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Showing content with the highest reputation on 2021-01-09 in Posts

  1. @Boudica and @JC (naval supremacist): If you want to have an argument with basically only you two involved I suggest you do so in a private conversation rather then to flood a thread with off-topic and insulting posts. And if you don't ... just don't
    2 points
  2. The migration has been finished; the new dedicated server is in use for all our online services. The old server will be cancelled on the 13th of January (first possible date). I'll securely wipe the harddisks before that date.
    2 points
  3. Guys, i only wanted to make a funny and interactive post, non a continue argument
    2 points
  4. Don't worry Boudie, that low must be awnsered
    1 point
  5. You can do a grep -r Bonuses in simulation/templates/ Pikemen have an attack bonus vs cavalry too. Furthermore, there is Alexander the Great, which has a 1.2× counter vs heroes (which doesn't really make sense, in my opinion). Anyway, that's a different discussion.
    1 point
  6. Is this bonus for spearman vs cavalry the only bonus against one particular unit in this game?
    1 point
  7. The tag can substitute for the commit hash git reset --hard A23
    1 point
  8. No, I don't think many people are happy with how exactly rams are in 0 A.D. Stating the problem is easy, and there is no shortage of ideas to address it either. However, the difficulty is getting consensus one particular proposal is better than the alternatives. For what's worth, my prefered solution would be to introduce a four damage type (thrust), such that: macemen inflict only crush damage swordsmen inflict only hack damage spearmen inflict only thrust damage archers inflict only pierce damage In combination with negative resistance levels (D2975) that would also allow for removing the hard-coded bonus attacks of spearmen vs cavalry. Actually rams were capturable in the past, but that made them rather useless, and was thus undone (18037) in A21. There is also a proposal to make other siege engines uncapturable too: (D2493).
    1 point
  9. Other idea, smurf tourney, may the best smurf prevail
    1 point
  10. Rauls: da real pride of 'tier 3'/'Bronze'/'whatever'. faction02: unknown potential StarAtt: pls stop playing SC2 theotherguythatplaysSC2thathaspotentialsbuthaventseenlately: ditto for above Decger: only ever seen one or two 1v1s in imba matchup, crazy potential ... .... Not accounting for the players that have improved leaps while I've not been specing consistently for the last 3 months, e.g. dakeyras v BoredRusher on mysticjim yt Really a shame (for spec fans and casters I guess more than all)
    1 point
  11. Next up: Macedonia 29 - Battle of Jaxartes (329 BC) After securing Alexandria Eschatê, Alexander's forces continued to battle the Sogdian rebellion. The Sogdian leader Spitamenes was besieging Maracanda in the south; at the same time, an army of Saka mounted nomadic warriors appeared north of the Jaxartes, eager to join in the struggle and take away the loot. The Macedonian king sent an officer named Pharnouches south to confront Spitamenes, and personally attacked the Sacae in what was to become a sensational fight. The Jaxartes is wider than a bowshot, which meant that the Macedonians could board their hurriedly prepared ships and rafts in safety, but that they would enter the Sacaen field of fire halfway across the river. Your advisors suggest two strategies to pursue to cross the river effectively: 1) your rafts should make a landing en masse, and 2) use your siege equipment to provide cover fire -- we may be able to eliminate some of the archers before they realize their bows and arrows are useless against our catapults -- we just need to find a good spot for our siege equipment that can target their archers from our side of the river. Your ships and rafts already have some troops loaded but you may want to load additional ones as soon as you can. You can "signal" an order for all your vessels to automatically head to the other side of the river by destroying your outpost (click on it and click on the delete button). AI Settings: all AIs should be set to Sandbox
    1 point
  12. Boudica and JC calm down guys calm down. Its just a game. Did you read the title? PS: I would like to watch these 7 1vs1.
    1 point
  13. Macedonia 28 - Alexandria Eschatê (329 BC) Of the many cities founded by Alexander the Great, Alexandria Eschatê was probably the one that created most problems. This must have surprised Alexander, because the march to the river Jaxartes, in the early summer of 329, had been easy. The last resistance to his rule had vanished after his friend Ptolemy had captured the Persian leader, Bessus. Now, he wanted to build a city on the bank of the river that was the boundary between Sogdia and the Hunger Steppe, which was inhabited by the Sacae (known as Scythians to the Greeks). It was to be an important site, because on the one hand it was to be the empire's northernmost military base, and a defense against the Sacan tribesmen, and on the other hand, it could be a base for a return to the west across the plains of the Ukraine. You have been sent by Alexander to fortify and expand the new-found colony. Your precise orders are to construct at leas 3 fortresses and at least 8 defense towers. You are also strongly advised to build a wall around your town as soon as possible as we do not know when our neighbors may turn hostile. You play as Phillip, a young charismatic (but hardened) officer who was put in charge of the situation while Alexander's main force is nearby. To the north, lie the realms of two Sacae tribes, the Ma Saka and the Apa Saka. While mostly nomadic, there are several outposts that you should map out just in case. Far to the north, in the mountains, there are also reports of outposts that we probably want to know about. There is also a nearby Sogdian settlement which has negotiated its presence with the Sacae. We have established ambassadors with all three groups and for the time being, they welcome trade with us. Finally, our scouts report that a group of bandits have been spotted on the south bank of the river, to the West of our town. AI Settings: Player 2 (Sogdians) should be set to Petra with a difficulty of your choice. All other AI players should be set to Sandbox. This scenario features a dynamic horse herd population model -- horse herds will grow up to a point so it may make sense not to kill all horses for food that are nearest to you right away.
    1 point
  14. You don't need to install any version of SpiderMonkey, the 0 A.D. repository includes the required version by default. The --with-system-mozjs is optional, just omit it. Looking at your first post, I understand you want to install the latest stable, but patch it to work with your AMD Ryzen processor. A23b was released two years ago, so you don't want the latest svn development version. What I would recommend you to do is: get the full A23b version from https://github.com/0ad/0ad/tree/eb2fc5c53d0c55de308be6dc5bb7f952cfbc210d patch the relevant files to work with your CPU follow the build instructions from two years ago: https://trac.wildfiregames.com/wiki/BuildInstructions?version=337
    1 point
  15. At the moment, units are arbitrarily divided into sword and spear melee categories. I would argue that this distinction is bad for the following reasons: Few soldiers equipped exclusively swords, which were primarily a side arm. The representation of sword units being a counter to spear units is ludicrous for our purposes during the ancient times. Instead, disciplined all infantry formations should always be able to withstand frontal cavalry assaults. Any differentiation between spear and sword wielding is similarly arbitrary. The spearman, a unit type that is countered by sword and ranged units, is largely ineffective against cavalry due to a lack of adequate mobility. Thus, there should instead just be melee infantry and melee cavalry, with subtypes based more around armour and training yet still retaining the core functions of their parent categories. This would greatly streamline one of the game's more unintuitive aspects. I've intentionally kept this brief and would be willing to elaborate my points if needed.
    1 point
  16. Yeah, I'm having a lot of fun experimenting with balance while I hunt for bugs. I'm finding some surprising thing things just by tweaking a few parameters. To bring this back to the very astute original topic, what exactly would a historically authentic counter network for 0AD look like? (Sorry for wall of text. I only share in the hopes other find my idle musings pleasantly provocative.) I think OP is correct that a compact formation of infantry, whether spearmen or "swordsmen" or even ranged units, will be effectively invulnerable to cavalry attack or any other melee force smaller than itself. And unless they are very lightly armored, non-artillery ranged bombardment is unlikely to do more than superficial damage either (even if skirmishers can kite heavy infantry forever). In either case, I think the tactical utility of cavalry and ranged skirmishers vs the heavy infantry deathball in open terrain is to force an engagement, by chip damage or threat of encirclement. Or, in favorable terrain like a choke point, a dense forest, or a bog, a smaller force of heavy infantry supported by ranged skirmishers can actually defeat larger, pure heavy infantry formations by a strategy of defeat in detail. So the counters to heavy infantry are: 1) bigger group of heavy infantry 2) artillery bombardment (late game only) 3) mixed melee and ranged infantry with favorable terrain. That in itself puts some pretty stringent limits on your game design. Heavy infantry either need to to be tech-blocked or prohibitively expensive until late game, or you need maps with lots of defensible terrain if you want the combat to be at all interesting. I also think it is intriguing that, from what I've seen (and I may be very wrong), Greek and Roman and even many medieval sources often don't make that much distinction between different variants of ranged skirmisher or even light melee infantry. That suggests there were no big differences between them for the job they were meant to do. We know there are some differences. Like babosu said, spear throwers have the fastest rate of fire, and they usually have a small shield, which would give a lot of protection in hand-to-hand combat (ie. high hack armor). On the other hand, they have the shortest range and the least amount of ammo. > Slingers were agreed by ancient sources to have the longest range, were the easiest to train and equip (low cost and build time), and had effectively unlimited ammo. However, (with the exception of professional slingers) I think we can surmise that slingers had an inferior baseline of accuracy compared to javelinists and archers. Also, before factoring in interactions with armor, each individual strike from a sling stone may have been slightly less likely to be lethal or debilitating than a hit from a javelin or arrow (less damage); but this effect, if it existed at all, was probably so slight that you could probably ignore it and give all 3 weapons the same damage. > Lastly, archers (I think) had the lowest rate of attack by a significant margin. In the real world you can't loose arrows from a war bow as fast as you can nock them... your arms would fall off. However, bows have decent range, and probably had better baseline accuracy at their preferred engagement distance than slings. I feel like I've also read somewhere that bows were considered an anti-cavalry weapon in some parts of the ancient world, and my tests seem to back that up. Effectiveness of range weapons against Cav seems to scale most strongly with accuracy and reaction speed (range/prepare time). Archers have a noticeable edge over slings and javelins against Cav in most of my experiments. Apparently none of that was of much consequence to the Greeks or Romans. But a game with no variety in its ranged units would be boring. So if you need to map distinctive roles onto them, I think the most historically accurate would be having javelinists as the anti-melee-infantry version. Slingers work as the more anti-ranged-specialized and long distance sustained fire-support variety. And archers might be the jacks-of-all-trades + hit-and-run/close-support specialist with an interesting anti-cavalry flavor.... One other more thing that might be worth remembering too, is that the republican Romans and probably others favored their lighter troops for capturing buildings. It makes sense that they would be better equipped for individual CQC in tight environments, compared to heavy infantry optimized for group fighting. So maybe javelinists and light "swordsmen" can be distinguished in their gameplay with bonuses to their capture attack. So to answer my own question about a historically authentic counter network for 0AD... It might look like: (Light Infantry) Light Spearmen (fast melee infantry with a spear, little armor, possibly a small shield): Counters melee cavalry, light swordsmen. Countered by ranged units, towers/fortifications, medium and heavy infantry. Light Swordsmen (fast melee infantry with a sword, little armor, usually a small shield, & a capture bonus): Counters buildings. Countered by ranged units, cavalry, light spearmen, medium and heavy infantry, heavy fortifications. Javelin Skirmishers (fast ranged infantry with javelins, little armor, usually a small shield, & a capture bonus): Counters buildings, light & medium melee infantry, sometimes ranged cavalry. Countered by slingers, archers, cavalry, heavy infantry, heavy fortifications. Slingers (fast ranged infantry with a sling, little armor): Counters light melee infantry, javelin skirmishers, archers, sometimes ranged cavalry. Countered by heavy infantry, melee cavalry, buildings. Archers (fast ranged infantry with a bow, little armor): Counters light melee infantry, javelin skirmishers, sometimes cavalry. Countered by slingers, heavy infantry, buildings. (Medium Infantry) Medium Spearmen (melee infantry with a spear, a large shield, sometimes partial armor): Counters melee cavalry, light & medium swordsmen. Countered by javelin skirmishers, heavy infantry, heavy fortifications. Medium Swordsmen (melee infantry with a sword, a large shield, sometimes partial armor, & a capture bonus): Counters buildings/fortifications. Countered by javelin skirmishers, cavalry, heavy infantry. Pikemen (melee infantry with a pike, sometimes a small shield or partial armor): Counters melee cavalry, light & medium melee infantry. Countered by ranged units, heavy infantry, towers/fortifications. Sword Skirmishers (melee & ranged infantry with javelins, a sword, a large shield, sometimes partial armor, & a capture bonus): Counters buildings/fortifications, light & medium melee infantry, sometimes cavalry. Countered by javelin skirmishers (by cost), heavy infantry. Heavy Slingers (melee & ranged infantry with a sling, a sword, full armor or partial armor and a large shield, & a capture bonus): Counters light infantry, sometimes cavalry. Countered by medium melee infantry, heavy infantry. Heavy Archers (ranged infantry with a bow, full armor): Counters light infantry, sometimes cavalry. Countered by medium melee infantry, heavy infantry, buildings. (Heavy Infantry) >> have no reliable counter-play until late game, so they are not affordable/available in numbers until late game. Heavy Spearmen (melee infantry with a spear, a large shield, & full armor): Counters cavalry, light & medium infantry. Countered by heavy pikemen, artillery, heavy fortifications. Heavy Pikemen (melee infantry with a pike, full armor and usually a small shield): Counters cavalry, any melee infantry. Countered by heavy skirmishers, massed ranged infantry, artillery, heavy fortifications. Heavy Skirmishers (melee & ranged infantry with a variety of weapons, full armor, & usually a large shield): Counters any light & medium infantry, heavy pikemen, usually cavalry. Countered by heavy spearmen, artillery.
    1 point
  17. Chadwick Bozeman is a shining example of how a cancer diagnosis doesn't have to mean you stop living.
    1 point
  18. Thanks, the issue is clear: it's not Ubuntu, nor gcc, it's your CPU. I don't have a Ryzen processor, therefore I can't reproduce your errors, nor figure out which step is the bottleneck for you. Could you try the following? Remove your current version of 0 A.D.: sudo apt-get remove 0ad Re-install your dependencies: https://trac.wildfiregames.com/wiki/BuildInstructions#DebianUbuntu Follow @Stan`'s instructions: https://wildfiregames.com/forum/index.php?/topic/28367-amd-ryzen-threadripper-user-read-before-posting/&tab=comments#comment-399815 If you encounter any problems, please post the error message verbatim and make it clear at which step exactly it goes wrong. I can't really help you but someone else might (@OptimusShepard?).
    1 point
  19. @Samuraijp, it's not entirely clear what you're exactly trying to do. Are you using gcc or a different compiler (e.g. clang)? Which version? You can check with e.g. gcc --version Are you trying to (re)build the 0 A.D. svn development version (A24) or the latest stable (A23b)? From where did you get it? If the former, did you check you have all dependencies installed? You wrote you have a Ryzen processor. Did you try everything suggested at https://wildfiregames.com/forum/index.php?/topic/28367-amd-ryzen-threadripper-user-read-before-posting/ ?
    1 point
  20. I haven't seen the movie yet myself, but I will at some point. Lol! Dem Azande shields... I'm honestly not the the biggest Marvel or DC guy... I always prefer history over fantasy , but the production value on Black Panther seems through the roof, looks gorgeous and everybody seems to love it... It's also an interesting premise for a movie and it kind of reminds me of Coming to America with Eddie Murphy taking the role of Akeem, the crown prince of "Zamunda"(totally different movie, but you get me...). It's nice to see a technologically advanced Africa for a change. We're used to the image of an underdeveloped starving, warring continent, but there's so much more... In Ghana for example, we have a lot of problems, but we also have a lot of cool stuff going on. Kind of reminds me of some "corporate" friends I have over here who are totally in to tech and gadgets. I saw my first advanced drones in action here years ago, when my friends in Belgium barely knew it was even possible for a private individual to own one. Using it for digital surveys/mapping and HQ promotional videos for tourism. Kantanka Automobile has been producing quality Ghanaian cars (4x4 ,SUV, Sedan) for a few years now. The first Ghanaian built satelite was launched in to space (by space X and the Japanese Aerospace Exploration Agency ) last year. Just yesterday I was watching a news-piece about a Ghanaian video game company in Accra . One of the chief robotics engineers at Nasa and "the leader of the team that designed the Mars Rover robot that landed on the red planet", the Ghanaian born Ashitey Trebi-Ollennu, has established the Ghana Robotics Academy Foundation to inspire and teach young Ghanaians how to build and code (simple) robots. These are just some example from Ghana, and It's difficult to keep track of all the developments continent wide but it's an exciting time.. So I should watch Logan huh?
    1 point
  21. A King has passed. Rest in Peace...
    0 points
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