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Showing content with the highest reputation on 2025-02-21 in all areas

  1. - allow Carthaginians to train Champions in stables again. What is a stable which can train only skirm cav? - maybe allow them to train infantry Champs in barracks as well.
    3 points
  2. Carthaginians lack bonuses and they are quite a weak civ right now, compared to the others. They are too dependent on metal and mercenary. They are an archer civ but don't have the archer upgrades... Some ideas: At least give them the archer techs? Numidian skirmisher cavalry run 10% faster than other civs, because they were known for speed and agility? Metal mining bonus, because they are a merc civ? Trading / barter / eco bonus, because they were the richest civilisation around the entire Mediterranean sea? A tech which increases the speed of units but reduces armour or something - new hit and run strategy.
    2 points
  3. 2 points
  4. add the hans to the list of "need bonus" as well lol what is +30% trade bonus
    2 points
  5. Adds a more advanced bot(based on PETRA) to the game. UPDATE: Version 0.7.4 When retreating, support units will enter the garrison if there are relevant buildings nearby. After building a Temple, the bot will recruit 5 Healers and add them to rush groups, etc. Added individual queues for Siege units and Elephants. As soon as these units become available, they will be recruited with higher priority. Reduced conditions for moving to the next phase and building a second Civ Center. UPDATE: Version 0.7.3 Fixed a bug with recruiting Champions Fixed a bug with recruiting Support units, set the limit to 50. Added recruitment of Cavalry and Infantry at the start of the game for more defense against early rushes. UPDATE: Version 0.7.1 Disabled debugging. Fixed a bug when recruiting a large number of support units. The number would be around 60. UPDATE: Version 0.7.0 Support Units will react early and move a safe distance away from the opponent's units (Ranged and Melee). Ranged Units will react early and move a safe distance away from the opponent's Melee units. UPDATE: Version 0.6.1 During resource gathering, units will be distributed more optimally, depending on the speed of gathering a specific resource. UPDATE: Version 0.6.0 Added settings for the game with a limit of 200 units. Changed settings for queue manager. Now resources can be transferred without restrictions from low-priority to high-priority queues. UPDATE: Version 0.5.5 When planning the base, buildings will be placed closer together. To reduce unnecessary movement of workers, Houses will be built near Storehouses. UPDATE: Version 0.5.3 UPDATE: Version 0.5.1 Compatible with 0.27.0 Economics When recruiting workers, mercenaries no longer belong to this class (as they do not have the resource gathering skill). Factions that have access to mercenaries will first recruit a certain number of workers from their units, then mercenaries. For faster economic recovery Added scripts that check the number of Support units in each game Phase, if there are fewer units, their recruitment priority is increased. Construction of Special Buildings: These are built as soon as they become available to a faction. For example, Carthage will build all 3 Embassies in Phase 2, not Phase 3. Sparta will build a Syssition on Phase 1 and a Senate on Phase 2, not Phase 3. Corral - 5 in total. Build from the beginning of the game. UPDATE: Version 0.3.0 For the Volatile Market mod: Added a feature for building an Embassy. Prioritize exchanges to get resources(food, wood, stone, metal). Batch Size changes depending on the amount of food resource available. The more resource available, the larger the size can be. UPDATE: Version 0.2.1 Changing priorities and some other settings. UPDATE: Version 0.2.0 Bot adapted for the Volatile Market mod. Actively barters new resources and researches technologies. Settings are more noticeable after 15-20min of play. Focused on players with experience. Bot with the same bonuses for each difficulty level as the basic PETRA. At population limit(e.g. 300) it will hire units up to the ceiling. More technology and economy oriented at the start. More active in the Market. Builds more buildings to hire units. bot_PETRA_Expert.zip
    1 point
  6. Military Mess Hall says it trains heroes. It does not. The Spartan Senate doesn't say that it trains heroes.
    1 point
  7. In playing the Seleucids (using the "reform" army), the fortress offers options that can't seem to be implemented. One being "professional garrisons". What is a professional garrison? According to the explanation: "Hire soldiers to hold defenses against enemies". How is that done? Initially, it was implied that a fortress could now train champions with this version, but it appears that capability was recently removed? I see that "murder holes" can now be researched in the fortress. The "glorious expansion" now appears to require that additional houses be built before the population is allowed to occur. Previously, did not have to build additional houses. Any additional thoughts with the Alpha 27: “Agni” version?
    1 point
  8. No... all 5k mines now have 6k metal. But sele has an option to switch to plundering temple (they were known for raiding/plundering their own temples) When temple is "plundering" it loses health, can not train an priest/research and priest techs but gains metal trickle.
    1 point
  9. If done properly you could even switch between the two at runtime.
    1 point
  10. You could try to replace them with meshes from a23
    1 point
  11. I'm against moving champs back to barracks / stable. There can be so many ideas compared to just going back and uniformizing things. For example, decreasing the batch training time of champions (an underrated bonus by the way, large batches can train very quickly with such a reduction), having mines last longer (for example, getting 6K metal out of a 5K mine, however I was thinking of giving that bonus to Kushite Pyramid complementing the gather rate), better exchange rate on the market (but better handled than previously), cheaper market, making the unlock champion technology more expensive... And remember at least one temple can be useful as healing so it is in a way better than other champion-training buildings. Healers can also be improved a bit, I have ideas for them.
    1 point
  12. now i have a flatpak-installation yes. but i compiled from source first directly after release and had it all running. I removed all after experiencing the low fps and lag and tried flatpak ... works - but no noticeable difference in performance between the 2.
    1 point
  13. mxlinux .. based on debian bookworm
    1 point
  14. Also, the biggest problem with Carth’s bonuses is the lack of a real team bonus. If anyone has good ideas that would help
    1 point
  15. i just watched the replay of a 4v4 with really low fps as mentioned in previous post. For me gui sim update during late game was mostly around 15 with certain periods above 100 msec/frame with sim update between 150 and 300 msec/frame. But overall mostly gui_su is iaround 10% of sim update.
    1 point
  16. A dev will answer this better, but AFAIK a natively compiled version should offer better performance than a version installed from an AppImage.
    1 point
  17. I haven’t played carth in a bit. But didn’t we implement some tech that makes them cheaper and quicker to build? Maybe we revisit that if it isn’t working (not sure anyone has really tested it enough to see if a good build order is possible with it). Couple ideas: Could also make temples build able in p1. Or give temples pop cap bonus like a23. Or make carth temples cheaper in res/build time
    1 point
  18. I like this, with all the melee mercs and champs, the ranged cav gets very overlooked. I set it up so they train from the temple for civ differentiation purposes. They were originally trained from the temple. While you can get them faster since temples may be built in p2, there doesn't seem to be much benefit at all to doing this. Perhaps some way to make building temples less taxing economically would be good. I notice they take a very long time to build.
    1 point
  19. I tried playing another 4v4 in a27 and looked at the profiler; For me, the culprits seem to be "sim update" and "gui sim update", which both took over 200msec/frame in lategame, surprisingly enough without any real correlation to what was going on "on the battlefield", so even while we weren't fighting at all. "Render" is at 37 msec/frame, which isnt optimal, but could get me 25fps, which would not be a problem at all. "State hash check" is at ~20, which is noticable, but also not nearly as bad as "sim update". I'm playing on Ubuntu 24.04 and I installed 0ad by downloading the "build" and "data" from https://gitea.wildfiregames.com/0ad/0ad/releases and then following Atriks instructions here: Someone informed me that I could try installing it with an AppImage? But I don't think that should make a difference? I'm not very well versed in those things, I'm sorry. Is the profile.txt correct? Or is that profiler1? How do I swap to profiler2? I also tried testing in a26, but since I cant really play 4v4 alone, I had to play with 7 bots... but they dont even reach 200pop since they kill each other first... still, in this test game I got to 300pop without any significant lags (sim update took 100msec/frame at most, and only when there was a lot going on, mostly 40-60msec/frame) Edit: After playing a bit more, the sim updates actually went up to 140msec/frame. Considering that there are be less units here than in a proper 4v4, the sim update might not be very different regarding time consumption. But the "gui sim update" in a26 never exceeded 30msec/frame! profile.txt profileA26.txt
    1 point
  20. The Roman arsenal is able to make four units, "Bolt Shooter", "Siege Catapult", "Siege Catapult", and "Battering Ram". One of these Siege Catapults is unlocked from the "Marian Reforms" technology which states that it unlocked "Onagers", which are a type of catapult (https://en.wikipedia.org/wiki/Onager_(weapon)). A fix would be to rename the first Siege Catapult to "Onager", which was most likely supposed to be done before release anyway.
    1 point
  21. I see. Because it's based on arch you have a somewhat incompatible version of the SDL library. You could either try to update it, or you could use SDL_VIDEODRIVER=wayland 0ad if you do have wayland.
    1 point
  22. Frankly, it does make sense: glorious expansion extends the max population cap but you still need the corresponding number of houses. Actually, I believe this was the same since at least A26, if not longer.
    1 point
  23. Question: how can i compile A26 on Linux? There are many errors Well I am linux naive, so I can't help much. But downloads are here https://releases.wildfiregames.com/. Maybe you could try @andy5995's appimage? https://github.com/0ad-matters/0ad-appimage/releases its on that page if you scroll.
    1 point
  24. Sadly anti-cheat solutions don't seem to work on Linux. Anti-cheat programs be like: Linux user = Hacker + cheater -> ban Linux users would have many more games available to them if it wasn't for anti-cheat engines; they are the true roadblocks; the compatibility issue is already handled very well by WINE and PROTON.
    1 point
  25. Swordsmen dont promote to Centurions by experience, but by a button. I agree that the description that you quoted should be considered as bug. The description should describe how to promote in this case.
    1 point
  26. I like the concept of assimilation. It should not be too penalising however, and one should not loose "ownership" of it during that period. I am thinking capturing a tower in enemy territory. To make it a worthwhile effort, the assimilation period should be short, and maybe we should still have the ability to garrison troups in it to protect them, even if the tower does not fire any arrows during the assimilation time. At the same time, it is in ennemt territory, but I don't think it's ownership should change "organically" during the assimilation time. Of course, if the previous owner send a team to recapture it during this time, that should be possible. For the rest of the rebalancing, the capturing process should indeed be more onerous than the destruction, as the idea of capturing to destroy is a bit pointless. At least that should be the case with units with average to high "hack" attack. Regarding expanding the tech trees, I think that's a good thing. More things to choose, how to spend the resource, etc. And I like the Delenda Est proposition where oen can choose between tech options, giving the option to evolve differently.
    1 point
  27. One by one would at least maximise its chance of getting merged. A mega patch will certainly not.
    1 point
  28. My intention is to be able to get a more or less accurate idea of the players' preferences by giving them the possibility of choosing multiple options instead of holding a vote in which only one option can be chosen, which would force each user to exclude some of their preferences from their vote. As an example: So far, there is a clear preference for the addition of Building Hotkeys over Players' Stats Overlay, with a difference of approximately 18% percentage points (17 votes/22voters = 77% vs 13 votes/22voters = 59%. ). Of course, here we have to take into account the different preferences between single player users and multiplayer users. We could infer that a single player user does not have much interest in seeing the economic information of his allies as a multiplayer player does. Same for hosts features which has even more difference (23% over hotkeys). And this "could confirm" that right now most voters are single player users. Evidently, this seems to be the case. However, taking into account what I expressed in the previous paragraph, we should consider which of these features are more suitable for the two game modes (single/multiplayer). Taking Active Pause as an example, it doesn't seem right that a player can execute commands while the game is paused in a multiplayer game, and in this regard I would put more emphasis on how to modify the pause system in multiplayer in such a way as to mitigate pause abuse, something we know can be quite irritating. Finally, I would like to add that beyond the "democratic spirit" of any vote, it is difficult to take the results as an absolute and definitive truth. Rather, I believe they serve as valuable feedback for those who, with effort and dedication, develop 0 A.D. and make the decisions they consider most appropriate (and feasible) to continue improving this great game, incorporating Autociv features that have contributed a lot. It could also be a nice tribute. =)
    1 point
  29. I have received reports of Feldmap generating maps with the same seed. I also observed the issue myself. I investigated it, and I believe this is a bug of A27, unrelated with feldmap. I wrote a report here https://gitea.wildfiregames.com/0ad/0ad/issues/7632 If you have this issue, as a temporary fix, it should be enough to delete your `matchsettings.mp.json`. See here to find where this file is located: https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths and follow "For user config and logs" (example: ~/.config/0ad/config) If you see lyx in the lobby, please tell him that he can also fix his issue (Survival of the Fittest script in unrelated maps) by deleting his `matchsettings.mp.json`. The problem will appear again after starting a multiplayer saved game as a host. So after doing that, you should delete that file again. I may eventually write a (potentially hacky) fix, in a separate mod, but no guarrantee.
    1 point
  30. Some trolls like to impersonate others. Thankfully MarcAurel is kicking them out on time. I don't really mind this as long as they don't ruin balance or defame the original user; I am just notifying you to look at usernames carefully before assuming who they are. Some hosts fell for the trolling. Examples of impersonating troll accounts: rice-curvature nice-curvature hakunamatatata phyZik PhyZic. PhyZic- .PhyZic. The correct spellings are: Ricci-Curvature Hakunamata PhyZic
    0 points
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