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Showing content with the highest reputation on 2021-07-25 in all areas

  1. With all due respect, that reasoning doesn't sound coherent and even contradictory to me. Sure, people who quit don't need to be kept around; but there can be a lot of reasons why people are temporarily inactive. But if one understands how to boom, has a solid understanding of strategies and tactics and can do ~100 clicks/second, the rating one acquired with previous alphas will be a better indicator of how someone will do in the game than just giving them a noob rating just because the version number changed.
    2 points
  2. Hey, I did that and it worked for me, thank you so much
    2 points
  3. watch my video and seeh's video: Just copy paste the commands into terminal and hit enter. That simple.
    2 points
  4. Working on some Roman Cataphracts, based on 2nd or early 3rd century examples. Right now they use Seleucid cataphract armor, but what they really need is a whole new horse armor set, like this mount here (full set): (rider's helmet would be a bonus) And/or this half-set here: There isn't currently a set of horse armor in the game that looks like this that covers the neck as well as the chest. Also, the awesome chamfron for the horse's face would be a separate piece. Currently, the only chamfron in the game is the Seleucid cavalry chamfron ith a transverse crest which is clearly not Roman.
    1 point
  5. damage1.xlsx Proportion of damage absorbed (out of 1) = 1 - e ^ ( ln(0.9)* armour value ) @nani
    1 point
  6. durability increase = (damage necessary to kill a unit with improved armor / damage necessary to kill that unit with base armor) - 1 armory techs level 1 and 2 -> durability increase of 11% armory techs level 3 -> durability increase of 23%
    1 point
  7. As shown in the attached picture, the Information box says Iberian fire ships can only attack other ships, which is not true at all. After my last night game I can confirm these ships can attack walls, docks, soldiers and even siege weapons. A group of 4 fire ships was able to destroy my partner's entire army and two of my rams on the beach in 1 sec. When we watched the replay, we realized that this happened several times troughout the game without us noticing. We never took any action to protect ground units or buildings until it was too late because we trusted that these ships, as stated in the information box, could only attack other ships.
    1 point
  8. No point of resetting ratings for each alpha. The alphas are similar after all.
    1 point
  9. hi, why do not use the therm "phusis" in place of "gaia".
    1 point
  10. Yeah, i would have time, but generally its a working day for many, and on Weekends overall player numbers are highest
    1 point
  11. In most RTS game, ranged units deal less DPS than melee units. In 0ad this is the reverse and by considerable amount, which is not historically accurate. If we watch in-game fights, we often see that the melee units are not in striking position. All of this means that most damage is done by ranged units, which is problematic for balance. This mod aims to reduce the DPS of ranged units such to encourage more use of melee units. In addition this mod aims reduce the effectiveness of turtling and to enhance the unique roles of each melee unit. Since ValihrAnts Train-Rotation-times mod was well received, I decided to incorporate its main changes. -Train and rotations times are as in ValirhAnts mod. Unit balance: -Citizen slingers and citizen javelineers get -15% attack(Javelin Cavalry still kills a women with 2 javelins and receives less damage). -Citizen archers get 3.0 spread and -5% attack. -Citizen spear cavalry gets +1 pierce attack(previously 10 unupgraded swordsmen infantry would defeat 10 unupgraded spear cavalry). -Citizen spearmen and pikemen get -2 hack armor, to make them more vulnerable to melee units(especially swordsmen infantry). After these changes, swordsmen infantry will be hoped to be the most favoured citizen soldier. This is fair since they cost some metal and are often limited to p2. In order to counter citizen swordsmen infantry I made the following changes. -Athenians get the council chamber in p2 and are able to recruit their city guards there as well in p2 in addition to the gym. -Carthaginians get their champion spearmen in p2. -Champion spear cavalry and champion swordsmen infantry get +1 hack armor. Champion elephants give to much value for their costs in A24. Hence: -Champion elephants see their base price increased by 50 food and 50 metal. So once a player reaches p2, they get some extra options and it encourages the use of champion melee infantry and champion spear cavalry later on. The most useful options I will list below: Athens(Champion spearmen) Britons(none) Carthage(Champion spearmen, mercenaries) Gaul(Champion fanatics, buffed sword cavalry) Iberians(swordsmen infantry from p1) Kushites(swordsmen infantry) Macedon(none) Mauryas(swordsmen infantry, elephant archers) Persians(mounted archers) Ptolemy(mounted archers, mercenary swordsmen) Rome(swordsmen infantry from p1) Seleucids(mounted archers, mercenary swordsmen) Sparta(skiritai). For Macedon and Britons I did not decide what my favourite way would be and hence they are left out. In order to make turtling less effective I decide; -Phasing up gives -1 capture regeneration increase per garrisoned soldier. -Fortresses take +150 seconds to build and its construction can now be more easily stopped. -CCs, military colonies, Stone Towers, Fortresses deal less damage per arrow but the base amount of arrows in increased such that their ungarrisoned damage output is left constant. However garrisoning soldiers adds weak arrows to the structure and garrisoned structures thus have less DPS. Misc: - Elephant archer is nerfed as any citizen archer and now costs 2 pop. - I don´t think cavalry archer should be like a super archer with more DPS, fast speed and 2 times the HP, but I currently leave it as it is. AlternativeBalance.zip
    1 point
  12. This might do it. I agree for the spearman to have -2 but maybe the pikemen should only get -1.
    1 point
  13. Han Xin is best remembered as a brilliant military leader for the strategies and tactics he employed in warfare, some of which became the origins of certain Chinese idioms, he was undefeated in battle and for his accomplishments he was considered the "God of War". In recognition of Han Xin's contributions, Liu Bang conferred the titles of "King of Qi" on him in 203 BC and "King of Chu" in the following year. However, Liu Bang feared Han Xin's growing influence and gradually reduced his authority, demoting him to "Marquis of Huaiyin" in late 202 BC. In 196 BC, Han Xin was accused of participating in a rebellion and lured into a trap and executed on Empress Lü Zhi's orders. ----- A Chinese Julius Caesar or Hannibal with a lot of experience, from a young age as a soldier. Literally rude and crude, but wise in battle. --- After his appointment, Han Xin analysed the situation for Liu Bang and devised a plan for Liu to conquer Xiang Yu's Western Chu kingdom. In late 206 BC, Liu Bang's forces left Hanzhong and prepared to attack the Three Qins in Guanzhong. Han Xin ordered some soldiers to pretend to repair the gallery roads linking Guanzhong and Hanzhong, while sending another army to secretly pass through Chencang and make a surprise attack on Zhang Han. Zhang Han was caught off guard and the Han forces emerged victorious, proceeding to take over Sima Xin and Dong Yi's kingdoms. The strategy employed by Han Xin, known as mingxiu zhandao, andu Chencang (明修棧道, 暗度陳倉; lit. "appearing to repair the gallery roads while making secret advances through Chencang"), became one of the Thirty-Six Stratagems. supposedly he liked to study military treatises and practiced a lot of sword martial arts.
    1 point
  14. @Kingfuzz - apparently if the game is set as “Endless” instead of “Conquest” points are not assigned even when it’s a rated game. It’s not very clear, and an oversight on the game’s part as it still clearly says “Rated” at the bottom, so it’s very confusing.
    1 point
  15. Or have a rating per alpha, so if one switches back temporarily one can still enjoy their old rating.
    1 point
  16. Greeks and other civs get attacked by Gaia alike, so that's fair. Or did you mean the ancients? I'd say let's handle that when they complain. On Elephantine (? Has it been removed in a25?) humans, lions and crocodiles chill together until a player comes along, giving me a real Gaia vibe. Anyway, I don't know if it would add anything to the gameplay if we differentiate the herbivores, carnivores and free/wild humans.
    1 point
  17. - don't decrease rating, because playing no rated games doesnt mean that the skill decreases - if a player doesnt play rated, increase the uncertainty of his rating - if the uncertainty is too high, mark the player rating with a question mark and remove him from the leaderbord
    1 point
  18. https://matrix.to/#/#play0ad:tchncs.de
    1 point
  19. oh you're a life saver , that was it as i was messing with the new options.
    1 point
  20. I will consider your proposal. It's not what I have in mind right now though. Most of the RBs have fixes that are waiting to be committed by their respective owners which are sometimes not active. My plan is to commit them ASAP and to release a RC3. Wait for some testers to make sure it's not broken still. Then publish the announcement and the trailer. Moving the deadline and lifting restrictions could be done but it has implications for translations and stability and the people that are currently active now are not the ones that would work in balancing. So pushing the release two months from now with no proof that anything of value would be done seems a bit dangerous to me.
    1 point
  21. Turns out I'm free today, so I finished the custom template. Here is the patch if anybody's interested: https://code.wildfiregames.com/D4196 Basically with this patch, introductory tutorial would be less cluttered as units and structures can only build/train/research what is required by tutorial and not much more. There are some teasers though (Healers and Storehouse wood gathering tech are unlocked even though not required by tutorial). For those more interested in testing it as a mod, I have attached it below, A25 only. The next step would be to fix some tutorial language as some are referred by incorrect name (Xiphos/sidearm tech in Forge is referred as Infantry Training by tutorial instruction). And then my plan is to divide the tutorial into several smaller missions as per syllabus to ensure learning players can skip any stage. Please let me know what you guys think! limited-introductory-tutorial.zip
    1 point
  22. Painting from Seti I's tomb - found at: https://seshkemet.weebly.com/egyptians-not-black-or-white.html
    1 point
  23. Macedonia 39 - The Brahmin Rebellion (325 BC) In April of 325 BC, the Brahmin went into open rebellion against Alexander's forces. While the rebellion was ultimately unsuccessful, many of the Greek colonies suffered attacks and massacres. You have been dispatched by Alexander to help defend Sparta-on-the-Indus, a colony founded recently by veterans, mostly from the Peloponnese region. The colony is headed by Agis and his warrior wife, who will be at your service. Many of the veterans have married warrior maidens, who will also help in the defense. Our scouts report that two rebel armies are headed our way. Your job is to boost the defense of the colony and battle the attackers until they are destroyed. The first rebel army is expected to arrive in about a week (about 18 game minutes). There are several nearby trading posts that we can use for supplies in addition to gathering resources. To the south west, there reside a group of bandits which have recently stolen goods from the colony -- if we recover them, we should be able to build up our defense much quicker. The colony's militia will aid in the defense. You can "donate" soldiers to the militia by moving the unit behind the militia's outpost, right next to the militia camp in the back of the town. Good luck! AI Settings: All AIs should be set to Sandbox
    1 point
  24. There is no such thing as physics. Projectiles themselves are delayed damage handlers working with rather straightforward linear transformations. There are purely visual actors accompanying them, but by all means, as far as game logic is concerned, they don't do anything. Actual ballistics, and projectiles as entities dealing damage on collision is an interesting concept. None of the math will be extremely complex, so maybe an experiment for modders. I don't think several hundred projectiles would be that big of a performance concern even for JS mods since projectile paths would be approximated. Also, while on the topic of ships and realism, there is also this, I don't know where the code is though.
    1 point
  25. Space Rifleman. In the future I intend to make a mod (base defense) with some things I'm creating along with @Alexandermb rifle animations and @Stan` stella_artis texture.
    1 point
  26. Same error all over again. our graphics card doesn't appear to be fully compatible with OpenGL shaders. The game does not support pre-shader graphics cards. You are advised to try installing newer drivers and/or upgrade your graphics card. For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734 Location: gamesetup.cpp:1020 (InitGraphics) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 2 (Systém nem??e nalézt uvedený soubor.) ==================================== SVN Revision: 24936 Engine Version: 0.0.24 System info: (generated 2021-07-12 16:25:53 UTC) OS : Win10 (10.0.19041) CPU : x64, Intel Core i5-4570 @ 3.20GHz (1x4x1), 3.19 GHz Memory : 8192 MiB; 2976 MiB free Graphics Card : Microsoft Corporation GDI Generic OpenGL Drivers : 1.1.0; OpenGL 1.1.0 Video Mode : 1920x1080:24 Sound Card : OpenAL Soft on Realtek HD Audio 2nd output (Realtek High Definition Audio); OpenAL Soft on Reproduktory (Realtek High Definition Audio); Sound Drivers : 1.1 ALSOFT 1.21.0 OpenGL Extensions: GL_WIN_swap_hint GL_EXT_bgra
    1 point
  27. I've got similar issue Your graphics card doesn't appear to be fully compatible with OpenGL shaders. The game does not support pre-shader graphics cards. You are advised to try installing newer drivers and/or upgrade your graphics card. For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734 Location: gamesetup.cpp:1020 (InitGraphics) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 2 (Systém nem??e nalézt uvedený soubor.) <- * System can't find specified file * OS : Win10 (10.0.19041) CPU : x64, Intel Core i5-4570 @ 3.20GHz (1x4x1), 3.19 GHz Memory : 8192 MiB; 2434 MiB free Graphics Card : Microsoft Corporation GDI Generic OpenGL Drivers : 1.1.0; OpenGL 1.1.0 As said I've tried to reinstall or update drivers, manually also trough device manager . None of those options seem to work. My GPU is Radeon RX 570 It belongs to 500x product line series And was relased in 2017
    1 point
  28. Your graphics card doesn't appear to be fully compatible with OpenGL shaders. The game does not support pre-shader graphics cards. You are advised to try installing newer drivers and/or upgrade your graphics card. For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734 Location: gamesetup.cpp:994 (InitGraphics) Call stack: 00304AB1 00307413 002F10D5 errno = 0 (No error reported here) OS error = 2 (The system cannot find the file specified.) Any Solution for this?????
    1 point
  29. Spain is a fusion center of Iberian and Celtic culture. I can say a hundred historians cannot name the exact points or reasons for the mixing of these cultures. Historians use the term trade assimilation. I recently read the book Queer Iberia and I can say that these people had similarities with the people of the Caucasus. The first historical reports were about the Iberians of the Caucasus. I found several modern reports https://edusson.com/write-my-book-report on this site. The Iberians of the Caucasus did not exist. It was a different people who knew how to process copper, but not so jewelry. The real Iberians assimilated with the Greeks and European peoples. Archaeologists find Iberian relics in central and western Europe.
    1 point
  30. 1 point
  31. That solved it! Thank you very much!
    1 point
  32. Thanks, glad you're liking it! I've played it a few times since you added them, I think it really adds a lot to the realism. If you want to differentiate the civs like in Mare Nostrum, you could use Olive Groves (Elaionas) for the Hellenic civs and Date Palm Groves for African and Asian civs. You might have missed those templates; they aren't located in the regular civ folders, they're located under structures/hele, structures/mesop, and structures/nile (long story short, I rewrote Builder.js to replace {civ} with the culture code if it can't find the template with the civ code, so for example will look for structures/hele/field_cash_crop if it can't find structures/athen/field_cash_crop). Here's what they look like: Off the top of my head you could use cacao groves for the Mesoamerican civs and silk worm farms for the Chinese. I haven't added those factions, so it isn't high on my priorities list, but you might want to look into it.
    1 point
  33. Yes, of course. Disregard what I said before, I think a better choice for a city-level cc would be the Basilica Fulvia (later renamed the Basilica Paulli), which was built during the Middle Republic (c. 179 BC). It was a relatively simple building: basically a long, rectangular hall with three doors at each end. There was a smaller second story protruding from the roof, with a triangular attic. Near the ceiling there was a row of small windows. In front of the building there was a smaller, two story building with a wooden balcony and a colonnade running down the front. For the purpose of the game it should have the same footprint as the existing Roman CC, but it should be about 2/3 as tall, to make it look more humble. There should be a tiled plaza in front as well, but it should have simpler props than the current CC. Maybe just a few trees, or statues without columns. There's an article with accompanying images at Digitales Forum Romanum: http://www.digitales-forum-romanum.de/gebaeude/basilica-fulvia/?lang=en. It also includes models of the version that was rebuilt under Augustus (called the Basilica Paulli). You could incorporate some elements from that version as well, if you feel like the front of the Republican building looks too plain.
    1 point
  34. I divised some plans for the unique build : "Fortified Port", now only need a sketch. Its not perfect but I think it can help to visualize the proportions. It's to ocupy roughly the same area a military colony.
    1 point
  35. Amazing work guys! @wowgetoffyourcellphone, wow!
    1 point
  36. Snapping: Territory decay: Triremes: Roman army camp: Autoqueue: Carthage Sacred Band: Catapult: Embassies & Mercenary Camps Experience trickle: Fishing: Forge: Gathering: Kush Pyramids: Outposts: Palisades: Quinquereme: Resource counter: Map flare: war elephants whales Forge Formations Biomes Iberian Fireship Tresures Barracks Cavalry stables Elephant stable
    1 point
  37. Just found this video and thought that it is a good watch and also very related to this topic:
    1 point
  38. k guys. For Legionary Barracks I have these tech so far: Training tech line Levy Legionaries (Legionary Infantry -10% train time) -> Mobilize Legions (Faster batch training) -> Recall the Evocati (Insanely fast batch training) Rank Promotion tech line Decanus (Upgrade Legionarius to Advanced Rank) -> Optio (Upgrade Legionarius to Elite Rank) -> Primus Pilus (Reduce promotion to Centurion from 5 kills to 1 kill) Legionary Infantry Health "Aquila" Eagle Standards (Legionary Infantry +10% health) May need help to think of some tech for Auxiliary Barracks.
    1 point
  39. Great resource for technologies and units: http://members.tripod.com/~S_van_Dorst/glossary.html Warning: You may spend hour reading that link. I did.
    1 point
  40. I think this look good for their blacksmith. Italic (keke) thing not possible yet: TOWN PHASETechs cost 200-300 resources X-1 Choosing one of these unlocks all blacksmith techBlacksmith Technologies (Forging)-25% Cost for all Blacksmith Techsvs.Blacksmith Technologies (Metallurgy)-50% Research Time for all Blacksmith Techs A-1Melee Units ("Pugio" Side Arms)+1 Hack Attackvs.Javelin Units ("Lanceae" Heavy Javelins)+4 Pierce Attack [[sword Infantry ("Pila Volley") here when possibleUnlocks an initial ranged attack for Roman sword infantry (i.e., they throw a heavy pilum javelin before moving to within melee range for melee attack) ]] B-1All Soldiers ("Submarlis" Armor Padding)+1 Hack Armorvs.All Soldiers except Archers (Laminated Shields)+2 Pierce Armor-5% Speed B-2All Soldiers ("Chain Armor" Lorica Hamata)+2 Hack Armor-5% Speedvs.All Soldiers except Archers (Iron Shield Rim)+1 Pierce Armor C-1Melee Cavalry ("Spathae" Cavalry Swords)+2 Hack Attackvs.All Cavalry ("Chamfron" Facial Horse Armor)+1 Hack Armor D-1Infantry Units ("Caligae" Army Sandals)+10% Walk speed CITY PHASETechs cost 400-600 resources A-2Sword Units ("Gladius Hispaniensis")+2 Hack Attack+5 Metal Costvs.Javelin Units ("Amentum" Javelin Thongs)+6 Range B-3Melee Infantry ("Lorica Squamata" Scale Armor)+1 Hack Armorvs.All Infantry except Archers ("Scuta" Roman Shields)+1 Pierce Armor-5% Speed B-4Legionary Infantry ("Lorica Segmentata" Segmented Iron Armor)+2 Hack Armorvs.All Soldiers except Archers ("Umbo" Iron Shield Bosses)+2 Pierce Armor C-2All Cavalry (Celtic Saddle)+10% Walk Speed+10% Run/Charge Speed E-1All Soldiers ("Imperial Gallic G" Iron Helmets)+1 Hack Armor-10% Visionvs.Melee Soldiers ("Manicae" Arm Guards)+1 Hack Armor-1 Hack Attack F-1Archer, Tower, and Fortress (Recurved Composite Bows)+4 Pierce Attack+4 Range IMPERIAL PHASETechs cost 500-800 resources B-5All Heroes ("Lorica Plumata" Plumed Scale Armor)+2 Hack Armor+2 Pierce Armor+2 Crush Armor+50 Metal Cost
    1 point
  41. Male slaves should probably be good at woodcutting too, TBH. (and farming, but for balance sake i can see it being excluded) Oh and, if you're going to have citizens be two population, it might be good to have them just be good at everything. i mean, you won't be making many of them anyway, so it won't really impact much, but having them be bad at everything that isn't building is a bit.. pointless, as you would be building with your military units.
    1 point
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