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Showing content with the highest reputation on 2026-04-09 in Posts

  1. I saw this the other day and it made me smile. When we named the game, we didn't intend to get to the top of the list... Ha! Congrats on the latest release all, glad to see the project still making forward progress!
    6 points
  2. Capture mechanic's could be related to specific buildings only: Military: Fortress, Towers, Gate's. Civilian: Civ Center, Wonders, Temples. Other structures should have a territory dependency like houses could be automatically captured if a city civ centre is captured. In that way, city siege could have two objectives: Destroy everything at glance. Capture primordial structures to take over the city if the defenses aren't prepared enough to defend the city avoiding turtling. Capturing fortress could gather small area of effect over the nearby buildings. Capturing city could have strong area of effect of nearby buildings.
    2 points
  3. Wheelbarrow and Carts aren't that essential are they? Almost no one gets them unless they have rez to burn.
    1 point
  4. Position: Video editor Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes Name: UnRick Email: rtbeeke@gmail.com Location: Amsterdam, Netherlands Availability: 2 - 4 hours a week Age: 35 Occupation: Work, family life, newborn baby Skills and Experience: I've been a motion designer/editor for about 12 years now. Started in game design and for work i create videos everyday Motivation: I just love videos and motion it gives me great joy and at work we actually all play 0 ad together when we have some free time on our hands so it would be great to edit videos for you and show them off to my collegaues :p Personality: Joyfull, positive, hardworking Short Essay: Years ago when we first started playing 0 ad, i just love the whole game and where it is headed. Interests and Hobbies: Games, movies, music. Im playing Age of Mythology while i am sending you this form haha Staff: no Community: reddit and ign only Favorite Game: currently it's the Dyson sphere program. My all time, the whole God of war series but mainly the new ones now. they are just so cinematic Work Examples: https://www.linkedin.com/in/rickterbeeke/ https://rtbeeke.wixsite.com/website my portfolio is not super up to date but gives you a glimpse of what i do. This involves 3D, 2D and everything in between
    1 point
  5. Let's have a thread where we can discuss different strategies in TG and 1v1 to make our gameplay more interesting! Some interesting TG strategies that I have observed: 1. Min 11 double push. Two players boom with infantry then suddenly send all to attack the enemy border, causing them to loose huge amount of units and all wood eco. Then the two pull back if the pocket is going to help. To prepare for this, you need to make only 50 women and 4 barracks to spam out infantry so that you get a lead before min11; at the same time you must scout where the enemy woodlines and economy zones are. If the enemies are unaware, you can beat both in one go. You can also set up outposts and palisades beforehands to prevent the pocket from coming to help. 2. Siege Hail. One player makes an insane amount of ram 25~40, then the other comes with infantry for ground support. The siege spammer should garrison their eco infantry into the rams when attacking; the garrisoned units can serve as repairers. They should also research all siege related upgrades. The supporting player should ideally use more ranged inf than melee inf. Entire bases will be obliterated in minutes and the enemy will have to rebuild. If they focus on taking out rams, then they will get killed by the supporting inf. Tough choices. 3. Boltshooters + elephants. Use elephants to protect your boltshooters and do massive damage.
    1 point
  6. Yep, that diagram shows what happens in circle placement (I was doing some diagrams a time ago to visualise dynamics.) As I mentioned in another post, I think this is similar to football formations. In a circle, players on the borders most of the time face early pressure and frequent 2v1 situations, at least in the 1111 vs 2222 setup. But with random groups, river or stronghold dynamics are different. That's why I avoid playing circle placement, or at least I make variations like 2v2v2v2 or FFA. Almost always, they send me to the border; most players want to be in the pocket, because the border in circle placement is like that football position that receives more tackles . The game has so much possibilities worth of being explored
    1 point
  7. Here’s another one. This time the placement is “circle”, in the previous game it was random. So in this match the 2 Petra were evenly spaced around me and could launch joint attacks. However, the outcome didn’t change. commands.txt metadata.json
    1 point
  8. Here is your Mainland Balanced 1v2 Very Hard Aggressive Romans. The map being mainland doesn’t really affect the process much, you just need to set up your defense accordingly. I still played slow and relaxed. After a while, Petra starts to lose momentum. Petra is always predictable, it launches an early attack, loses. Once it regains strength, it attacks again. By the second or third attack, it starts bringing rams. If it manages to defeat you, it’s usually only because it overwhelms you with numbers, which makes dealing with Petra’s armies much harder in 1v3+VH situations. Still, as I said, I think it’s possible with better management and strategy. If you build your game around Petra’s weaknesses, you can achieve it. commands.txt metadata.json
    1 point
  9. We need to host our own LLM and train it to defeat @borg-.
    1 point
  10. Spread of common infantry - Archer:2.25 Crossbowman:3 Javelineer:4 Slinger:3 Spread means how inaccurate the shooting becomes at 100m from target. The spread is less when closer than 100m. For example, it is half at 50m. Thus, archer and crossbowman are proportionally the same: 2.25 x 60 / 100 = 3 x 45 / 100 = 1.35 A projectile (arrow / stone / javelin) is considered to hit a infantry when it arrives at radius < 1.5m from target (indeed, a circle). A projectile is considered to hit a calvary when it arrives at the 3m x 6m rectangle of the target (indeed, a rectangle), which is a little larger than the size of two infantry. Dog is smaller, elephant is larger, charriot is larger. Now, at the beginning of a shoot, after waiting a short initial prepare time (once only), the future location of the target (because it may be walking) is very often precisely predicted, and the projectile is shot there, at a speed around 70m-100m per second, depending on unit. It should mathematically hit the target at the exact position when the projectile lands. Therefore, if the target changed direction during this time, the predicted future location is no longer correct, and the projectile might miss. This behavior is the principle of dodging. Even if the target did not change direction, the projectile might also miss due to the spread. The exact spread is given by a pair of independent normal random variable at variance of 1m. It is then multiplied by the spread. The result is some sort of 2D normal distribution, but since x and y are independent random variables, the 2D CDF is not circular, but more like a square. It seems super difficult to mathematically calculate the exact probability of it hitting a target. Let's get a rough idea by assuming the 1D case. I don't know how much would it deviate from 2D case, would be great if some mathematician could help. (Edit: I solved the 2D case, see reply below) In the simplified 1D case, I just use some online normal CDF calculator, fixing lower bound at -1.5, upper bound at 1.5, mean at 0, standard deviation at 2.25 x 60 / 100 = 1.35. Archer hits an infantry at 60m with probability 73.35%. After an upgrade of spread (-20%), standard deviation = 2.25 x 0.8 x 60 / 100 = 1.08, the probability is 83.51%. Crossbowman and slinger hits infantry at 45m with probability 73.35%. At rank 2 spread -20%, the probability is 83.51%. Indeed, exactly same as archer at 60m, coincidentally. Javelineer hits infantry at 30m with probability 78.87%. At rank 2, the probability is 88.18%. The best unit would be rank 3 archer plus spread upgrade, at standard deviation = 2.25 x 0.8^3 x 60 / 100, hitting target at 60m with 97%. Last but not least, when a projectile misses a target, it is not wasted. It will hit some innocent person standing there. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/Attack.js#L714
    1 point
  11. Millenium A.D. also very nice mod
    1 point
  12. I do use them often, as my first line of defense until I can afford better walls. Also THANK YOU! I did not know you could connect Walls in this game and continue to work around corners!
    1 point
  13. Because upgrades are susceptible to change the proprieties of the production queue etc. So it is only supported to upgrade an entity that has an empty queue be right now, else bad things could happen. I project to make a mitigation for this and allow for upgrades to be queued regardless but not sure how this will go.
    1 point
  14. I do agree though, that palisades are under used. I mean, historically most civilizations would probably build a palisade around their settlements, especially if they know there is an enemy near by. Lowering the time to construct them (they’re just stakes in the ground bro) and maybe adjusting their cost would make them much more useful. Maybe also adjusting their life and resistance so that it reflects their material and use case would also be helpful.
    1 point
  15. @Noobgame I've update the tower defense mod, it should be available through mod.io
    1 point
  16. 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
  17. It's not that easy to display so much stats on limited space. I also disliked that units had stats that you cannot know unless you check the xml, such as the splash radius. I've just added a bunch more details to ModernGUI tooltips.
    1 point
  18. We really need a more direct and clear way to display unit stats.
    1 point
  19. don't know why you'd say that. Compared to last year, the model has improved and also apparently acquired some understandment of the game, but still the strict majority of the recommendations given in that answer are trash.
    1 point
  20. Need a strategy? Just ask ChatGPT and it'll do a (half) decent job. I asked it to generate an effective strategy guide for Romans and this is what I got (minus a bunch of emojis): Here's an **effective strategy guide** for playing the **Romans** in *0 A.D.* (vanilla), focused on beginner to intermediate players but with advanced tactics sprinkled in. The Romans are a **late-game powerhouse**, so this guide will help you survive the early game, snowball in the mid-game, and dominate in the late game with elite troops and siege. --- # **Roman Republic Strategy Guide – 0 A.D.** ## Phase 1: Early Game (Village Phase) ### Objectives: * Build a strong economy * Advance quickly to Town Phase * Start teching for infantry and military upgrades ### Build Order (Start with 3 women on houses): 1. **Train more women** (fastest gatherers for food) 2. Send: * 3 women to berries * 3 men to wood * 2 men to build a house → then wood 3. Build a **Farmstead** near berries for gathering bonus 4. Build a **Field** early (once berries are low) 5. Build a **Barracks** and **Blacksmith** when wood allows **Tips:** * Use your **Scout** to explore the map and find huntables/mines * Romans can tech efficiently — prioritize economic techs in the Farmstead and Blacksmith * Transition to **farms + mining** early --- ## Phase 2: Mid Game (Town Phase) ### Objectives: * Expand economy with more women and resource diversity * Tech up to stronger units (Principes, Triarii) * Begin training military and expanding territory ### What to Do: * Build a **Market** (for trade + resource balancing) * Train **Velites** for early defense or harassment * Start mining **metal** and **stone** for upgrades and siege later * Research: * **Military upgrades** in Barracks and Blacksmith * **Economic techs** (farming, mining, building speed) ### Army Composition: Start forming a small army: * 10 Velites (javelin throwers) * 10 Hastati or Principes (anti-infantry) * 5 Triarii (anti-cavalry) **Tip:** The Romans don’t dominate in cavalry — **protect your flanks** with Triarii and use **infantry and siege** as your main tools. --- ## Phase 3: Late Game (City Phase) ### Objectives: * Dominate with elite infantry (Legionaries), siege, and fortifications * Crush enemies with Roman discipline and siege power ### Infrastructure: * Build **Fortresses** for unit production and map control * Build a **Siege Workshop** to produce: * **Ballistae** (anti-tower) * **Battering Rams** or **Scorpions** * Use **Temples** to heal your units and heroes * Train **Heroes** like **Scipio Africanus** for strong military buffs ### Final Army Composition: * 20 Legionaries (heavily armored swordsmen) * 10 Triarii * 10 Velites or archers (depending on opponent) * 3 Ballistae * 2 Rams or Scorpions * 1 Hero **Tip:** Don’t forget **armor upgrades** from the Blacksmith – your Roman troops shine with high defense and morale. --- ## Tactics & Combat Tips * **Roman armies are slow but tough**: March them as a solid formation, backed by siege. * **Use Legionaries to soak damage**, while siege units break buildings. * **Push with Fortresses** in forward positions to secure map control. * **Zone control**: Romans are great at holding chokepoints and fortifying map areas. * **Attack timing**: Don’t rush. Once your Legionaries and siege are ready, hit hard. --- ## Pro Tips & Advanced Strategy 1. **Territory Push**: Use Civic Centers + Fortresses to “creep” across the map. Control mines and choke points. 2. **Countering Cav-heavy civs**: Triarii are cost-effective and deadly to cavalry. 3. **Booming Option**: Romans can also go economic heavy and delay military with strong late-game payoffs. 4. **Tech Advantage**: Use Blacksmith and Market wisely — Rome benefits from being tech-rich. --- ## Common Mistakes to Avoid * **Neglecting economy early** – Romans need a solid eco base to get to their power spike. * **Overusing cavalry** – Roman cavalry is okay but not elite. Infantry and siege are your strength. * **Ignoring siege units** – Don’t try to brute force walls with infantry; use ballistae and rams. --- ## Optional: Mod Tips (Delenda Est) If you're using the *Delenda Est* mod, Romans become even more historically detailed with **Marian Reforms**, **Cohorts**, and new tech trees. You'll get even deeper control of the army evolution from Republican manipular lines to professional Legions. --- Pretty neat, huh?
    1 point
  21. 4. Ptolemaic Camel Archer Rush. Instead of building a barracks after the 2nd house, you build a stable and start making Camel Archers. In a 4v4 teamgame, your pocket can even send you a bit of food to get even more camels out even faster. With good micro, you will not lose many of your camels, especially if your enemy didnt expect that rush. Then after you annoyed your opponent for 5min, you could add your own barracks at some point and go back to eco-ing while still using your one stable to keep up some pressure on some women somewhere (maybe the enemy pocket or the other flank?). But I like to double down on my rush instead, by adding a second stable and using the cc as a stable aswell. Once you have like, 30-40 camels its gonna be hard for your enemy to do anything, as he doesnt have the stables to make enough counter cavalry. If the game goes on to 2nd phase or further, remember: If you let your camels take damage, you already mis-played... so you don't need any armor upgrades. Only ranged damage. [I like this strategy as I wish to believe I invented it (most likely someone did it before me, but I didnt know about that, so I came up with it myself, okay?!)]
    1 point
  22. Indeed, that strategy sounds like a solid basis. A few additions: I normally delete some women to make siege, and heros dont take up population space. I'd advise you against that in a normal mainland teamgame, as traders are too slow and defensive structures too weak, so even 3-4 cavalry can take out basically all trade.
    1 point
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