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I'm proud to present to you a new mod for 0 A.D. called Imperia Vetera. As the mod is based on an alpha that introduced the final original civilization, Romans, it makes sense to name the mod in honor of their ancient language. Imperia Vetera is "Old Empires" in Latin, and the name itself reflects the vision and the source for the mod. Be aware that this is a so-called "retro" mod. It doesn't and it will not, represent the full features of the original game. Changes overview from the original thread: Changes so far, when compared to Alpha 9 vanilla. Siege Weapons overhaul: Siege weapons are much better at destroying buildings, but much worse at killing organic units. At the same time, all economic and civic buildings are more vulnerable to hack damage. Building costs overhaul: Overall, higher tier buildings (Fortresses, Army Camps, Gymnasiums, etc.) are now much more expensive to build. This is in part to compensate for the lack of phases. In the future, there may be some form of requirements for certain buildings, similar to StarCraft. Champion units: They are now much stronger than Citizen Soldiers, but also cost more population space. Champion infantry costs 2 population, champion cavalry costs 3. So, there is no more champion unit spam. Heroes: All Heroes are now just very powerful units, identical to Greek heroes from Age of Mythology. I'm still working on implementing a training limit. They also cost more population space. Celts and Hellenes can now train only 3 Heroes, the same as other civilizations. Hellenic heroes are Leonidas, Alexander and Themistocles. Celtic heroes are Boudicca, Brennus and Vercingetorix. Technical changes: All features that weren't implemented, or were implemented partially, were either removed or tweaked. Charge attacks are removed because they didn't work and they were cluttering the UI. Priests are removed for now, but the Temples now heal faster and can garrison up to 30 troops. GUI buttons that did not work are removed. Civilization pages that showed technologies and bonuses are also removed, as almost nothing was implemented at the time. Population cap is now at 200. In Age of Empires 2 campaigns, you had only 75 population space. I think 200 should be more than enough. I considered reducing it to 150, but it could have made some scenarios hard. The AI (legacy qBot as base) is now harder, and attacks with more units. Roman AI can train Marian Legionaries from the Army Camps, while Hellenic AI can now train Siege Towers. Towers and Fortresses: Towers are now weaker, but you can build more of them. You can now only construct 5 Fortresses, so turtling is not really an option. Changes not considered: There are some features that won't be included. For example, does it make sense for our civilizations to research "Iron Plow"? No, so technologies that can be researched won't be included. For the short term, I will explore other options for bonuses, that don't require compiling the game from source. I would like to implement auras on the more basic level. More changes and testing is on the way. I will provide more when the testing of the current changes is complete in Single player. Download link: https://limewire.com/d/FCowf#8ucY7EOqPD2 points
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Let's not include virtue signaling in a historical war strategy game. Heroes and generals of the past were usually far from noble.2 points
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You're free to move your hero, it's micro. However, there's no reason why a fleeing unit should run faster. and of course a heroe can kill woman and run!1 point
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Yknow, thats something you could say about the "send your cavalry hero alone into the enemy food economy"-"tactic"... Thats a weakness in gamedesign. But using formations to trap enemy units? skill. And while hero dancing doesnt take much skill, it also doesnt take much skill to just not follow the hero and have an eye on what your units are doing. If you blindly send your units to attack the enemy hero and then stop looking at them, thats your problem. 1. I didnt defend cheats, I just pointed out how nonsensical your "solutions" are. Come up with a solution that actually helps and you wont get any comment from me. 2. None of my friends cheat. While I dont have any problem with @Atrik (who you're probably referring to?), I dont know him enough to call him "friend".1 point
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May I suggest using Photopea? It has a Normal map generator out of the box. You can also easily alter the channels of the normal maps after they're made.1 point
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https://gitea.wildfiregames.com/0ad/0ad/wiki/NormalMaps Terrains use opengl normal maps though.1 point
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@Obelix one belongs to my sister (cadenza) and one belongs to me (xerxes235). additionally we never played against each other (to gain rating) or we never teamed. we play totally separately, Admins can verify it as well.1 point
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Hello @cephalotusmind if you help with some information regarding your Linux Manjaro, im not sure what version of wxWidget you have there, can you tell me about it? why?: the Atlas Editor relay on wxWidget to capture keyboards keys, so maybe can be related to a bug or kind of wxWidget but i would like to discard if this is the issue first1 point
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Changes so far, when compared to Alpha 9 vanilla. Siege Weapons overhaul: Siege weapons are much better at destroying buildings, but much worse at killing organic units. At the same time, all economic and civic buildings are more vulnerable to hack damage. Building costs overhaul: Overall, higher tier buildings (Fortresses, Army Camps, Gymnasiums, etc.) are now much more expensive to build. This is in part to compensate for the lack of phases. In the future, there may be some form of requirements for certain buildings, similar to StarCraft. Champion units: They are now much stronger than Citizen Soldiers, but also cost more population space. Champion infantry costs 2 population, champion cavalry costs 3. So, there is no more champion unit spam. Heroes: All Heroes are now just very powerful units, identical to Greek heroes from Age of Mythology. I'm still working on implementing a training limit. They also cost more population space. Celts and Hellenes can now train only 3 Heroes, the same as other civilizations. Hellenic heroes are Leonidas, Alexander and Themistocles. Celtic heroes are Boudicca, Brennus and Vercingetorix. Technical changes: All features that weren't implemented, or were implemented partially, were either removed or tweaked. Charge attacks are removed because they didn't work and they were cluttering the UI. Priests are removed for now, but the Temples now heal faster and can garrison up to 30 troops. GUI buttons that did not work are removed. Civilization pages that showed technologies and bonuses are also removed, as almost nothing was implemented at the time. Population cap is now at 200. In Age of Empires 2 campaigns, you had only 75 population space. I think 200 should be more than enough. I considered reducing it to 150, but it could have made some scenarios hard. The AI (legacy qBot as base) is now harder, and attacks with more units. Roman AI can train Marian Legionaries from the Army Camps, while Hellenic AI can now train Siege Towers. Towers and Fortresses: Towers are now weaker, but you can build more of them. You can now only construct 5 Fortresses, so turtling is not really an option. Changes not considered: There are some features that won't be included. For example, does it make sense for our civilizations to research "Iron Plow"? No, so technologies that can be researched won't be included. For the short term, I will explore other options for bonuses, that don't require compiling the game from source. I would like to implement auras on the more basic level. More changes and testing is on the way. I will provide more when the testing of the current changes is complete in Single player.1 point
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Totally agree on this. But I'd say that every unit should have a counter unit to make the game more dinamically. If a unit doesnt have a counter at least from a good number of civs, then the game just turns into a champcav race. And thats make some kind of boring gameplays1 point
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I have a different suggestion. How about the 20-30 top-rated "competitive" players agree on a "multiplayer balance" mod, and y'all start using this mod in your games? Leave the "broken" units alone. Every single RTS has them.1 point
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yea, but thats why i like vanillas system; you dont get the stats on your screen all the time, but you can hover over the icon and read them all if you want1 point
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What is much more desireable is a short description of their role in combat (if there isnt one already? Would the encyclopedia contain smt like this? I dont know tbh). Like "The Spearman is a versatile melee unit especially strong against cavalry, but weak against siege units.", "The pikeman is a heavily armoured melee unit with relatively low damage but long range.", "The Swordsman is an offensive melee unit with high damage but a short range. It excels at taking out siege." Much more useful for new players.1 point
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I think this is one of those things that does not need to be universal/standard across civs.1 point
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Alpha 27 - Rivers Medium map - 1 vs 5 AI very hard - On a 13 years old Linux box with a passive Nvidia GPU. Long time since I played or posted! Loving the new maps and general smoothness of the game I thought this June would be a good time to launch a Persia vs the Empire. I struggled just a bit: Being located on the Island, they kept pourring me from both sides: conquering here meant being slaughtered there! The 5 AI managed to trade like Wall Street boys on illicit substances being walled from all competition They threw 12k units at me: 1.700 Champions, 382 Sieges and 16 Heroes! They used tons of long range sieges which Persia has not -- and I had forgotten how to use rams in packs.1 point
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You have to kill the horse, as well as the man So, even more blueprint-modelled units. We should strive more towards civilizational strengths and weaknesses, not just slap the same stats on everything and give them a different model. For example, Roman infantry gets more hack armor and HP because it was that good. However, their cavalry was not good, so they get a small nerf. Spartan spear infantry is stronger (yes, I know we have a tech for this. But, so do the Athenians, who were philosophers) and faster, but it has weaker rams or something. Also, economic bonuses should applied more liberally, to support the civilization's strengths.1 point
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Your horse doesn't fit in a tower. In the cc or fort it's ok. Except when the game setting is regicide and hero garrison is off, then also no additional arrows. Maybe just change the tooltip to "it's complicated".1 point
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Yes, this is what is needed. Options. Cavalry can raid well, but it should 100% die to spears. At least, it shouldn't be cost-effective at killing it's supposed counter unit.1 point
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I believe the best way to balance cavalry is to eliminate the "blending in" or stacking of units on top of each other. In other words, make the unit collision work as it should. This would make it impossible to have a 30 spear cavalry death ball in just one tile. It will also nerf the range advantage that some champion spear cavalry currently has.1 point
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Right, I'd really like to see "column" movement implemented. Basically, battalions would form one by one into the column and they'd all "snake" together to the destination. Or else, if it's a short distance, they'd stay together side by side in a battle line.1 point
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@Deicide4u yes, every thing i mentioned can be solved by just having more apm. but then the challenge of the game becomes quickly and accurately clicking instead of making strategic decisions about how to have units behave.1 point
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i am consistently disappointed and frustrated by the ai that controls unit behavior. i'll send my units in to attack, look away for a moment to keep up with production, and half my elephants have wandered a screen away chasing a trader that doesn't matter at all, or all the archers are getting slaughtered by three cavalry while they diligently shoot completely ineffective arrows at a barracks that isn't even in use. i'll set some infantry to chop wood and 5 enemy soldiers can take out 40 because apparently they don't notice the guy right next to them getting stabbed to death. the solution i propose is a window like trade or diplomacy windows that allows the player to set standing orders. instead of five clumsy unchangeable preset modes (violent, aggressive, defensive, passive), the player can choose how they want units to respond to or prioritize non-combatants (woman or traders) vs. infantry vs. siege units vs buildings. you can set an interval to re-acquire targets so they don't focus in on a target that isn't working, set awareness for something like a unit nearby being attacked, set chase distance, if you don't want them to run too far, decide they want units to capture building or kill by default. regardless of how much fine tuning, concentrated micro will always be the most effective, but in in the current set up micro managing every attack feels way more important than considering global strategy, and refining preemptive control of the AI would bring that more into balance. if it turned out to be too powerful, you could even gate it behind a building like a training hall and some upgrades to allow access to it's most potent features.1 point
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No. This is exactly what makes 0ad different and we would like to keep it that way. Many of your ideas are trivial to achieve with mods which you can make yourself in 10 minutes.1 point
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I like this idea. The Kushite buildings occupy too much of their aura themselves so that their aura is quite limited. I recommend increase the aura range of large pyramid to maybe 140m and large temple to 60m to decrease the buildings' obstruction.1 point
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I can see that the idea of being able to build roads that would give a speed bonus through an aura is shared between many people... :-) the speed of units per default can also be reduced a bit not to have to fast mouvement on the roads. I would put the speed bonus as a fixed value, not a %, so it would have proportionally a bigger impact for slow moving unit. Finally, I have no idea how the path finder works, but it would be great if it was configured to find the quickest way, not the shortest. In that case, the speed aura of the road could potentially be taken into account. Now, all the civ could have the possibility to lay down track. Only the roman could lay down roads, with higher stone cost but higher benefit.1 point
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Boats: Request: Boats should be made more intuitive to use with visual or sound indicators. Problem 1: Sometimes you think you should be able to go somewhere in a boat but you can't because: The passage is too narrow The water is too shallow (I think). It should be clear to the player where they can go. Ideas for solutions: Make the water incrementally lighter the shallower it is. Play a sound effect if you click to travel on an area a boat can't actually go on. Play a sound effect if the boat takes a path significantly longer than the straight-line distance to the destination. (So you know right away if its gonna take the long way.) Problem 2: Sometimes you think you should be able to garrison/ungarrison or repair a boat but you can't. Ideas for solution: Have a docking mechanism with a visual or sound indicating that the boat is now docked, so it can be repaired, garrisoned, or ungarrisoned. The dock-able positions should be defined and intuitive. Players should be able to recognize them. For example, beaches. (I think that is already how it is basically.) If you attempt to dock but cannot, there should be a sound indicating the location is un-dockable. Attempts to garrison a docked boat should never fail if the unit is coming from an appropriate level. (For example, if the boat is docked on a beach, units on an adjacent cliff cannot board. This also means that when you click to have a unit garrison a boat, the boat should not automatically start moving towards the person. So that would have to be changed from the current boat behavior.1 point
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I absolutely agree. There are some maps with very small bodies of water and I have to train a stinking merchant vessel just to get a shipwreck on the shore, after that the boat is useless. The merchant boat only mechanic is not realistic and it does not make gameplay any better so I vote we kick it.1 point
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I think the coolest and most comprehensive way to do victory conditions would be, as @elexis mentioned, to have a list of different conditions and let the host select them with a check box. That way, you can have multiple routes to victory if desired. Can maybe allow the players to create presets too, although if there are, say, less than 20 possible conditions then presets may not be necessary. Kill or Capture All Enemy Units and Buildings Kill or Capture All Enemy Units Immediate Victory or Timer Kill All Enemy Heroes Immediate Victory or Timer Destroy or Capture All Enemy Buildings Immediate Victory or Timer Destroy or Capture All Enemy Civic Centers Immediate Victory or Timer Capture All Mercenary Camps Immediate Victory or Timer Wonder Victory Immediate Victory or Timer Score Victory Choose Score Amount Team score or individual score Capture and Hold All Relics Immediate Victory or Timer Map Control Percentage Choose Percentage Immediate Victory or Timer Population Race Choose Population Amount Immediate Victory or Timer Technology Race Phase Race Game host checkmarks all the victory conditions she wants. Other things, like Capture the Flag and Deathmatch and King of the Hill are game modes to me, not victory conditions in themselves, though a couple of them might come with their own custom victory condition. Victory Conditions can be applied to nearly any style of map, while Game Modes might have other variables that prevent application to all maps. I'll start a game mode thread.1 point
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Would it be fun to have optional random victory conditions secretly assigned to each player? Like in Risk. Then you would have to try and work out which victory your opponent is going for and shut them down while going for your own victory. Some more victory condition ideas: Population exceeds X Resources exceed X Build X Civic Centers We could even have some silly ones for fun: Survive for X minutes without progressing from the village phase Breed X hundred sheep Let your enemies destroy X of your buildings1 point
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Wasn't victory points the reason why people got extremely mad at Total War Rome 2? I believe it lessens strategy and should only be used in very certain scenarios. Like in a campaign: capture the city. That is the only time, capture/victory points are acceptable.1 point
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Indeed I don't think 120 minutes is a realistic option, but I do think people should be able to chose whatever value they want. For example if someone really wants to try for 2 hours to defeat the enemy before the timer runs out but still having the opportunity to end the game automatically in case there is no decision on the battlefield. Also it is planned to allow combining victory conditions (somewhere mentioned in this thread long ago iirc). So you could be able to play regicide + conquest + wonder victory + relic victory all in one game.1 point