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Showing content with the highest reputation on 2025-02-24 in all areas

  1. Defending cavalry raids explained by the French Anthem La Marseillaise: Allons enfants de la Patrie, *Trained units spawn from barracks Le jour de gloire est arrivé ! *Attack moves towards enemy base Contre nous de la tyrannie *Loses hero because it charged too fast at the enemy L'étendard sanglant est levé, *Garrisons units into defensive buildings, causing the flag to appear Entendez-vous dans les campagnes *Checks outposts and edges of the visible area and hears cavalry noise Mugir ces féroces soldats ? *The attack sound effect plays Ils viennent jusque dans vos bras *Enemy raiding calvary gets close to your woodline Égorger vos fils, vos compagnes ! *Kills your women and low rank soldiers at woodline Aux armes, citoyens, *Call to arms and raise alert Formez vos bataillons, *Group select soldiers and close order formation Marchons, marchons ! *Close order formation marches towards enemy cav which is attacking near your CC Qu'un sang impur Abreuve nos sillons ! *The enemy cavalry is killed by your spearman because they were stuck due to the pathfinder. The mixture of horse blood and human blood soaks your fields, hence “impure blood”
    3 points
  2. I'll mention the ones I don't like. Han and Kush.
    2 points
  3. A verdun ! on ne passe pas You, playing as the gauls, succesfully turteled, forcing your enemy to withdraw. Te souviens-tu que sur les pyramides, chacun de nous osa graver son nom You nostalgicaly speak to yourself, asking a spearman lost and ideling in your base wether he remembers the days of glory when your side was pushing.
    2 points
  4. Adds the ability to recruit Heroes from the start of the game in the Civic Center. Their stats are reduced. HP count: Infantry 250 Cavalry 350 Elephants 1100 Melee and Range: At or below Champion level. Range: Additionally reduced damage. UPDATE 0.2.0: All Heroes have 2 auras added, with small bonuses for units and research. Added 3 Tactics. Switching is done using the unit upgrade icon when selecting a Hero. Neutral => Def => Att => Neutral Neutral - no bonuses Def - units and buildings get bonuses to defense stats. Att - units and buildings get bonuses to attack stats. Heroes can Promotion up to level 3. Tactics bonuses increase as they advance to the next level. hero-rebalance.zip
    1 point
  5. When we try to produce units from multiple barracks at the same time but don't have enough resources to assign the desired number of units to each barracks, it often happens that units are added to the production queue of already occupied barracks, while free barracks remain idle. This results in long production queues accumulating in fewer barracks than we actually have available, and it also locks up resources that remain reserved for those units. This week, I have been working on a mod to fix this bug in 0 A.D.'s training system. Additionally, I added an option to define the maximum number of units in the production queue. This works the same way as for free barracks: if some of our barracks have reached the maximum queue limit, new units will only be assigned to the free barracks. I'm sharing two videos showing the behavior. When producing in batches, the mod takes into account the number of occupied "slots" in the queue. That is, it does not consider the number of units produced but rather the number of assigned batches in the queue. Also, I added an alternative production system based on the standard system from AoE2, where units are assigned, as we issue the command (via hotkey or click), to the free barracks or the one with the fewest queued units. For now, this system only applies to individual units (not batches). This means we can combine both systems—producing one unit per barracks each time we issue a command or distributing multiple batches among the selected barracks when using batch production. The spirit of this mod is to offer an alternative approach to what I consider to be design flaws in 0 A.D.'s vanilla training system. Distributing it as a mod gives us the opportunity to conduct the necessary tests and receive feedback with a view toward its implementation in the next release. I want to give a special thanks to @Atrik for pointing me to the necessary game files to modify and for sharing a preliminary code to implement this mechanism. To install: unzip the content of the folder into your mod's folder. (I plan to make the .pyromod file and add it to mod.io in the future) CustomTrainer.zip AoE2.mp4 176872599_MaxQueueLimit2.mp4
    1 point
  6. I increased the number so all are evaluated, so the top 1288 of 1288 players:
    1 point
  7. Yes, of course. There is no weighting done. Just top 600. If the best player would be a fan of sparta because of the movie it would skew the data. Also the players that plays with me or avoid me would skew this. Another note: only A27 games are here
    1 point
  8. This is an interesting metric and the top 3 are indeed consistent with experience with booming using these civs. However, some civs generally spend less than others due to bonuses and mercenaries. The most prominent examples here are Ptolemies (who get wood discount on all buildings, so they spend a lot less), Carthaginians who make mostly mercenaries and generally are a rush civ; Iberians get cheaper skirmishers so less investment is needed etc... Also, could these scores be affected by the frequency of usage of these civs? For example Mauryas and Seleucids might be played less often than the others here...
    1 point
  9. Yeah... I'm not a fan of the military score. It does not reflect 2v1 situations well. It would not be too hard to change the script, but this was just to sieve out some bad players and see which civs good players choose.
    1 point
  10. My metric to select the best boomers is "most spend res by min 13". My reasoning is: It can be measured good (opposed to rushing skills or time a certain pop is reached), is better (imo) than eco score (because of floating res.). The metric can be changed, but it should not be too far from the truth. Hope that answers it. Its a bit complicated
    1 point
  11. You are not alone with that opinion. Here is the evaluation of my database: Notes: Data from 337 games, 1288 total players (not individuals [if a player is in 2 games its counted as 2 players]) only a24
    1 point
  12. In my opinion, the Han are not put together very well. It seems like a bunch of separate and distinct mechanics that do not fit together well. I think Kush had this problem before, but its better now.
    1 point
  13. A sniping tutorial for those of you who haven't learnt this key skill:
    1 point
  14. I started on it https://github.com/0ad-matters/community-maps-2/pull/137 cc @Stan` @temacnI got Gaia working already, with no errors or warnings. @MirceaKitsune
    1 point
  15. Seleucids strong war elephants good ships
    1 point
  16. Sorry forgot to note I moved the thread from "Bug Reports"
    1 point
  17. Would you mind renaming this thread title? It feels like clickbait to me and endend up in Yet another A27 bug reporting thread (perhaps the last five answers could be separated). A more appropriate title could be as follows: 'A27: Extreme stuttering and OOS on rejoin' .
    1 point
  18. Civilisation choice is dependent on map, position and your strategy. If you are next to enemy, or map is small: Ptolemies, Macedonians, Spartans, Iberians If you are in pocket position: Persian, Mauryas, Kushite If you want to do cavalry spam: Persians, Gauls, Romans, Carthaginians If you want to rush someone or play aggressively: Britons, Han, Mauryas, Iberians, Ptolemies If map has low resources: Mauryas, Carthaginians
    1 point
  19. I haven't seen this mentioned but to encourage people to attack to destroy a building instead of weaken/capture/delete make deleting a building take time proportional to build time. Seems more realistic. Why should you just instantly be able to demolish a building just because you control it? One could argue that like building, you use workers to destroy a building and the more workers the faster it's destroyed but that sounds tedious. Instead just make it take time to demolish a building. So if someone is trying to get an enemy building out of the way, attacking it is more beneficial since it's destroyed quicker. But if they want to use it then obviously capturing is beneficial.
    1 point
  20. @andy5995 @Stan`I especially enjoyed map Gaia with the Indian biome - the resources are plenty and the battles are usually grand haha. I am not into programming so unfortunately cannot help you guys with the project, I am just more or less curious. Once again, great work on this community map project and I will wait for you guys patiently.
    1 point
  21. There are some scripts, but I don't know about this specifically. One step might be to run checkrefs.py. People might contribute to https://gitea.wildfiregames.com/Stan/pyrogenesis-migration-scripts
    1 point
  22. Updated to Version 0.5.1 Compatible with 0.27.0 Added description to the first post.
    1 point
  23. Wait a minute! Where is the one-boob armor in female form? I feel cheated.
    1 point
  24. This is where Borg- the annihilator makes his enemies cry
    1 point
  25. 1 point
  26. 1 point
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