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Showing content with the highest reputation on 2025-03-05 in all areas

  1. Ok, I have heard questions about this, so I'll answer here. We will do a community mod for a27, however there will be changes to how it works. In a26, we had issues where the mod would split the multiplayer community into mod players and non-mod players. Also, because the mod fixed a couple of bugs, development on the mod was a constrained by the requirement that each change be a clear improvement. This hampered experimentation. So the main change will be that each community mod version will be a clean slate, no changes from the last version will remain. What this means is that the mod serve the purpose of a "Community Test Environment", or CTE. Essentially, its a way for gameplay-oriented changes to be run by the community before being committed to the development version of 0ad. My hope is that we can make release turnaround fairly quick, and test a lot of ideas. Players can certainly continue to submit PRs, but I'd like to invite developers to submit their gameplay-oriented PRs too. Some stuff I hope to experiment with: capture vs destroy balance walls delete trees 3x cavalry counter added economic unit to address boom = turtle ship balance Improve Han gameplay
    2 points
  2. Yes the champion cavalry is strong, it's sometimes sad. But it's realistic. And one of the most expensive unit. Tests should be carried out to see the efficiency of this unit in terms of production costs. Why does this unit do slashing damage and not just piercing? it's a spear. Is it possible for a group of melee champion cavalry to take up more space when they move? they are stuck together, this means that they attack at the same time and are difficult to target. If they are better spaced they will be less maneuverable and therefore more exposed. Additionally some civs have very few counters to players who choose to play cav champion spear. Maybe alternatives should be added? I'm thinking of the Iberians for example. Additionally a unit without a shield should take some extra damage from archers. Perhaps the problem lies in playing with 200 POPs. How to counter an army that has 30 field cav with a citizen infantry army? However, raising the champion cav to 2 pop would be too big a nerf. Remove the life bonus tech on champion units for Selucid and Persian civs? In a scheme where the population is limited and to satisfy an equilibrium. It is normal for an elite, expert unit cost higher resource cost than a basic unit. If we calculate the resource efficiency in relation to the life and health of the units. This does not meet these requirements. Especially since cavalry has the advantage of mobility. Of course existing counter multipliers to try to alleviate this problem. Imagine an increase in resource costs? It can be a choice, why not. But this significantly widens the gap between an eco player and a non-eco player / the gap between an one player who has a civilization with this unit and one who doesn't Even if you're Persian, how can you counter this without making it yourself? it's not the immortal with 120 hp in the form of a spearman who will counter him (btw i love this unit idea) Edit : make unable capture building for cavalery
    2 points
  3. I believe you can work with Leif on the historical rebalance mod. He has some of these already and you can implement these into his mod. Ideally we can get historical patch onto mod.io to make it more accessible.
    1 point
  4. no it won't disrupt work towards a potential re-release.
    1 point
  5. you really dont need to split the community, you can just test things on historical Granted the base stats are the same. But tehre are a few different types of "eco" units if you want ideas/see how it could work. 3x counter already exists as well. What about Han gameplay needs improvement?
    1 point
  6. The problem perhaps is not champion cavalry themselves but rather the lack of counters from some civs. Mauryas and Brits are total sitting ducks against champion spear cav. Most civs can only counter by making equal numbers of this unit in the hope of a stalemate Only a few civs have decent counters: Spartans, Macedonians and Athenians have champion spearman that can kill this unit effectively. Gauls are the only civ near perfection because their naked fanatics do exactly the job of countering spear cav. Can we give other civs some champion spearman or things similar to naked fanatics? Gauls are the single most OP civ right now because they are not missing anything. They have no weakness.
    1 point
  7. Hello, Thanks all for helping ! For git it's fixed ! I feel pretty dumb missing that part on the wiki I will retry for wxwidgets later I fell pretty sick recently and can't be too much time on my computer Thanks again
    1 point
  8. Hi everyone!! First time i post in this forum, and compliment every developer for the great job done!!!! I am a developer and playing the game i feel i whish to create a economy structure of the game more complex, so as a first step i thought that a wise solution would be add money resource, which i did succesfully, but now i am implementing the way the money resource increase proportionally with the size of the civilization and trade relationships, as far as i understand now i should create a new component in simulation, which i did in Js and added to the Engine through : Engine.RegisterSystemComponentType(IID_MoneySupply, "MoneySupply", MoneySupply); but i run into an error: IID_MoneySupply no defined. prob i miss many concepts here, anyone can help?
    1 point
  9. https://en.wikipedia.org/wiki/Flying_wedge
    1 point
  10. I'm glad to announce some new features for Autociv - New panel counters: Ranged units Melee units Total units lost KD ratio rounded to 2 decimal points The population counter in the autociv panel has been adjusted to showing the effective population instead of the top panel's housing demand. housing demand = total units on the map + units in production (optimistic value that helps you with housing plans) effective population = infantry + cavalry + support (realistic value to assess your boom and consider before engaging in fights) In this example, the effective population is 9 because there are only 9 units on the map. But 0AD counter shows 10 because it included the woman that is being trained. To those of you who still don't know how to install autociv, check out this video: https://youtu.be/NSDfiqfqJHI?si=jqnvxXRc8X1KX3_6
    1 point
  11. From the game strategy point of view capturing and manning a tower or barracks or temple currently establishes a nice foothold in enemy territory and provides backup before entering into serious battle. I would rather not change the current behavior too much.
    1 point
  12. You cannot open pmd/psa files with Blender yet. You need to find the equivalent DAE file on the website, and you should be able to import most in Blender. https://svn.wildfiregames.com/nightly-build/trunk/binaries/data/mods/public/art/meshes/
    1 point
  13. In fact the game files are so easy to handle that it is very easy to modify the game without any editing tools. I suggest to check an existing mod to see how it was done.
    1 point
  14. Hey those are complex tools to add. So it's unlikely we'll have them in the near future. But thanks for the suggestion.
    1 point
  15. Hi everyone!! Some Update on the job done so far!! First an update on the Project: Goal: create a Economy System for 0Ad to give more realism and add strategy to the game. Brief Description : Money Of course all is about money, so the first thing i did is to create the money resource. The Player that i call State in my Economy System, perceive a fee for every transaction done in its kingdom, (20%) plus it can collect money selling resources to the producers and adding other fee after a certain amount of time. More glorious is his economy more money he can make. Economy Entities Dividing the Military Unit from the Civilian , we focus just in the latter for our Economy. Civilian Entity can upgrade from Slave to Noble, (see post above to know more), there are two kind of entity in our model: Passive: Earn Money from the resource gathering job Active: Earn Money producing and selling products We can say that Passive Entity are just Consumer, and Active are both Consumer and Producer. All the Economy Entities consume product and resources, can stock products , have own money that they can spend or earn. They can Upgrade paying fee to special structure. Components : EntityFinance, EntityConsumer, EntityProducer Products So far i created 8 products that can be sold: - Food: bread, wine, steak, sausage - Clothes - Entertainment - Jewelry - Slave Each Product has a price that change based on the Supply and Demand, they are being calculated by the ProductManager Component and broadcasted to all other components once changed after a certain amount of time What i Achieved so far As you can see on the image i took the template of Female Support i add to the template EntityFinance, EntityConsumer and EntityProducer. With EntityFinance Component they can earn money every resources gathered, they automatically pay the tax to the State, they can store all money in a Balance which has a maximum capacity , depending if are just citizen or nobles. or dealer etc.. With EntityConsumer Component i track the need of the entity, every time she work one algorithm calculate different variables to define is actual need. these variables are : - Product Daily Consuming, - Product Daily Availability, - Product Already in Stock - Product Prices Compared with his Own Balance. The need is so calculated as a value between 0 and 2 , if the value of need of a product is major of 1 , the product is inserted inside a list of FirstChoiceProduct, which define the entity needed product in every given the moment Of course this component track all the product consumed and stocked by the entity With EntityProducer Component instead define the capabilities to produce products to resell later. all Products produced are in a catalogue that other entity can see , so far i developed just to let the entity purchase what she wants, still need to be developed to producing product etc.. To make the entity moving to buy product if needed i implemented a new order in unitAI Component, i called it "Shopping", which let the entity once she working checking if she has need, if there are producer with available product around and in case if go to them, buy the product, stock them and go back to work . Also For the Visual Part and GUI, i added the 8 product category for Entity Consumer in the left panel so to have a track of what the entity has in stock(you can see the tooltip) and the balance of money of the entity is showed on top of the head of the 3d woman and also in the central panel, where there is a more specific description with tot amount ant max capacity. Money resources are instead tracked in the top together with all other resources. Also i added one new animation once the entity approach the seller, is just a start but at least she do something like paying cash.( Is the third picture, i used another woman as a producer cause i don t have now 3d model of vendor to use) As always i would be very happy to share all the code, just now is really a lots.!!...i don t think here would look nice and also are becoming really a lot of implementation , so you just tell me where would be best share and i ll post. And Please give me Ideas and Feedback
    1 point
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