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  1. Heavily inspired by the morale mod: https://wildfiregames.com/forum/topic/37755-morale-system-for-0-ad And this idea: https://wildfiregames.com/forum/topic/38187-give-elephants-area-damage/ I want to explore a new mechanic for elephants. (Just for fun, so the effects may be unrealistic) Original version, now outdated: Historically elephants were especially effective against cavalry, because if the horses were not used to the presence of elephants, they would get very nervous and flee when they saw something that big walking towards them. This would disrupt the battle formation and cause disturbance in the enemy lines. I am basing this mostly on wikipedia quotes, so if some of the historians want to explain more if this is historically accurate or if these are just some anecdotes, feel free to do so Therefore the Idea would be that elephants have an aura that changes the stance of enemy cavalry to passive and forces them to flee. It should only affect unhabituated / basic rank cavalry, as the horses loose their fear over time. So advanced /elite cavalry is not affected. Current Version (V 3.0.0): Elephants have the aura "Fear" which affects a random percentage of all basic rank enemy Infantry and all of the basic rank enemy cavalry. The affected units get scared and will flee, but they try to attack again. Every time the elephants get hurt (under a certain threshold) there is the probability that they also get scared and fall into rage. So you have no longer control over them and they may attack your own units. scary-elephants.zip battle-test.mp4 So let me hear what you think about it Thanks to @wowgetoffyourcellphone and @azayrahmad for the tips.
    2 points
  2. Wow very cool! It definitely lives up the expectations .. knowing the franchise, I couldn't expect anything less than some AAA title. However, strangely as it may sound, looking at the images and previews, I have to say I kinda prefer more 0ad look and feel, more solid and realistic. As many have also observed, that "cartoonish" look makes units and structures appear a bit disjointed together and I think it takes away the immersion and atmosphere of the historical period. Ahahahah probably the day it will come out an updated version of Millenium AD I won't look back for a while One thing very nice from AOE, though, is the extension and openness of the sceneries. Also the cities, is visually interesting how they expand, taking full space of the map
    2 points
  3. Looks like he was just scared of his neighbour.
    2 points
  4. Notice that no palisades were (ab)used by this player !!!!!!!! This is clearly an invitation for the enemy to come and try to take the civic center down. To me this demonstrate a high sense of morality and ethic by this player who wanted to assess the strengh of the combination fort/civic center with the only aim to try to comment on balancing posts in the forum!
    2 points
  5. Hi everyone, this is a guide in which I'll share many things that you should learn if you are new to the game and you want to improve your rating, or just your proficiency in the multiplayer setting. Persia is my favourite civilization, so this guide will develop more on them than on other civs, but I'll draw some comparisons with other civilizations too. I want to explain as much as I can, so it will be a long guide, but there's much more to learn, so make experiments and look at your results, you will get better as you play. Mind that I'm writing this on my own, basing myself on my personal experiece alone, and I'm not the best player at all. However I don't see any other valid guide at the moment, for this alpha, so here I am writing. This post is somehow a tribute to @amadeus' guide for britons in alpha 23, that helped me a lot to understand some very useful game mechanics that made me improve way faster than I would otherwise. 1. Why persians Persia is an "archer civ", meaning that archers are already avaiable for training at phase 1. Archer civs are OP in this alpha. Cavalry too is useful, especially when fighting other archers (prominent in the meta), and persians have a lot of choice in fact of cavalry. They are, all in all, a solid pick, and they offer good variability in tactics, as much as you can ask from a single civ in this game. For instance mauryas are incredibly OP, but are also predictable and just boring. With persians you can vary. 2. Starting sequence Your starting sequence is the sequence of instructions you give to your people at the beginning of the game. There is no one single winning sequence, for what I now, but you don't want to improvise too much. Also, you must be as quick as you can be. A good standard for a starting sequence is: start a batch of 6 women in the cc put your horse on chicken, chicken are a very fast food source put your women on bushes (better if you build a barn next to them first) put your men on wood (as with women, you can build a storehouse next to wood first, but if you have trees next to the cc, you may prefer to take them first, but remember to move to a woodline soon) put all the first 6 women trained on wood, or at least most of them On the very following stage, it's important to balance wood and food production. Food is for making women, better if on batches. Never stop training them (avoid training infantry until you have barracks, consider training some horsemen). Wood is for: houses - you must keep building houses at a pace that lets you never stop training people basket tech in the barn - at least if you have many bushes, it's quite effective axe tech in the storehouse first barrack mind that, when you finish bushes, you'll need a lot of wood all together, for fields and for plow tech in the barn. 2.1. Other civilizations Your starting sequence will be quite similar regardless of the civ you are playing, althogh there are some relevant differences: civilizations that have 10 pop houses will play almost exactly the same, and they have to put put particular attention on the timing of first house realization, while civs with 5 pop houses don't feel the same urgency with maurtas, I prefer to build the barn with men, and then move them to the wood, whit the elephant following them on team games, with 10 pop civs, I like to take some time before building the first house, and use that time to research cartography at the cc. This tactic is very unpopular thogh, it seems I'm the only one who likes it. It really trades a lot of early development delay, for ally intel. 3. Economy: general notes Wood and food are by far the most important resourches, luckily enough, they are also the most avaiable resources in most maps. Stone is very useful between late phase 1 and 2: that's when you should build a bunch of barracks (for a 200 max pop game, you need some 5 barracks), stables (build stables after barracks, you also need many of them), temples and towers. After that point, be sure you'll have plenty of stone later, if you need it, but you won't consume any if you don't build fortifications, new civic centres, or throne buildings (also if you build back barracks and stables). You don't need much stone overall, so don't make stone gathering techs, and take workers away from stone when you have a good reserve. What you need is to have a strong, stable income of food and wood, and you also need to watch out for metal mines, as metal is often decisive for sieges and other phase 3 tactics I'll show below. For efficient gathering, put women on food and wood, and men on wood, stone and metal. As soon as you have barracks, start training archers and be careful never to stop, be careful not to be blocked by lack of houses, and don't be afraid of making tons of women, booming is the only one best strategy in alpha 24. When you have 2-4 barracks, research archer tradition in the cc, it's a relevant upgrade and will speed up training. 4. War/economy balance: how to lead the game After a match, take a look at your score (better if using graphs), you need to look separately at economy score and military score: those are the two keys for scoring a win: aim at having an eco score as good as best players have, and a military score that's better than your opponent's. Another useful statistic is kill/deaths ratio, wich is strictly related to military score, as military score is essentialy the same as the number of units killed. You are winning on the military side if you have a K/D ratio always greater than 1, you are winning on the economy side if you keep producing all the resources you need. Try to best your opponents on both fields. You will win if: you keep your eco strong and running, you manage to protect it from rushes, and you build back soon after being attacked (it's impossible to prevent assaults completely, you have to reduce risk, we'll come back to this in section 6) you make convenient battles A battle is convenient if the damage you cause to your opponent is greater than the investment you put in the battle, in this "investment" you have to factor: the resources to train back the soldiers you are losing the resources your men are not gatherig, while they're busy fighting the economic cost of inefficiencies that will naturally happen in your town while your focus is away. This is particularly important for rushes as your opponent will be able to keep his/her attention in his own town, while you can't follow what's happening in your and in his town at the same time. Not as well at least. These things can also be considered to evaluate the damage you are dealing to your opponent, together with the buildings taken, and the economic damage when you force your opponent's women to flee from work. These two rules are always valid, for all civs and all versions of the game, AFAIK. Follow them to the victory. Other general rules are: keep your pop high - never stop training people, when someone dies train substitutes avoid wastes - move your people fast from a job to another one, and never let them idle kill your women when you have too many, to make space for more soldiers there are several tricks for having better efficiency in general. I won't delve in those now, but try to learn them from here in the forum, the other players, and from the game itself. Beware not to micro-manage more than you can: remember that your attention is a resource. Make experiments, find what's better for you. 5. Know your men So, until the second phase, you should have done two kinds of soldiers: phase one horsemen (which is, javelin cavalry) and archers. You should also have two shield-bearer from the beginning of the game, don't make any more of them, they are slower than archers, so, they also carry resources slower, and are lost in attack. They are not totally useless, but they work well only in big stationary battles, they are pretty limited. Javelin cavalry is not bad, but requires a lot of micro-management, so train them only if you commit yourself to not letting them idle anytime soon. They can hunt of course, and that can really boost your early economy, and they are also good for scouting. They are also good for rushing. All this cavalry thing is a perfect example about how you have to find a balance between micro and macro-management: if you put yourself too much in following your cavalry, you will fall behind in economy. You can try to look at the economy score graphic at the end of the game, to see if a certain strategy has payed off or not. Early rushes are not very powerful in this alpha, but making use of your mounted strike force to kill some women can't be a bad thing, I encourage you to try if you never did, it's fun! Really there is no better way to start a match. Remember however, that in phase 1 stackes are very high and you can't afford to let your economy go, that would be like shoting in yourself's leg, you must keep your economy growing. Set good rally points for your buildings and save them on hotkeys, check that gatherers have plenty to chop and gather still, and that new houses are set for construction, and then follow your horses closely, while they enter your opponent's territory. Do it quickly, do everything quickly. Even then, take into consideration some inneficiency happening, because your attention is away from the home town. All this said to make you understand that rushes needs to pay off: heads must roll, otherwise it's a loss. It's hard and it won't work well the first time, but learning it makes you a better player, and one that has more fun. Go for the women, follow them until you make the kills. Don't attack men unless you find one that's isolated, you have to pick your victims while roaming around the enemy town, and kill them when they are left unprotected. Flee from any soldier getting close, better if before their very first hit. Don't make javelin cav in later phases, other types of cavalry are better in late game. Archers are your main infantry unit. Archers have the longest range of all non-artillery units, and they can take down artillery quite well too. When you have the longest range units, you can be the first one to hit, and you can always retreat when chased. That means, in practice, that archers have the faculty to choose either when or where to fight opposing infantry. And "where" is a very important in 0 AD, because your buildings (in particular the temple and all fortifications) can give a lot of protection to your men while they fight. When you send your archers to attack your opponent's town, you will probably meet his/her men while busy gathering resources. After the first hits taken, your opponent will probably call back the soldiers to group together, that's actually a good strategy. Chase them, strike as many blows as you can, but if you see they are more than you can take down, retreat immediately. When they stop chasing your men, make them start harassing again. In general, in any battle, you must try to have more men fighting than your opponent has, otherwise they will die at a faster pace. If you can hit stronger, chase your opponent, when tables turn, back out. 5.1. Cavalry from stables At a certain point between late age 2 and early age 3, you should make a little plotoon of axe cavalry. Persians can train three new types in cavalry from phase 2: axe, spear, and bow. Axe and spear cavalry both melee and their main difference is that axe cavalry has less armor but more attack, and - quite relevant - that attack is totally hack and crush type. This means they are particularly good at destroying rams, siege engines in general, and even enemy buildings. Rams in particular are a common threat, that is 99% (actual value) immune to arrow damage, so you must have some counter strategy to rams. Other rams work well, elephants even better, but axe cavalry is my choice of preference, they are way faster. So I train a bunch of it, I save them on a hotkey, and I call them only when in need. About the rest of cavalry, since they can't gather most resources, and they cannot build either, I reccomend you to not train them while booming, train them only for fighting. Spear cavalry instead, is my bet for fighting other archers, Axe cavalry is brutal, but they have terribly low pierce armor, it's quite risky for them to attack grouped archers. As for the battle plan, I usually use archers to make the skirmishing and start the fight, and then I send in the spear cavalry. Just remember that usual melee infantry has x3 bonus against cavalry, so avoid them as much as you can, and go for the ranged fellas. Bow cavalry is the perfect skirmisher I guess, but in phase 2 that property is already past its glory. If your army is mostly on feet, a portion of faster moving units is not going to be such a game changer. Bow cavalry has, however, many better stats than infantry archers have, at the cost of 50 more food. If you have lots of food, you could train some bow cavalry instead of infantry only. And finally, at phase 3, you can unblock champion cavalry, which is essentially spear cavalry, but much stronger. Cataphracts (that's the name of persian champion cavalry, although they have they behave in the same way of all champion cavalry on any civ) cost a lot of metal, so they are viable only if you have good metal income, and also have better chances to conquer enemy buildings. This is especially helpful when using them to raid the enemy towns: the best way to do it is to start from conquering an unguarded temple, and then use it as a base to raid all the surroundings, but you can also conquer stables for the same reason, and any other building you may want to destroy. For instance destroying some barracks won't finish your opponent, but will limit him or her greately. If you have the metal, and you like cavalry warfare, cataphracts are a great seal of quality of any cavalry force. They work well alone or together with other cavalry. All in all, the only cavalry unit I don't ever recommed is champion chariots. they are like bow cavalry, but stronger. I don't like spending so much food on Partian (bow) cavalry, and I certainly don't like to put all my metal on chariots that can't do much more than simple archers do, who are so cheaper. Bow cavalry is a better pick also because it's faster to train. 5.2. Siege units Persians can train battering rams from arsenals, and war elephants from elephant stables. Both these units are very powerful (better than rams or elephants some other civs have access to) So I often make a choice only based on my economy: elephants cost food, rams cost wood. Both rams and elephants cost a lot of metal too, and while rams are cheaper overall, they require more micro-management. Rams, as I already had the opportunity to say, have 99% resistance against pierce damage, while they are much more susceptible to hack and crash damage, so you have to follow them closely to prevent enemy melee units to reach them, and in particular swordsmen and other siege units. Withdraw your rams if in danger and repair them before sending them back to fight. Rams can also be garrisoned with soldiers (best if melee, like sparabara - shield bearers), mainly to defend them from ram counters: make your men exit the ram, as opposing soldiers attack. Another use of rams is that of a target dummy for opposing ranged forces: enemy archers prefer to shoot at soldiers, but can often be distracted by your rams and shoot at them, even if their arrow can deal virtually no damage. Elephants are more expensive, but they are real ancient world tanks. They are effective against opposing siege towers and rams, but they can't recover their health as fast as rams do. Deploy elephants together with healers from a temple, to gain in 'reusability'. 5.3. Persian palace: heroes and immortals Persian palace (the throne building) is a big investment, costing a lot of stone and metal, however, it gives access to persian heroes, who are all very strong. Immortals are another champion unit, and they can be trained efficiently with the same-named tech in the palace, and using Kurus, who is a hero that can train immortals in front of himself. Immortals are an even bigger investment in metal, and while they can prove overwhelming for your opponent, provided that you have a very strong economy, they have the same limitations shield-bearers have, while being stronger of course. For your first games with persians, I don't reccomend you to build the throne building at all. But consider building it to train economy boosting heroes (in particular Darayavahus for traders) and then switch to Kurus for supporting your cavalry or spamming immortals. This is a long term strategy that requires care and resistence to any attack of your opponents towards your economy. 6. Successful defence 6.1. Avoiding damage from rushes As I already mentioned, a strong economy needs risk reduction techniques, to avoid collapse if your opponent strikes inside your territory. In fact, unless the map clearly allows it, a complete lock down of your territory is generally infeasible. Also, if you put too much care in building defences, walls, and fences, you may find yourself giving too little attention to macro-management. In any case, here there are some good practices: build houses near to where your women work, and make them enter the houses when rushing forces approach. Women can also enter temples, civic centres and fortifications in general (the cc is by all means a fortification), but avoid putting women inside fortifications if you can put men in them instead some men around women can be of much help, especially in early phases. Beware not to fight larger opposing troups though, but retreat into temples and fortifications until reinforcements arrive build towers and temples in the zones that you want to protect from rushes, but never put them far from defending forces, because if your opponent manages to conquer them, they can be turned into a terrible thorns into your own territory inside. Every second a rusher is under a tower fire, he takes great damage, so he's forced to retire quickly 6.2. Fortifications and war zones I already mentioned fortifications many times in this guide, and they are central to the game, fortifications are actually op in this alpha, and this is simply how they work: each men that is inside a fortification, becomes an archer that can't be killed as long as he is in the building, and shoots arrows further than normal archers, and that make around twice the damage of a normal arrow. Pretty impressive, huh? Damage dealt actually varies and depends on the building, but among them all, fortresses are the most op. That also depends on the fact that it can host as many as 20 men, while towers only up to 5. Ungarrisoned fortifications are quite easy to conquer or destroy, but fortifications defended by a qualified army that includes ram counters and is operated by a good player, are almost impossible to take. Try to find your way around them, which is risky, but is better than suiciding your army on an impossible siege. "War zones" is the name me and my friends use to call those places where you prepare yourself to fight. So there you want to build a temple, to give your men the possibility to recover, and of course a fortress, which is already an overkill on its own. The fortress is slower to build, so I'd recommend the temple before, and the fortress afterwards, just in front of the temple. You can put axe cav in the fortress or the temple, to counter rams, and you can even put your rams in the fortress, from where they can exit to attack opposing rams, without any fear of incoming darts, which axe cavalry dreads. While fortifications are clearly a good defensive feature, their best use is actually in attack, as building a fortification near your opponent's town is easely a definitive way to claim all the surrouning to your control, and if a counterattack manages to destroy the fortress, it is only at a great expence of lives, which hopefully lets you strike again for the last blow. 7. Conclusion Thank you for reading, I hope I've been of help to you to learn this incredible game. There's much more to say, but I think this is enough for a brief guide like this one. I may even add something in future, please let me know that do you think about it.
    2 points
  6. Hello, is there somewhere a list of the maps in which Iberian does have their starting walls? I was exploring a little and noticed that they are only in casual and not skirmish, and some even have the walls not completed or even just the cornerstones. Also, there is some balancing reason behind them not appearing in skirmish maps? I'm new and curious sorry if it is a stupid question
    1 point
  7. The higher gathering rate of cavalry is one of the reasons that cavalry rushes are interesting in early game. It allows to increase food faster and to pay for the more important food cost of these units. Removing/reducing the differences would remove the incentive to make any cavalry units in early game since as it was mentioned, hunt is a finite resource and once hunt is over, cavalry have no economic role. Assuming that all players have the same amount of hunt, if my enemy see me making cavalry and produce citizen soldiers, I would be behind by a large amount since I would have made units which are more expensive, need more time to be trained and will be useless for my economy later on in the game. Scouting will be highly rewarding since it will remove most incentives to rush with cavalry. For me, this is a solution that might create more new problems than it solves exiting one. I think this guide provides a relatively good idea about the importance of scouting and what a typical early game should look like. I guess once you have scouted the enemy, a greedy player might simply stop producing cavalry earlier if he thinks he is safe. Putting the cavalry on chicken in early game also makes sense since as illustrated in this guide, you might have quite a lot of other actions to do in the first few seconds of the game anyway (I guess that this could be a reason to have chicken in addition to the berries in the first place). I think it might have made more sense to start this topic with this part (if this is the final purpose), it would avoid the talk to focus too much on the suggestion made. While the idea of scout/hunters that have been made on the forum are interesting in themselves, I don't think they would solve this particular problem. How would Sparta fight archers cavalry/camels without having cavalry ? What about nerfing Sparta cavalry in late game rather than in early game? Gauls have better sword cavalry currently, so worse spear cavalry for Sparta? I might also have less issue if the nerf was set on stables rather than on the cavalry itself if the aim is to have Sparta producing few cavalry. Producing a few cavalry through the civic center would work as it is the case now, but you wouldn't be able to mass a lot of them since stable would be more complicated to get. If the aim of the post is to brainstorm to improve historical accuracy, it might also be helpful to define "poor cavalry". If Sparta had poor cavalry because they simply didn't think it was useful, then the restriction on stable construction time could make sense for me (I might even consider the idea removing them)
    1 point
  8. nice, ok that should help fixed now. Thanks again.
    1 point
  9. That's okay... I would wait for a couple months before you start developing for A25, so that your mod doesn't continually break because of code changes.
    1 point
  10. As for the aura problem you have, in DE I give the Gallic Carnys Player this aura: { "type": "range", "radius": 20, "affectedPlayers": ["Enemy"], "affects": ["Unit"], "modifications": [ {"value": "Attack/Melee/RepeatTime", "multiply": 1.1}, {"value": "Attack/Ranged/RepeatTime", "multiply": 1.1}, {"value": "Attack/Capture/Capture", "multiply": 0.9 }, {"value": "UnitMotion/WalkSpeed", "multiply": 0.9} ], "auraName": "Intimidation", "auraDescription": "The Carnyx Player reduces the enemy's attack and capture rates and movement speed -10%.", "overlayIcon": "art/textures/ui/session/auras/broken_sword.png", "rangeOverlay" : { "lineTexture": "outline_border.png", "lineTextureMask": "outline_border_mask.png", "lineThickness": 0.075 } } See line 4: "affectedPlayers"
    1 point
  11. Alpha 24. I still haven't managed to upgrade to the development version, but maybe that would be a good idea by now
    1 point
  12. Ah, ok. I will have to call it a day for today, but I will further work on this in the next days - also great learning for me.
    1 point
  13. Thank you Stan (I'm really glad you are back)! I would really like to have the skills to implement it… actually being server side I don't even know if it would be technically possible. I hope it is helpful for devs to have some players feedback on what's missing: my contribution to the project can't be much more than bug reporting and request for features
    1 point
  14. to the languages, they need fonts not included into the game, which are provided by the language mods. to the loading tooltips/images, they are randomly chosen not dependent on the map, maybe could be desired to have specific tooltip/images set for the given map I can see it possibly wanted for campaigns.
    1 point
  15. I didn't see this thread before posting mine. Briefly, IMHO having a multiplayer ranking system would make it easier for newbie to enjoy the lobby and would make the online player's community grow faster. There is no downside of implementing a system that is not precise for a limited time (some months) and understand how to improve it. https://wildfiregames.com/forum/topic/37957-ratings-for-multiplayer-games/ I think that only win/lose information should be used, otherwise some player would play just for their own target statistics and not for the team.
    1 point
  16. hi, first time in svn it takes a bit of time to load and cache needed textures so you see grayed out things for a bit of time. in release they are all provided in cached format directly. yes, there is new button in svn for campaign, though I don't think it is in best spot @wraitii, looks like it may confuse people why it is grayed out. (Here I am not sure I understand your comment or question, anyway some info) Game can be build with debug or release setup producing pyrogenesis.exe or pyrogenesis_dbg.exe. I dont really suggest debug unless you are stuck with debugging in release build since debug build is very slow. Note you can use vs to start pyrogenesis in release or debug setup.
    1 point
  17. Releases have precached textures. The development version does not. The grey thing is the texture being converted from PNG to DDS. Yes we added a campaign menu, currently you can only play the tutorial through it. That's correct, debug is also much much slower than release. Yeah, you might want to zip them...
    1 point
  18. Guess a bit of calculation is required to show the point. Let's say the average distance for chicken to CC is 25 and ignore path finding and turn rate which make gather rate even less important for current gather rates, then currently cav has an efficiency EC5 = 20 / (2*25/15 + 20/5) = 2.72 and for inf EI1 = 10 / (2*25/10 +10/1) = 0.66. Increase Gather rate for inf to 5, 50, and 100 it's EI5 = 1.42 EI50 = 1.92 EI100 = 1.96 Ergo, distance to chickens is very relevant. Even with a gather rate of 1'000'000 the cav still beats the inf.
    1 point
  19. There is no disconnection, or maybe my eyes betray me, which means it's possible they control the animation of the model via code... Probably not, but people would probably complain ^^
    1 point
  20. I suggest that they always start with complete walls. They are the only civ which has no cavalry-counter in phase 1.
    1 point
  21. Yes, there has indeed been a problem with the Iberian starting walls. But it is also true that not all maps have them in the first place. It is kind of trail and error (unless you dive into the map files) to find out which maps do have them and which don't.
    1 point
  22. Thank you @gameboy, I will commit the fix then.
    1 point
  23. I think it was a bug, it has been fixed in the development version (see wiki/BuildInstructions). The patch for this can be found here: D3616 - fix Iberian starting walls on skirmish maps (1/Mar/21).
    1 point
  24. Not necessary, just select all projects with Shift and then open properties once.
    1 point
  25. You need to install the xp toolset or change the toolset to the normal one click properties on each project on the right.
    1 point
  26. Thanks, @wowgetoffyourcellphone and @Stan`! I committed the patch with icons.
    1 point
  27. They have the same style but they don't share a single palette
    1 point
  28. Recent changelog: Improved fleeing behavior (low morale units flee when sighting enemy or being attacked) Unit Stance change based on morale (low morale units automatically have Passive stance, high morale units have Violent stance). Units reaching maximum morale will cheer. Average morale display on multiple units selection in selection panel. Morale for structures is now supported, complete with garrison morale effect and capture points reduction on low morale. Plans for next updates: Improve performance (currently noticeable in large battles, but should be fine on smaller maps). Rage/amok behavior (raging unit attacks both ally and enemy) Multipliers for specific classes (e.g. cavalry should decrease enemy infantry morale more, or camel's stench should decrease cavalry morale for allies and enemies alike). Player's multiplier (players with bigger city and more kills will decrease enemies' morale more) Complete morale setting differentiation of different unit types and ranks and also structures. (Higher ranks units, champions and heroes should have higher Significance and max morale) Complete code documentation to make the mod easier to use as dependency for other mods. Let me know if you guys have some more suggestions!
    1 point
  29. The top of the walls following the slope of the terrain, units walking on top of the walls, and siege towers putting one's units on top of enemy walls are three things I wish 0 A.D. had too. Even those palisades look more natural (no “palisade towers”).
    1 point
  30. @faction02 thanks again for the comments. -> fixed True. I didn't put to much effort in thinking about the palisade issue in the first version of the mod. But I added now the ability for women to torch the palisades (which gives them also a new interesting role in the game, and stronger siege vs palisades) -> fixed Also very true. I really want to make it work and I hope I can find a way to balance no distance limitations with the strength of towers, but it is hard indeed I therefore made additional changes to the concept, maybe it will work, otherwise I will have to revert to the standard with building limitations. Yes that was my fear too. The problem is, as long as there is some protection through the CC, the fields will obviously be placed there, even if it is not a dropsite. I therefore want to encourage the player to actually choose a area that is more protected and build defensive structures in the early game (Or just boom and risk it). General thoughts: I would also much rather have a system of incentives for the city layout and the fields, but that would be way more complicated changes and they are, as you mentioned, already done in DE and the city building mod. My goal was to see if we can reach something more realistic, just by tweaking some values and removing some obvious unrealistic features (CC as storehouse/ fortress). Because of that, I don't want to keep some of the defensive capabilities of the CC, as that would undermine the concept. To have more defense, you need to actually build defensive structures. But these defenses should not lead to stalemates or boring endgames, which is hard to balance. I hope that the new changes kind of reach this balance, but that needs to be tested vs a real player and not vs the AI
    1 point
  31. I admit it I am a turtle player,But that image is already being unethical, lol.
    1 point
  32. If people need a little more guidance on how to convert their maps from a23 to a24 on windows: click start, type "cmd" type "python3" inside the command prompt and hit enter, it will open the microsoft app store directing you to the python app. Download and install that. Go to the directory where your skirmish map is. Put the file @andy5995 provided in there. Click the directory bar Type cmd and hit enter copy the following line and paste it inside the command prompt (including the dot at the end): python3 0ad-map-upgrade-20210222-01.py 7 . Done. Now you can open up your map again.
    1 point
  33. Difficult to call it a gameplay reveal :D
    1 point
  34. I don't believe 0 A.D. is signed with a developer ID, so that sounds like the old "right-click > Open" process would still work for us. We might at some point consider enrolling in the developer program (99$/y) and try getting signed, and I guess notarized. Would have to understand what this entails exactly, but we could distribute 0 A.D. on the Mac App Store which might give us an increased presence on Mac OS. Might also not.
    1 point
  35. Okay, i'm just playing around with things. Went back to the Glest forums, for which I made an elf faction mod, decided to renovate it a bit and this is the first building I made Saw that it looked good and exported it into 0 AD! Thanks Pureon!
    1 point
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