Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2021-06-11 in all areas

  1. If it's cold in your room, then there is the following mod. Another useless application of our engine: just ray trace a simple scene written completely on JavaScript. The mod is attached, feel free to play with it. 0ad-js-rt-demo.pyromod 0ad-js-rt-demo.zip
    2 points
  2. Lol. On one hand everyone wants new stuff, but get angry when things change. I would say A24 was an aberration in that the changes were reductive rather than additive. Those new features that were added were often not pushed to their full capacity, so felt inconsequential.
    2 points
  3. ok my bad the bonus applies but the two crossed swords icon does not show up
    2 points
  4. Updated ground combat simulation for alpha 26 please. It doesn't even have to be used in EA; just make some new systems available for modders to experiment with: Directional armor system Infantry and cavalry charging in to attack Basic multi-weapon support Cavalry acceleration and momentum Expanded projectile simulation options - accuracy override, damage falloff, and ballistic occlusion like BreakfastBurrito_007 suggested (if that is technically feasible) For alpha 27-29, take the best new mechanics that come out of alpha 26's experiments and incorporate them into EA. Naturally, this will require an extensive balance readjustment to compensate for new unit capabilities and emergent interactions that were not accounted for previously. The balance team should take that opportunity to introduce stat adjustments based on historical authenticity and polish considerations at the same time. (You are going to get criticized for balance changes no matter what, you might as well get it over with all at once.) In order to be authentic to the period represented, combat should be should be rebalanced more strongly in favor of melee heavy infantry. Ranged infantry and cavalry should still have their roles, but they were there for give support in specific situations (scouting, economic harassment, Fabien tactics, murdering high value targets & elephants etc), not to be the main damage dealers or soakers. Unarmored units (animals, women, and basic ranged infantry) should have their all resistance levels reset to a baseline 0, not 1. Adjust attack damage values as necessary to compensate for any game breaking changes in effective health. Balance advisors should decide what each damage type intuitively represents and apply them consistently, introducing damage multiplier to resolve any unsatisfied balance objectives. Some attack speed values should probably be adjusted for the sake of visual and audio clarity.
    2 points
  5. In regards to the autotrain thing, I really don't see a problem with it having the same efficient implementation as autociv. Batch training means that it won't be as efficient as queing units manually. If the game didn't have batch training then it'd be advantageous over manual training. I suppose it will lower the skill floor but it certainly won't lower the skill ceiling.
    2 points
  6. Make it possible to save and load Multiplayer matches Changes of gameplay are not that necessary
    2 points
  7. @chrstgtr I think I get what you're saying and the concerns about taking away the difficulty. But do all multiplayer agree with you? As @Player of 0AD mentioned, @nani's widely used autociv mod also implements autotrain and made it efficient. AFAIK those two are regular multiplayer (correct me if i'm wrong) and autociv is used by many people, so some of which surly also used autotrain in MP games. So my question is (because I don't play MP that often): Did that had a negative impact on the skill level that is/ was required? Where there any negative consequences for the competitiveness? Because all I heard about autociv until now, is that it is one of the favorite mods that really enhance the game experience.
    2 points
  8. I like to see some tingh similar to native settlements in 0 ad. A risk map or risk type game. Flora brush in Atlas.
    2 points
  9. Alpha 25 Pre-release/Release Candidate Testing Thread. This thread will become active as soon as Pre-release/Release builds of Alpha 25 are available. Check back for updates. First testing bundle - revision 25741 Second testing bundle - Revision 25760 First RC - Revision 25799 Second RC - Revision 25808 Third RC - Revision 25840 Fourth RC - Revision 25842 Fifth RC - Revision 25848
    1 point
  10. Import Mercenary camps from DE. Make mercenary camp optional skirmish map. ( Similar you did with treasures) A Map to capture relic and make scripted like Wololo Soccer. Implement new ways to get resources ( mines). Capture Gaia feature. Capture animal in sight. Some conversion implementations Scenarios with Historic Challenges. More AI features. Let it still play to be more interactive. And in teams of den the betrayals. More basic technologies like the ones in delenda est. (Hunting dogs). River war boats, although they are generic.
    1 point
  11. Hello Everyone, I am back from my long vacation! Happy New Years to everyone, to set everything into motion we will be having a Summer Tournament League on June 24th - July 24th (estimated 1 - 2 rounds every Friday and Saturday) We'll be expecting at least 16 players to join more details below: Dates: June 24th - July 24th (extensions if need be) How to Register: To register please, say your "in-game-name" and rating (also message me your email address for check-in) Optionally you can register on challonge: https://challonge.com/tournaments/signup/B1V10ZFk8W this is also where the bracket will be hosted How will the Games be Played? The Games will be a Best of 3 Matches Which Maps will be Played? Mainland, Libyan Oasis, and Death Canyon What should be the Map size(s) Games should be played on the Small or Medium Map Size If you want to contact me about something how should I? Respond to this post or email me at: derek@owumi.me Game Settings: Population Limit: 300 Starting Resources: Low Mode: Conquest Spies: Allowed Treasure - Off Explored Map: Off Revealed Map: Off Cheats: Disabled Game Speed: Normal (x1) Ceasefire: None Spectators: Allowed Tournament Rules: Recordings: Send Files to me via Email - derek@owumi.me or Reply to this Post Play-style: Best of 3 1v1 Double Elimination Banning Phase: Both Players can ban 1 Civilizations (Bans affects both player and it can be cancelled off) Player Ethics: Do not be rude Do not pause the game before loosing Do not Pause the game without asking for permission from your enemy and the host If any of these rules are broken you may be kicked or banned from the tournament completely If you're in any way interested feel free to register with any of the ways given. Wish you the best of luck in competing!
    1 point
  12. Oh yea that effect probably did depend on what "order" they were on, they probably would not move then. The reason the ranged units move I think is to try to get within range boundaries again. It is quite rough and would need to be more developed if it were to be implemented.
    1 point
  13. that champion tanks can be converted from ranged units to melee units the use of shields (directional shield mentioned above) as in total war (bronze, silver or gold) that ranged units have minimum distance and switch to melee or do like in AOE 3, using a formation switch to melee that you can't see behind the walls and that catapults can shoot blindly wherever you choose. add the onager or shrapnel shot. system of marking targets/tactics on the map like in total war mark on the mini map a zone like in AOE3 have the summary on a border of the mini map as with FGODMOD
    1 point
  14. Very likely to happen at some point in the future - it's mostly already possible. I'd call that likely to happen. These two are far less likely. They have large pathfinder implications and are actually difficult to implement in a way that makes sense. Projectiles are somewhat bugged out for a number of things. I don't think any of this is likely to come soon. Based on A24 experiences, experimenting too much in any given future alpha is unlikely. If we want to depart from the current gameplay, we'll have to ship two mods. --- IMO one thing we need to do is expand the rosters. It's too limiting that some civs are missing some fundamental unit classes, because it makes a counter system extremely awkward. If all civs had archers and javelineers, for example, we could actually specialise them. But since that's not the case, we're stuck in limbo.
    1 point
  15. Seles are basically not a cav civ what on earth. Iber cavalry is way better than seles. If it is true that antiochus does not effect ranged cav then there is no excuse not to give seles a spearcav unit for a25.
    1 point
  16. @user1 me: alre other player: Lubacca98 he quitted and I finished the game, but I didn't have my rating changed thanks commands.txt metadata.json
    1 point
  17. Posdata; El embarcadero también podría comerciar como un puerto.
    1 point
  18. Buenos días/tardes @alre -No quería dos edificios diferentes , el problema básico es que no hay registros de grandes navíos lusitanos ( ni históricos ni arqueológicos ) todavía, en cambio si hay descripciones históricas de balsas pesqueras , reconstrucciones y restos .Las evidencias de alianzas comerciales y militares entre púnicos y lusitanos (como la ayuda cartaginesa a Cauceno ) permitirían el acceso de barcos de comercio y de guerra a la Facción Lusitana y así en el juego no partiría en desventaja marítima respecto a otras facciones. De esta forma la facción tendría un navío pesquero , otro militar y otro mercante además de ser unidades auxiliares/mercenarias .(Respetando el marco histórico) -La diferencia sería simple ; Embarcadero (puerto lusitano);-Recluta balsa pesquera lusitana. Precio mas barato que un puerto. Factoría púnica;-Recluta unidades mercenarias/auxiliares púnicas como , navío mercante fenicio y Trirreme cartaginés. Precio similar a un puerto. Disculpen las molestias*
    1 point
  19. I think civ differentiation, balancing, and mercenary rework (depending on how good they are in a25) should be a focus during life-cycle of a25. In the long term I think it would be cool to add new mechanics that deepen gameplay and could contribute to historical accuracy/physics realism. These things are undestandably quite challenging and I am ignorant of how hard they will be to code. Also some of these are divisive and will need long discussions to get right. Cavalry acceleration and momentum system more realistic system for ranged units, volleys, walls blocking projectiles in different circumstances unit differentiation: examples seleucid champ spear cav different from persians spear cav champ, advantages/disadvantages to both. extended debate on blacksmith upgrades.
    1 point
  20. You mean the melee Cav thta's attacking the retreating camels? It seems to me they're actually hitting, it's only the animation that's cut short. Yep. I didn't go to replays to check if they actually hit as we were right about to start the next game but the lack of sound and the cut short anim put me off there. Would be nice if just atleast the sound played as then you'd have confirmation that something did happen with the attack despite the animation being cut in half.
    1 point
  21. Eres arquitecto? Ese talento no se ve todos los días.
    1 point
  22. You mean the melee Cav thta's attacking the retreating camels? It seems to me they're actually hitting, it's only the animation that's cut short.
    1 point
  23. Hi! I'm writing this feverishly, so I probably didn't look through the hotkeys thoroughly enough. One of my students was playing and all the menus and option disappeared, except for a game clock in the top right corner. Ideas?
    1 point
  24. You're welcome! Hope the kids still enjoy it!
    1 point
  25. Buenos días /tardes; -No se cuantos mapas podrían entrar o cuantos deben entrar como mínimo , aquí un primer boceto de un Mapa Escenario; Ensenada del rio Tejo; (Serían un mapa con 8 asentamientos lusitanos que representarían diferentes tribus o ciudades lusitanas) Referencia; Disculpen las molestias*
    1 point
  26. Making spear/lance cav even more micro intensive will be worse unless one makes infantry need more micro also.
    1 point
  27. Personally I have never seen a player use autotrain to any winnable effect. I feel that if it were to be the ideal unit production method that it would be very bad and boring. It can be like AoE2 Auto-scout. Lazy players or players who are going afk for beer or coffee or both can use auto-train and accept the losses in exchange for comfort and concentration elsewhere. Sometimes it may be a good way to top-off the population during a battle, but it should not be comparable in results to a player putting focus and effort into eco. I would be in favor of making it slightly inefficient. The one I saw seems quite inefficient, but I have not seen many players use this. I think it is important to note that @chrstgtr's point about APM works the other way too: unit training and timing is APM that serves a purpose to the game, and it is skill based. Much of the frustration in the game comes from Actions that have a probability of being translated into the game, like moving an ele past a house. We need to reduce necessary APM in the right areas: like how many clicks it should take to get an ele past the godforsaken house, or how many clicks you need to make to keep all of your units from bleeding to an enemy tower, or how many times you must click "unpack" or "pack" on catapults.
    1 point
  28. Sorry but I couldn't agree less, built in advantage to high APM is not fun. Not in single player, not in MP. Micromanaging is fun when you do something that upstages unitAI, or whatever basic AI the game has, to help players do basic things (yes, pathfinder is one of those). It's fun to have your cav circle around melee and kill archers and women, it's not fun to click two buttons repetitively. Also, you are exaggerating the utility of autotrain. It can be a thorn as well as a bliss, you have to manage it too. Autotrain is only op when combined to corrals, and even then it's not really overwhelmingly op. And that's a problem of how corral works anyway, in my opinion. Are we still going to change them some day?
    1 point
  29. Funny that's like the original concept
    1 point
  30. Features from auto civ mod by Nani. I have not tried the latest versions.
    1 point
  31. Any idea why the new Attack.js would be causing this error? <p class="error">ERROR: JavaScript error: simulation/components/Attack.js line 380 SetGlobal "AttackHelper" called multiple times @simulation/components/Attack.js:380:8 launchGame@gui/gamesettings/GameSettings.js:128:11 launchGame@gui/gamesetup/Controllers/GameSettingsController.js:273:18 onPress@gui/gamesetup/Pages/GameSetupPage/Panels/Buttons/StartGameButton.js:60:52</p>
    1 point
  32. Absolutely! Atlas needs Flora/Forest brushes, Wall Builder (click-drag like the game), a "beautify" feature.
    1 point
  33. Funny thing , only the middle is new to me.
    1 point
  34. It is in diapers, I mean needs a lot of conceptualization and Duiloga is still inexperienced with game stuff. He designs well but should use more architecture and use the shapes of 0 A.D, He is only using architecture and that does not always work for the game, the player needs to recognize the buildings.
    1 point
  35. 1 point
  36. Buenas ; -Aquí el primer boceto del edificio especial lusitano , le faltan elementos decorativos , pero la estructura será algo así; Factoría Púnica; (Es un único edificio , desde diferentes ángulos) -Estas texturas son propias del juego (concretamente de la facción Cartaginesa ) y en principio ya no habría que cambiar las texturas(igual que estoy haciendo con el otro edificio especial lusitano "Castro Vetón"). Referencias; (casi todas son factorías fenicias ubicadas en la Península ibérica) -Y esta última es muy reveladora; Disculpen las molestias*
    1 point
  37. I like the idea. Long term we need to see if the mining rates then need to be adjusted, when you have no longer a problem to find resources.
    1 point
  38. Even if you play causally against other people or the AI, you still want to win. And the way to do that is the produce as many units as you can (Even with high starting resources). So causal player can still get annoyed by the repetitive action of microing the unit training. Therefore, autotraining will help those players and as it is implemented atm, it still benefits manually queuing for the micro enthusiasts. And about the diminishing of the competitive gameplay: So you are saying when autotraining is enabled in a match you would play on the same level as someone who plays the game for the first time? I doubt it. Experience, strategic thinking and the ability to execute a plan still matter. So why would this diminish the competitiveness when such a feature is there and it isn't even as good as you microing?
    1 point
  39. that would also solve lot of performance problems
    1 point
  40. Totally agree, I would like to see a match based on pure skill! Micro every unit /ban pathfinding
    1 point
  41. Actually I have managed to add damage textures but they are ugly. I think my problem is not with the technical bit but artistic taste, which is much harder to acquire than operating blender.
    1 point
  42. Los edificios aún no tienen decoración porque todavía sigo con la investigación sobre utensilios , armas y otros materiales históricamente y estéticamente correctos (con sus colores y formas correctos) Disculpe las molestias*
    1 point
  43. Buenos días/tardes Muchas gracias por su comentario La estética que les presento es la que pretendo que tengan los edificios ( a menos que no sea históricamente y arqueológicamente preciso) , pero sigo investigando , descubriendo y rectificando errores por lo que creo que seguiré haciendo bocetos de cada edificio por dos o tres semanas hasta que se me acaben las vacaciones También voy practicando con el editor 3D y al manejarlo mejor puedo crear nuevos elementos que antes habría omitido solo porque no sabría crearlos -Entre esas rectificaciones está la Granja lusitana, Boceto viejo de la granja; (vista frontal) ----------------------------------------------------------------------------------------------------------------------- Boceto nuevo ; -Granero lusitano "Hórreo" (vista frontal) (vista trasera) Referencias; (los edificios no son solo reconstrucciones para turistas , muchos (+60 aprox.) se usan actualmente en España y Portugal ) Existen descripciones de historiadores y militares griegos y romanos desde el siglo II A.C en el que se hace referencia a estos edificios en las culturas de influencia celta en la península , como el la Celtiberia. Una de las fuentes... Distribución actual; Disculpen las molestias*
    1 point
  44. wait... 25 spear cav cost more than 5 cataphracts
    0 points
  45. @Player of 0ADi meant let autotrain be a mod, instead of a default feature.
    0 points
  46. Let's leave autotrain as a single, independent mod instead of an official feature in the public mod.
    0 points
  47. We should win a match by using our pure skills and strategy, not relying on some AI program to help as micromanage. That would take the fun out of 0AD and we might as well let AIs fight each other. So /ban autotrain
    0 points
×
×
  • Create New...