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  1. Hello everyone, and Happy Easter! First of all, I am happy to announce that Hyrule Conquest: Revival has been updated to 0 A.D. version R28. In addition to the update, there is a whole ton of new stuff, including factions, features, maps, and more... First off, Gohma are a swarm faction, meaning they specialize in training hundreds of weak and squishy units and overwhelming the enemy with sheer numbers. As you can tell from the pictures, the Gohma are a mix of the old and new designs, using the original organic structures and the redesigned Gohma units. The Lizalfos function very different from the other factions. When you start a match as them, you pick between one of four gods, each of whom gives you different units, structures, and technologies. They range from stealth focused (Farosh), to poison and disease focused (Okra), to war and battle focused (Dinrall), to ranged and hunting focused (Dodalagon), so they have lots of variety. The Moblins are an extemely mobile faction. All of their buildings (except their wonder) can pack up and be moved somewhere else, allowing them to move to a completely different area. They also have access to all of their units and techs to start, making them a strong early game faction. The Sheikah Cadre are back! They are extremely stealthy, with the majority of their units having Stealth or Camouflage. They are also very Creature heavy, and have a lot of Dodge. While they have less units compared to most of the other civs, they are very heavy damage dealers. The Zora Dominion are finally done! Though they are lacking Aqueducts, they otherwise function and are completely playable. They are very magic heavy, with lots of mage units. They are also (just like Lanayru Province and the Wild Zora) completely aquatic, allowing them to swim across lakes and oceans. In addition, there are also major changes to Labrynna. I have redone them again, removing their structure upgrades. They now only have their steampunk buildings, which was done mainly so that they function with the AI without making extensive changes to Hyrule Bot. I have also added two new features to the Deku Kingdom: Mad Scrub is back! When a Deku Scrub is slain, it has a chance to spawn a Mad Scrub, who will go on a rampage killing everything in sight. For the first time in the histoy of Hyrule Conquest, the Deku have a navy! They have three boats, which use turreting to transport units, as well as a dock to build them from. You can expect more navies in the future... I have added Dodge into the game. When a unit with Dodge is attacked with a melee attack, they have a chance to dodge it (this will be added to the GUI in the future). Stealth and Camouflage are finally fixed! Now enemy units that are stealthed or camouflaged are invisible to the naked eye. Note that cheats that reveal the map and that ticking the Revealed Map option in the Game Setup page break this feature. Automatic Resource Draining is now in. This is a pretty minor feature, which is at the moment only used by the Gohma Recycler structure. Spawning on Interval is in! This is another smaller feature, but will be used mainly by the Gohma (who now auto spawn some units) and by Gaia for map enemies. Garrison Spawning is also in! Most buildings no longer have an automatic attack. Instead, at the start of the game a group of basic archers are turreted in every civil center. These units cannot be removed from the turret, though they can be killed as normal. These same buildings no longer spawn nits when destroyed, which fixes some gameplay problems. Now, thanks to some code from Toby Dustin, when a faction is defeated, any surviving units defect to an ally, making team games of Regicide much more interesting. Finally, and perhaps the most anticipated feature by most, Knockback is finally in! Many large units and siege weapons can now knoc units back when they attack, causing absolute chaos. Many of these units are also immune or resistant to Knockback, due to their size. This has been wanted for a long time, so I hope y'all are happy now! We have reached the point where it's time to split from vanilla 0 A.D. map-wise. The vanilla maps are no longer playable. I know some people probably are dissapointed by this, but it's for the best, as many vanilla maps have vanilla units that mess up gamelay, appearence, and lore. To help counter the sudden lack of maps, 4 new maps are in (all of them 4 player maps): Gerudo Desert: Day, Gerudo Desert: Night, Tarm Ruins, and Zora River. There have been several GUI changes, including adding a Manual (currently incomplete) and new music. Finally, there have been lots of balancing changes not already listed, including: - Stalfos units are no longer immune to Pierce damage. - Minor Factions are now researched at the Market before they can be built. - Ordona has a new hero: The Resistance, who is trained by Ashei. - Markets now provide a trickle of Rupees. - Labrynna's cannons and guns are slightly more balanced, at least among themselves. And now for some news: After almost 8 months working on this project, I have almost updated every faction and feature from the original Hyrule Conquest. All that is left is to update the Plot system, which will open the way for redesigns of the Kokiri, Lanayru, and Gorons, as well as the promotion of the Darknut Legion to a Major Faction. Because of how much has been updated, as well as some personal projects, production will slow from now on. You can expect monthly releases, in which I will be adding navies, maps, campaigns, and of course lots of balancing. During this time, I also hope to add the Plots and Darknuts mentioned above. I also hope to, as time goes on add new factions, including the Guardians, Ikana, and Twili, as well as add new features, including Burrowing, Unit Abilities, and a Campaign Map. I also hope to improve the AI, so that it fully functions with all of the civilizations. Don't take all of this the wrong way, I am not retiring from the mod, nor am I taking a break or stepping down as project leader. I will still work on it, albiet at a slower pace as I add brand new features and art into the game. Y'all can download the mod here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0121 Until next month, enjoy!
    3 points
  2. @Atrik@guerringuerrin I tried many times, but can't reproduce it. Once I thought I did it, but in the replay I saw that a couple of "farmers" weren't farmers, just standing on farms. I wonder if this what happened to me 2 or 3 times before, and since most other workers were chopping wood, I assumed that's where the "missing farmers" went (when actually they were idle somewhere, as before the alarm).
    2 points
  3. Forbidden thread!! I’d love to see what’s inside Wasn’t there rot in A23? I think I remember seeing it in some earlier version. I imagine the balance team must have some explanation. Same for the capturing siege feature From my POV, it would make sense to reintroduce rotting
    2 points
  4. Nice to see Millenium A.D. being updated
    2 points
  5. Well, this started with "I think stopping the birth of new units due to lack of resources is a big mistake", and "unit production queue should be restored automatically when resources become available", and "This is incorrect. This can be considered a bug" (I just copy-pasted that last one because it's funny :D). Then I said "I get annoyed when I have to set it up again because I run out of resources for a few seconds, so I get where the proposal comes from". I guess I'm aware of what's being discussed, unless I missed something in between all the mayhem. I totally agree with "the sense of fair play matters", in fact I take it to such an extreme that that's why focusing on thinking and not clickiness seems fairer to me. The first criteria is fair only between players that have memorised not only at which time what building orders must be executed, but also have a click rate only achievable by playing often, while the second criteria puts a broader audience at a similar level, by allowing more creativity and less mechanicality. This is not a problem just with this game, this is a known problem for many games, even chess has this problem, and that’s why variants like Chess960 have been created. That doesn’t mean that variant is not competitive, and having people answering “learn the game mechanics” to people that question the status quo is misleading. I completely understand that for many here the second criteria might not look as fun or challenging, although I think this is a preconception rooted on habit, but I would instead ask myself which criteria would make the game grow more (if that's even intended).
    1 point
  6. Another idea somewhat related to this. Farm upgrades, instead of giving you +x% faster gather rate, allows you to put one more farmer per Field. E.g. Fields start with a maximum of 2 Farmers, and each Farm upgrade increases the maximum by 1.
    1 point
  7. They can be though, since there is that flood map where the water rises, so maybe it’s possible to change the sky colors in the future? You are right. I was looking through extinct volcano, and saw this: const cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager); const newLevel = cmpWaterManager.GetWaterLevel() + waterLevelIncreaseHeight; cmpWaterManager.SetWaterLevel(newLevel); this.DebugLog("Raising water level to " + Math.round(newLevel) + " took " + (cmpTimer.GetTime() - time)); maybe we can change it to light manager or something
    1 point
  8. I’m not sure whether you’re aware of what kind of automation is actually being discussed. I agree that you can’t really say one thing is better than another, or that one approach is “how it should be” and the other isn’t. In the end, it comes down to consensus about what a community wants or accepts as valid and what it doesn’t. The case of AoE2 is quite illustrative: a feature like 0 A.D.’s vanilla auto-queue is considered cheating in the multiplayer scene. Is that right or wrong? That’s not really the point. The real question is whether there is a broad consensus around one gameplay mechanic or another. The issue is that, when playing against a human opponent, the sense of fair play matters. Whether certain features are accepted or not is part of an ongoing discussion and a necessary consensus in any community. This debate has been going on for years and has been approached in different ways. Some have led to a good, inclusive understanding despite disagreements. In other cases, things like this happen, where someone shows up out of nowhere and starts treating everyone like id**ts, and nothing productive can come out of that.
    1 point
  9. These rants were hilarious to read. I never used auto-queue in other games, but once I started using in 0 AD, I liked it, and now I get annoyed when I have to set it up again because I run out of resources for a few seconds, so I get where the proposal comes from. But this attitude of “this is the only right way, look at this picture and implement it” is going to go nowhere. I disagree that these automation things are letting “the game play for you”, it would be a poor game if clicking on portraits is such a big part of it, I think better if it concentrates its complexity in other aspects, but maybe since tactics is not a big thing yet that’s how players find the fun. I think AoE2’s auto-scout resembles more letting the game play for you. I guess I used it back then, but I haven’t missed it in 0 AD. So, it’s all a matter of balance, it’s not about what’s better or worse, just different kinds of games are being proposed, and as someone said, “if you remove mechanical requirements, you need to add complexity elsewhere”. Many arguments are being made on the basis of competitive clickiness, but it’s wrong to think that’s the only right way to play a game, and even an online game could be challenging and fun with less clickiness and more thinking. It’s just a choice, but I think many more people prefer the latter, the impression here of course will be the opposite because of a biased selection: online-players are actually a minority, they just seem overrepresented online for obvious reasons.
    1 point
  10. 1 point
  11. Yes, I think this behavior is quite appropriate. And I don’t think it’s worth over-optimizing this behavior. If there are no nearby buildings to garrison in, having units stay idle where they are seems like the most appropriate outcome. Players should be responsible for ensuring there are enough nearby buildings for units to take shelter. Otherwise, keeping them idle is actually helpful, since it makes it easier to quickly select them using the idle hotkey. Short video of this. I don’t see any civilians switching resources after the bell. Not even those who garrison in buildings with rally points set to other resources. ringbell.mp4
    1 point
  12. Possible. You haven't provided a replay so we're only working with hypothesis. What I described could have mislead you into thinking the units chopping wood were initially farmers. The maximum distance units travel to garrison seems a bit normal. You don't want units to travel half the map if they don't find any hides close enough. Maybe there is way to optimize the behavior however, with better sorting by distance for example. Also the input to ring the alarm is rather limiting...
    1 point
  13. I’ve noticed that when there are no buildings available for garrison, civilians just stay idle where they are. However, I haven’t verified whether this happens because there are no buildings close enough for them to detect, or because there are no available buildings at all. What I’m fairly sure about is that units do not switch to gathering a different resource. In other words, if they were farming, they will try to resume farming rather than moving to gather wood.
    1 point
  14. @Emacz was asking me about slinger's shields, this is my answer, which could be interesting for some: Most people who could carry some sort of shield did, even animal hides, but it's a matter of how much stats would change. Besides, units were never as uniform as in a game, one just simplifies the most common ideas on them. Strabo (writing at the time of the game) says: "Although naturally disposed to peace, they bear the reputation of being most excellent slingers, which art they have been proficient in since the time that the Phoenicians possessed the islands. It is said that these were the first who introduced amongst the men [of the Baleares] the custom of wearing tunics with wide borders. They were accustomed to go into battle naked, having a shield covered with goat-skin in their hand, and a javelin hardened by fire at the point, very rarely with an iron tip, and wearing round the head three slings of black rush, hair, or sinew. The long sling they use for hitting at far distances, the short one for near marks, and the middle one for those between. From childhood they were so thoroughly practised in the use of slings, that bread was never distributed to the children till they had won it by the sling." Slingers could use a shield, having one hand mostly free, but that's useful when skirmishing close to the enemy, which is a role already taken by the javelineers (although one does more crush damage, the other pierce). In a simplified game, you want the slingers to do something else: slinging from the longest range. You can always just move the slinger closer for shorter range, but because of that would you want to add some shields in the animations to be that historically accurate? And also the javelin as a secondary weapon? Maybe, but stats shouln't change that much, and you also want to make units as differentiated as possible, not to confuse the player. It's also a matter of looking at the whole equipment: -Slingers: could have carried small shields, but couldn't use much armor (because of how the weapon is operated), slings are the easiest to carry, and munitions you can get easily (less so for lead). -Javelineers: most probably carried small shields, given their shorter range, but they also needed to be mobile because of that, so didn't carry much armor. -Archers: some apparently carried small shields, but coud use more armor, so makes sense to make them a bit slower. Not all javelineers were the same, not all archers were the same, each had what they could afford. -Crossbowmen: not necessarily all used large shields in all situations, but you either simplify and choose some representative units, or will have a plethora of options, most of which won't be convenient to even train.
    1 point
  15. Agreed. I may introduce a Pull Request for it and get rotting into r29. It adds another interesting dimension to raiding and honestly, it's a pretty much expected feature for those familiar with RTS.
    1 point
  16. That animals currently do not rot has some strange implications, especially regarding Corrals. You can simply kill a couple of your own animals to bypass the maximum number of cattle, and enemy raids killing your cattle does not actually hurt your economy much because they do not rot.
    1 point
  17. It's on mod.io, you can download it ingame in the mod menu.
    1 point
  18. Some time ago I posted 20 points with: Now I've compiled another 20 points of maybe not so trivial (or even controversial ) things, some that have been discussed around. Maybe the first two have already been discussed and decided, since I was surprised when I came across them: 21) Free repair seems too simplistic. Maybe for HP below 50% it should cost 50% of resources. That way, by not letting it go below 50% repairs would be free, and repairing an almost destroyed building would take around 25% of its total cost. Or something along those lines. 22) Same with fields giving infinite food. I’d give them a small food cost (the seeds), maybe wood cost (the tools), and the time it takes to sow again would seem important. They could be set on automatic sowing. I think their allowed superposition maybe should be removed (if there's no penalty for that already). I'm not sure if there are fertility considerations with terrain and weather already. 23) When ending an alert, everyone should return to what they were doing. My farmers end up chopping wood often. 24) Land workers should be able to fish near the coast, and hunting seems a bit too easy, prey barely escapes and predators are slow and weak. I would make the fauna a bit more dynamic in general. 25) Dead animals should slowly rot. Lately there was a post about this, and resource regeneration. It would be a nice addition, the same with growing trees or berries. Overexploitation or sustainability would then become part of the gameplay. 26) Units seem to go through each other, most noticeable with ships, which doesn't seem very nice. 27) Showing 2 charts in the Summary seems a bit arbitrary. Maybe one could choose how many rows and columns of charts to see (at most a couple of rows and 3 or 4 columns), including 1x1. Could choosing the time interval be implemented? 28) Regarding the charts, it seemed to me that an “at any time” option was missing when counting numbers of units, structures, etc. Then “population” would be redundant with “units” “at any time” and could be removed. 29) Maybe a complete interactive tech tree from where one can decide and perform research would be nice, one wouldn’t have to go through each and every building (maybe some are just into that). 30) Ships should have a button and indicator to dock or beach them so for sure troops would be able to (un)garrison (which should happen gradually, faster near a port, maybe only for certain big units). 31) Often threaded paths could show wear, creating roads that make movement a little bit faster. Paths on a field should make it less efficient. 32) Units reaching full experience when garrisoned cheapens experience. Training and battle experience should be quite different. Either there should be a cap for experience learned through garrisoning, or they could garrison only to learn proper complex formations (or abilities, if introduced at some point). 33) Battle mode: this has been asked and it’s a good idea for both SP and MP. There could be scenarios reproducing famous battles. Also, after setting resource values, players could make up an army spending them. Then each places their army, and goes to battle. 34) After winning, don’t keep repeating the short victory music over and over. Maybe some people want to continue playing to check some things, but the music gets too repetitive after a bit. 35) Portraits in the panel of multiple units of a single unit type should do much more. I double click them and nothing happens, the view should center on the selection (something I haven’t been able to do when having more than one unit selected). And why not, the icons could be expanded on a per unit portrait (don’t be afraid of sidebars), where their individual info could be displayed when hovering over them (a small HP bar would be helpful). 36) Siege units should be capturable, but one could only move them (no attack) until an arsenal is built for the first time. I still think that they, together with ships and buildings, should have an inbuilt base garrison acting both as capture resistance and turn around limiter. 37) As has been mentioned lately: night, day, seasons, weather and natural phenomena. Empire Earth had the later ones, but caused by the priests, which I didn’t like. They should be random events. 38) Stealth, for spying, ambushes, and to make use of the night. Important as possible abilities of certain units or possible scenarios like the Battle of Lake Trasimene. 39) Better to use interesting historical names, like "Kripteia" and "Agoge", instead of things like "Unlock Neodamodeis". 40) Better to use technologies actually developed at the time of the game (500 BC - 1 BC), instead of generic things that have existed for thousands of years. Regarding the last 2 points, along with other things, I’ve been preparing a post about the Spartans.
    1 point
  19. Thanks! Athenian storehouse and forge also have both roofs combined, but I could check out how it looks with the just one kind of roof.
    1 point
  20. Night/Day and terrain are not exposed to the simulation so no. Rain are particles, so you can spawn and unspawn them.
    1 point
  21. Do you know if you can change map settings (like night/day, rain, etc.) during the game?
    1 point
  22. https://mod.io/g/0ad/m/delenda-est#description The above mod is for when you get bored of the vanilla game, and want to try something different. Otherwise, to know which mod is good, you need to play the base game first for a while and figure out what you like, or don't like about it.
    1 point
  23. 1 point
  24. Hi there! I am working on a mod that adds mercenary stuff (currently working on the "Ten Thousand" for the Persians). I probably wouldn't make that great of models for units and structures, would someone want to help by making the models?
    1 point
  25. Nice mod, thank you ffm I am totally for dark background then super bright units to highlight them Now it would be good to make the units have the same skin colours as the player
    1 point
  26. forum these past few days: 20% other things, 80% auto train argument
    1 point
  27. I was testing my performance in game with max setting, if pop 200 within screen then fps is 40, then again I'm on 1440p. So I saw the AI in their base when one of my man decide to wonder for whatever reason and its been like 25min already I wondered why not attack? Then after getting ready for war, I came wondered why my man can't enter then I was like don't tell me... This guy can't get out LOL. Stuck.zip
    1 point
  28. Hey, Very Nice Game, but when i play in Huge Maps with very hard difficult after 2 hours in game having heroic victory defending against an AI realy wanting to destroy you and in very hard moment starting to win and even dealing with more 2 other factions to win all the game the game start to have errors with lack of memory and after the game crash. I was playing with Atens and was very nice to inprove the base hoplites in barracks to be improved a champions, but I missed the option of having archers on top of the walls firing. I don't know why they removed that; they could have taken 50% less damage from projectiles. In game you just start to win when you stabelish a economy in market and reaching a population close to 1000. That was my experience, thanks for read.
    0 points
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