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Showing content with the highest reputation on 2026-04-20 in Posts
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Now that the tournament is finished, it would be nice to have the game replays of the matches, or at least most important or remarkable Games. I do not know how it is appreciated to post Replays of games of other players for "privacy" reasons, but I will start with the Final Match ValihrAnt vs. SaidRtz. Sadly, as far as I know none of this was live streamed. I packed each game of this 5 rounds match into a zip. Hope it works. Vali-Said-Game_1.zip Vali-Said-Game2.zip Vali-Said-Game3.zip Vali-Said-Game4.zip Vali-Said-Game5.zip3 points
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I think around houses/storehouses, etc. could be more dirt-like. Otherwise, nice direction established here.3 points
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That is probably beyond my time/abilities but I know it has been discussed. I think it would be a great opportunity to enrich gameplay (multi-projectile siege, unique units, ships perhaps).2 points
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I proposed something similar with coalitions: Personnally I would prefer something enabling the possibility to have unique units, techs and buildings through the tribes chosen. Coalitions are how historically the "barbarians" and the small nations were able to defeat massive empires.2 points
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The inevitable conclusion it isn't that AI isn't hard at all. It's actually rather too easy, but the vanilla content 0AD offers isn't optimal for casual or new players for leisure games, nor for learning. There are some work in this area already like : https://gitea.wildfiregames.com/0ad/0ad/pulls/8861 https://gitea.wildfiregames.com/0ad/0ad/pulls/7785 Also a good foundation for making campaigns more immersive: https://gitea.wildfiregames.com/0ad/0ad/pulls/8614 We can thanks @Vantha which is the main dive in these areas. I recommend trying mods, such as Delenda-Est, hyrule-conquest and a tone more already ported and coming up for R28, that are just 2 clicks away for players to get a great load of content from. If you want to not be a multiplayer try-harder, you do have many options that doesn't involve trying to beat the hardest level of AI possible actually.2 points
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For germans, I was wondering if we could explore the inverse of what the game used to do with with the "hellenes" faction. That is choosing a civ being Cimbri and others and phase 1 is specific with maybe some bonii techs and phase2 and 3 (and 4 for de) are common for civs that eventually unified.2 points
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This is a freaking awesome video and got me thinking about how pathfinding could simulate crowd and individual behavior.2 points
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Yes. The Roman Onager can loose multiple rocks for a wide area effect. This tech can let Sasanian archers shoot 5 arrows at a time. Ships can volley several projectiles at once. Is there an Issue or Pull Request for it?1 point
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Parthian tactics is un-researchable even after researching Archery Tradition and Advanced Cavalry for Xiongnu and Scythians.1 point
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So, when talking about Germans, the idea seems to be to control a coalition, and one chooses which tribes join it, unlocking different units, buildings, techs, heroes, whatever. I like this, since it would save a lot of headaches regarding what tribes to ignore from them, not to end with lots of civs that look similar (same with Britons and Iberians). I would add that maybe for these factions the “starting tribe” could be selected beforehand (or as a free pop-up choice at the very beginning), not to start with some unspecified tribe. If one in particular is needed for some campaign, this initial selection would be locked, and their name set accordingly (if that’s possible). Regarding the Greeks, it seems a bit more problematic because they are quite fleshed out already (since we know way more details about them), whole leagues would be too heterogeneous. If the problem to solve is that certain scenarios need to consider city-states that are not included in the game, then there could be a generic Greek template for them (I guess the original one is still around). Maybe a bit unrelated but somehow connected on how to prepare certain things for the future: some time ago I’ve read about the “Grand Vision” (adding lots of epochs and factions to the game), which has the issue of how to deal with factions that didn’t exist in certain epochs. Some have mentioned they don’t want to have civilizations separated into eras, others that don’t want Mycenaean Greece vs Byzantine Late Empire. I think a solution is to have a faction epoch graph that would make factions available if they had come into existence by the starting epoch chosen. It doesn’t make sense to start at 400 B.C. with the Seleucids, one would have to choose the Macedonians (or maybe the Persians, that’s why it’s not a tree but a directed acyclic graph), and at the appropriate epoch, given the choice to stay Macedonian or switch to Seleucids or Ptolemies. If Macedonians are chosen, later on there’s the Roman conquest, so one would need to switch to them. If alternative history could be an option, one could choose to stay Macedonian (this doesn’t mean everything goes, Ptolemies in 400 B.C. is not alternative history, but nonsense), but then one would need to make up the characteristics of this faction from a parallel universe. Anyway, although the switch could be done between scenarios, doing it in the middle of a scenario would show that the game can handle these historical changes seamlessly with a gameplay feature. This could be a solution regarding what I mentioned in https://wildfiregames.com/forum/topic/143241-thoughts-on-the-spartans/?do=findComment&comment=750127 about trying to be historically accurate with techs: "Persians and Seleucids would have almost completely different techs, since one completely preceded the other chronologically".1 point
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I know, I saw it. And it is really a great idea you had. The idea is good. You are pointing out the issue about the Persians, but we could have the same issue with other civs no? Romans and Germans notably.1 point
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That makes sense to me Maybe the nearest structure? That would be nice at least, because they are pretty vital and carry a lot of resources, and I wouldn't want to loose them1 point
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I wouldn't know what to put exactly where, I can only give historical facts and others can distribute them and their values over those 7 points Regarding the Iron Pillar, “Delhi” should be removed because it was moved there centuries later. Regarding the Aśvamedha ritual, bear in mind that it's ancient, but I didn't find a documented record before the end of the Maurya, it appears more often with Gupta emperors (haven't searched a lot though). As I’ve mentioned somewhere, better if things that existed from before are civ. bonuses, while things developed at the time of the civ. are researchable techs. For techs, maybe some written works, many are just compilations of what existed from before (like the Mahabharata and Ramayana). For some I get wildly different dates, for example, for Hastyayurveda, a veterinary treatise on elephants (that could give them more HP), I’ve found from the 5th century BC to the 11th century AD, which is saying almost nothing. Same for the Sushruta Samhita, an important medicine treatise with focus in surgery, dating from 2000 BC to the sixth century AD (maybe could be a civ. bonus for regeneration). Most advances are perfected from preexisting things, but some techs relevant for the period could be: -Aryabhatiya: mathematical and astronomical treatise by Aryabhata, for tech speed bonus, maybe construction speed bonus if one considers its geometry useful for that. -Khanda: crystallised sugar, starting an important industry, could be a Market bonus. -Chaturanga: first reference of the predecessor of Chess, not sure what to do about it. Something important was wootz (first high quality steel, used for Damascus steel), but comes from South India and from before, although the Gupta mastered its production. On the other hand, something not that important is that the large, sweet varieties of watermelons were developed at this time. Regarding the military, to deal with invading steppe nomads, both archer heavy cavalry and sword heavy cavalry were introduced to become the main component of the army, supported by the more traditional elephants and light infantry. Their bows were recurved, but it’s not known if they were composite.1 point
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Release April 19th, 2026: - All melee units now deal only hack damage. - Fixed a major balance issue with ranged infantry CS units having too many hit points, often inconsistent with their rank. Now, all ranged infantry CS have 55/65/75 HP, depending on rank. - Elite spear cavalry and cavalry spear champions now have very high pierce armor, being heavily armored ranged unit counter. Likewise, infantry spear champions, infantry champion pikemen and elite spearmen also have greater pierce armor, due to them having heavy armor and large shields. Spear champions now also deal less damage. - Defense towers, ranged units and Fortresses now deal less pierce damage. - Siege Rams now have more hack armor, to compensate for the fact that spear-wielding units now deal more hack damage. - Traders now generate less profit and are more expensive. The above changes are meant to finish the balancing portion of the mod. New features are increasingly harder to implement, due to many of them needing the underlying engine rebuilds. For the time being, this will be a final release of this mod. Have fun playing!1 point
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Hello, nice man. I like this mod. There is an issue in the 12.1 update, simulation\templates\template_player.xml or simulation/templates/template_player.xml is causing statistics not to show after match because FemaleCitizen was replaced with Civilian in 28.0 and some counter.js file got explosive. I just copied the xml from the mod, added Civilian to the UnitClasses tag and it seems to show the stats just fine now. Hope that helps Take cool1 point
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Hello you could try to update your Intel drivers or to run the game with vulkan either passing conf=rendererbackend:vulkan Or Adding the part after = to your user.cfg1 point
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It's a vanilla bug, happens very very rarely though. Probably 1 out of 1000 games or even less. Happened 2 times to me but I think was in a26. It's something that has to do with selecting a very large group of units, you can mitigate this by selecting smaller group for a while. @Arup if you have the replay where it happens would be op.1 point
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Not really a bug, but could we get smaller hero portraits on the top left? It takes a lot of the screen space in that corner, and it's often distracting. I can bind a hotkey for my scout, no need for him to have a hero portrait.1 point
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Armour of a Sassanian warrior. (Photo from Nadeem/Eran ud Turan) Pustigban Salar by Joan Francesc Oliveras Pallerols Early Sasanian double-handed sword1 point
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