civilization.
    2 points
  3. I just played with the new migration map. It's fun, has lots of fish and forest. I was able to invade the enemy island. The game is good, the only thing I don't like is the control of the troops, it keeps offering me that they do what they want, I mean I know that with the stances you can control better the unit behavior but, it still needs better control of troops. I had fun with that, the map is fine.I wish all water maps were like this. I was able to avoid doing a lot of farming.
    1 point
  4. I am most concerned about random maps. Skirmishes and scenarios are more responsible for being "pretty" imo, so if those should be reduced to ~40 maps of the upmost quality, I would be fine with it. With random maps, gameplay comes before beauty, so I'd hate to see good maps get junked because they look bad. You will notice with my very first post taking aim at river archipelago, I made a fan of this map upset. Personally, I think its better to keep these seldom-used random maps in the game unless they are truly redundant like Kerala. Well they already are in the options. With the quick-play mode, I meant to instead put a selection of the best maps into the limelight for new users to quickly get a taste of cool looking maps. Well, I'd argue not every random map needs an update. While I can only try to make maps pretty, I can definitely make them more enjoyable and balanced.
    1 point
  5. To be honest, its really not that many. The situation could be greatly improved without removal with: better organizing map categories like I tried to do ("Default" category problem), and folding 2,4,6, and 8 player versions of skirmish maps into one map. I think the redundant maps could be removed entirely, and maybe some of the niche maps like snowflake sea rocks could be a good fit for community maps. Maybe I misread but are you advocating for removal without advocating for it ? I'm confused. It's not that many yes. But if you consider ten maps per alpha updated with an alpha every year that's still about 25 years of upgrade. My point isn't to burn all maps and start again. It's just let's consider the fun and most played maps and make them the prettiest we can and keep the rest in the community mod for people who need more. Hiding maps behind options is as good as putting them in a mod IMHO. It also makes the download smaller which reduces costs with the bandwith and our finite server space. Also most scenarios are broken and not really playable. A three map campaign by @Vantha would be a much better advertisement than 70 maps Another problem we have is that most people making videos always pick the worst looking ones which is terrible for the game's image >< (Ducks behind the alpha label)
    1 point
  6. The interesting thing is that the original genie engine had terrain modification. https://aoe.heavengames.com/cgi-bin/aoecgi/display.cgi?action=st&fn=12&tn=6265 the world, has surfaced. This, dear Age fans, is the earliest iteration of what eventually became Age of Empires. It has been unearthed amongst other amazing treasury at the Strong Museum of Play, by curators Andrew Borman and Lauren, who just announced the amazing discovery on Twitter. I contacted Andrew and asked him for further information. Here's his reply: "The Bruce C. Shelley Papers were donated to the Strong in September 2016. The date on the .exe is 9/23/1995. It is fairly barebones, but does allow for editing which is nice. Only two test scenarios are available. The large majority of the data is the graphics, which look to just be BMP files." This is as primitive as it's going to get. A fully working, extremely early Dawn of Man build, with some basic functionality - still a long way off from completion. The raw ingredients are there however. This is quite the reminder to what happened when Tony Goodman sent some very nice things to one our HG staff members, TAG - right around the same time. You can view those here. Also, there is going to be a livestream featuring this very same DoM build next friday, so you can see what it is like: "I will be doing a stream of the game, likely next Friday, April 13th at 4PM EST on our Twitch channel. It’s not 100% set in stone yet, but that is likely to be what happens. Ill also be bringing in some of the other documents related to Age of Empires during the stream, so it will be about as comprehensive as I can do in the span of an hour on a stream." Which is very exciting news, and will give us an awesome look into both the past and the development that went into AoE
    1 point
  7. Hello all 0 A.D. community =) I'm doing this post with some possibles A24 changes. We need your help to apport ideas. Let's do all of us a big brainstorming! I've been talking to @user1 and we got some interesting possible changes. 1) Lobby changes: Lobby could be divided into sublobbies Designated trainers/coaches and lobby helpers 2) Rating System Changes There could be 'seasons'. After a season, user's ratings could be reset. Leagues that depend on your rank. Your rank could be displayed with an insignia. 3) Player Names: Your rating could be displayed as a rank instead. 4) Player's Profiles: Profile data Greetings. Stockfish
    1 point
  8. I also think that the default attack mode when creating units should be that or that it can be changed in the game settings. @carlosnewmusic @Lion.Kanzen This option EXIST you can do it with autociv. https://github.com/nanihadesuka/autociv/tree/master_alpha_26 Edit : I've just realized I already posted this exact same reply already lol
    1 point
  9. Hello! Imagine a perfectly symmetrical world... Where harmony is the most important virtue... Can you survive this seemingly endless war? Can you dominate the world? Welcome to the Endless Arena! Features: Automatic adjustment of allies/enemies depending on their military power Fair support for weaker players High difficulty due to equilibrium oriented design & scripting Unique gameplay leading to test new ideas. The key to victory is use your cunning and maintain balance. You'll have to use stratagems and art of wars rather than sheer military power. Notes: recommended 64bit version of 0 A.D. Alternatively you can lower population limit in game setup if out of memory occurs during large battles. Version : 1.5.5 Map Created : 10/27/2024 Last Edited : 1/14/2025 Map type : skirmish Players# : 8 Size : Giant Tested @ 0 A.D. Alpha 26 Changes: v1.5.5 [1/14/2025]: replaced turkeys with chickens, changed map preview to fit 0AD convention Mod io homepage (always latest version): https://mod.io/g/0ad/m/map-endless-arena Direct ZIP download: Endless Arena v 1.5.5 or *.pyromod format in attachment My idea was to create a map, where the gameplay on the one hand could be extended as much as possible, and on the other hand it remained fair and symmetrical for everyone. To achieve these goals map uses set of algorithms to calculate power of each player and use this information to impose balance between them. Calculating Power As a short introduction, you need to remember few things. Typically power of a state is the sum of its kinetic power (known as military) and potential power (widely known as economy and R&D). Economy and R&D is treated as a potential power only because it may be forged to build military power later in the future. Otherwise it could be completely irrelevant. In fact many scholars often ignore economic power, because it is typically being used for purposes other than building military forces. It becomes useless in predicting or explaining various events from the large scale perspective. History proves this may be good approach. Many states ignore economy as a mean to create their own military power (either involuntary or coerced by other powers), leaving real future of a state in the hands of other greater powers. Whatever the reason, most of the economic power is usually wasted. Same applies also to 0AD to some extent. Since it is difficult to tell how much economic power would be turned to strength in the future, and how useful technology investments would become for military uses, Endless Arena uses only military might as power indicator. This is not perfectly accurate, and later addressed in "Divine Intervention". But in the end it is military might that determines the future of a kingdom. Unlikely to in-game military score, only current military power is being used as a factor. In dynamical systems, historical achievements does not determine future at all if they possess Markov property. And most chaotic systems we observe in life, seem to have this property. 0 A.D included. What matter is power "here and now" (factor "A" in below equation) and how well it is being used. History may tell us only about how well power is typically applied by a given state (strategic culture, quality of commanders, leaders). In Endless Arena this is represented by factor "B". So the formula used to calculate power of a kingdom in Endless Arena is following: Power = A * log(B) Where: A - Current military power potential B - How well military power is being applied Current military power Current military power is being calculated based on all of your current population, its cost and health. We can easily assume the more expensive the unit, the more powerful it is. If your soldier is heavily wounded (25% of health), we can also assume they're tired and 4 times less capable of fighting comparing to freshly recruited one. Of course there are many other factors, like forge technologies, that should be applied to this to be more accurate. However, during tests this heuristics appeared sufficient. Other players development progress was usually similar, hence easily ignored - especially in the late game experience. So to recap, to determine power potential Endless Arena uses: current demography, their cost and their well being. How well military is being used There exists simple indicator that helps to determine how well you're managing your military: Kill/Death ratio (KDR) and this coef is being used for "B". During tests it appeared to be important to use logarithmic function with this coefficient, as it operates much better toward equilibrium. We can fell it - there is not much difference between someone who manages to have 100 KDR comparing to 20 KDR. It doesn't really mean they are 5x better than the other. They're both skilled generals. And the difference may be related to luck, weaker enemies or geographic properties. Typically geographic landscape and players proximity should also be taken into consideration. The reason is, that "power" (soldiers) shifts and flows according to certain geographic properties. In this regard in some places power would always equal to zero no matter how good it looks in raw numbers. Even if state is equipped with elite soldiers and high demography (consider oceans or mountains as an example, where people and their goods simply cannot be present). On the other hand there are some places of extreme importance. Consider mountain passages or straits, where soldiers would have to always be displaced in order to reach, gain or defend "something". Therefore I decided to create symmetric map with equal distance to each other player, equal number of resources etc. This way we could mitigate geography factor in our equation. Technical details Endless Arena map calculates power and alliances each 5 minutes. During the assessment process, algorithm calculates all possible alliances combinations and permutations, and chooses best according to the simple rule: the more similar in power the alliances are, the closer to equilibrium such alliance set is. Mathematically, the smaller standard deviation between the power of each Teams (alliances), the better set of alliances. After the process of deciding who belongs to what alliance, each player change their teams automatically. Typically weaker players are paired with better one, best players are usually lone wolfs facing bigger threats alone etc. Map tries to keep balance at each stage. Divine Intervention Previously there have been described some issues with economy value used to calculate power. On the one hand you can't use 100% of economy value to calculate power as most of it is wasted from the power perspective (same applies to military power, however in military we can easily determine how useful it is examining units health). On the other hand, however, some of the economy is being used to train your soldiers, research military technologies helping you with your military power etc. This definitely should be used to calculate might. How to find a good solution to this? Given the level of entanglement in game mechanics and possible outcomes, there seems to be no answer to this problem. Hence my approach is a little different. I'm not using economy potential to calculate power at all. But, during assessment process, each player is estimated how much military power it lacks to the best player. Let's assume Player 3 in terms of military is best player (100%), and Player 1 is at 84%. Player 1 lacks 16% of power to the best player. Endless Arena assumes that Player 1 must be lacking some military resources to achieve Player 3 level. These missing 16% are calculated to manpower that would be needed to get to 100%, and then converted to regular resources amount (food, wood, ore & stone) needed to recruit these missing soldiers. Next, these resources would be distributed to the Player 1 as a divine help during the next 5 minutes in form of tranches (one small tranche each 10 seconds). These additional resources should be used to build missing military capabilities. But if the Player already have "missing resources", no help would be given at all! Game assumes, that if a player already have enough resources to build military, but for whatever reason they are not building it, it's their business. Volenti non fit iniuria. Lets consider few examples how it works. Example 1. Sometimes you could face the situation to inadvertently become target of the whole world. Just imagine the situation, especially in the beginning of the game, when you're the fastest developing player (as a human comparing to AI) and in the numbers become stronger than sum of 3 other players. You're not as good as all 7 others, but still considering raw numbers they'll be coerced to form a strong alliance against you! Initially you could even repel some waves of the enemies, but in the end this will even worsen your situation as officially your power increases thanks to high kill to death ratio in the next assessment (you're also skilled tactician). After few initial victories you probably won't have enough time and resources to heal all your soldiers... And even if you do, your enemies have operational depth (in spite of facing huge losses at the front!). This depth helps them to continue their development, while you're occupied with warfare. Weak alliance you'll be part of, probably won't be much of a help due to problems with coordination. They would even expect help from your side, since you're powerful! You'll find yourself quickly in a big pressure, typically rolling back most of your hard earned progress! Yeah, it's true that after such a defeat, with next estimate you would be part of a strong alliance, but what about your destroyed economy and kingdom? Not an easy thing to start from scratch, when everyone else is at City Phase. Thanks to divine intervention, you'll receive big help as a severely weakened player in comparison to other, more powerful. First you violated equilibrium with your outstanding development, then another equilibrium is violated to help you and eventually balance will be restored. Just like with tight rubber band that tries to find natural position after being released. Example 2. Similarly, just imagine you won few battles with AI due to your tactical skills. At some point they refuse to develop and build military.. This is typical problem in most regular 0 A.D. maps. Mostly due to destroyed economy. Result of one or two great battles determines future forever. Game is ruined, as you totally dominate world. To address such issues with balance, AI will be bestowed upon with lot's of resources (but not more than it is needed to attain your military level) that'll help them to repel your vile actions. Again: the point of the game is to keep balance as much as possible, so everyone could exist and live as long as possible. Known Issues There are few known issues: When diplomacy changes, we can witness short lags. And since there are many alliance changes (depending on situation there may be even >20 changes each 5 minutes) you may expect short lags in game each 5 minutes. I don't know how to mitigate the issue and whether it's related with AI or internal game engine, so the only solution to this was to add ~2 second delay between diplomacy switch. During tests in Windows, there were sometimes problems with memory (Out of Memory exception). Solution to this is to use 64bit version of 0 A.D. Optionally you could limit the number of population in game settings to control memory usage. Map wasn't tested in online play. Currently it's unknown whether script works correctly in on-line game. Hope you'll like this map! I'm appreciating all feedback. Thank you! map-endless-arena.pyromod
    1 point
  10. After 4 years of procrastination, I finally released a new version: https://www.moddb.com/mods/derphammer/downloads/derphammer-20 It's still a bit rough around the edges, but it works and that's all that matters.
    1 point
  11. Every civ in vanilla 0ad is broken or incomplete with fatal vulnerabilities that can end the game. This is because almost every civ is missing something, so the player cannot respond effectively. Here is a list Athens - spear cav raid. Athens has no cavalry units that can counter such raids; sword and jav cav will get decimated. Brits - champ spear cav, champ archer cav, camel spam Gauls - the only one with no fatal weakness, but seriously lacks siege and archers - will get sniped by archer civ or die to turtle player. Romans and Spartans - no long range at all - will get sniped or stuck Ptols - lack mobility, lack cavalry, lack effective antiram Kush, Carth: dead if no additional metal mine. Only archers as ranged infantry is too weak. Maurya: archer only civ again, die to champ cavs Persians: no great flaw but infantry melee is weak Han: farming bug, crossbow units lack mobility, no javs or slings, have to train champions from special building... needless to say more xD Seleucids: will get sniped by Ptols A mod which fixes these problems is Leif @Emacz's historical-rebalance mod. We should play more games on this mod because it's more complete than vanilla and fixes these problems. Download here. https://github.com/Emacz2/leifs-sparta-patch
    0 points
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