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  1. In my opinion Graphic Artists of 0AD have achieved a tremendus success in defining the modern graphic style for modern RTS games. All units, Biome and scaling is better than all other RTS game of this time. In case of music,sounds 0AD can also be regarded as a masterpiece. Gameplay has also improved significantly after the latest release. Although I would recommend beetter AI for FFA single player. Therefore I would deliberately recommend/suggest/support a massive marketing campaign for 0AD in this situation when people are eager to choose a new RTS leader for the upcoming time. Thanks All Artists, Musicians, Programmers for creating an awesome game like 0AD.
    6 points
  2. Well apart from the joke, seems ... @wowgetoffyourcellphone removed the unlimited option? But still, you can change population to whatever number with autociv if you so want by writing in the game setup chat this: /population 100000
    2 points
  3. Hello everyone! I'm Nagasushi. Some days ago I tried to register a forum account, but unfortunately it didn't get approved, so I have to borrow this account from someone to make a post for my new mod Res Gestae. Please download from my Github link here or at the end of this post. https://github.com/Nagasushi2021/Res_Gestae Res Gestae is intended to be a 'small overhaul mod', which changes many aspects of the game without diverging too far from vanilla, or adding too many complicated mechanics that will be hard to be adapted for the future versions of 0ad. We endeavour to provided a balanced gameplay that will be attested by mathematical calculations and matches between AIs and humans. We will also aim to make sure that the AI included in this mod will employ diversified strategies and tactics at the difficulties that will suit everyone, from absolute beginners to the multiplayer pros. Furthermore, there is an emphasis on the tactics, strategies, and particularly on the viability of diversified gameplay styles. Also as the name suggests, we draw our inspiration from real world history, which means we will try to emulate the military tactics they used, their army composition, and more particular features of each civilisation. Outline of the initial version: Pathfinder: twisted pathfinder parameters in order to prevent unit overlapping and exceedingly smooth movement. Units are able to block enemies properly. Subject to future changes. Unit changes (only done for citizen soldiers, need more testing): unit balance, and various changes making tactics and micromanagement possible. AI: I have made a bot called Catilina based on Petra bot, and tested it with @Yekaterina. Currently the medium difficulty is roughly equal to a 1300-1400 level human player. Note that this bot is intended for testing rather than competing against human players at the moment. We recommend 'balanced' behaviour, and 200-300 pop, very low to medium resource, small to medium map size settings. It should work on any map not divided by water regions (e.g. mainland). If you want to see two Catilina bots fighting against each other, we recommend small Corinthian Isthmus map, since they prefer to head to the opponent's base rather than fighting against its army directly on other maps. Techs: Merged damage techs and added movement speed techs to encourage combined army. ========================================================================================================= 0.0.4 Preview (not yet available on github) This update will focus on champions and clean up some existing civ features that will not be presented in Res Gestae, paving the way for civ differentiation in the next update. It will also include other gameplay changes and hotfixes. Hotfixes: Fixed some incorrect unit stats. Fixed champion movement issue (resulted by low returning rate+pushing mechanic+pathfinder parameters, reported by various players) Civ Features: Removed some existing civ features. Buildings: Towers have bonus against cavalry. (Towers had little use against early cav rush and they usually considered as not worthy in early game. This update makes towers the most effective way to defend against cav rush - an investment that can actually keep your base safe. And it won't a proper siege much harder. So consequently, if the rushing side finds the opponent's base well defended by towers, it would be a better idea to find some hunts or rush another player instead. This helps with building a rush-boom-turtle-rush counter dynamic. Units: This updates contains the initial changes for champions: based on my mathematical model fr production and battle strength, champions, particularly melee infantry types, have much better cost efficiency than in vanilla a25. This makes waiting for phase three a good choice alongside attacking with citizen soldiers and rams in phase two. Different civs have genuinely different champions, with their pros and cons. Further balancing adjustments will be needed. Mercenaries: they are based on a23 mercenaries now - good at fighting; bad at gathering; expensive but fast to train Siege units stats changes AI: various minor AI changes ========================================================================================================= 0.0.3 The first major update of Res Gestae: AI difficulties: There are nine AI difficulty levels now - I found the highest one most entertaining for myself. Note that the rating intervals are merely guidelines, which do not reflect your level in vanilla multiplayer. AI: Various improvements including use of towers, change of combat behaviours, adjustments for gameplay changes, basic support for tiny map and more. Diversification: Catilina has different behaviours in each match - it might rush or choose to attack at different time. Gameplay changes: Arsenal and rams are available for all factions in Phase 2, which encourages more diversified strategies other than booming and attacking when pop cap is reached. Consequently, phase 3 will give players much better options to boost economy and army strength (in this version some p3 techs already have reduced cost). Champions will be addressed together with civ differentiation in future updates. Techs: reduced cost for many p3 techs and phase3 itself. Units: slightly changed gathering rates. Rams have significantly more health and lower damage - siege will last longer and winning battles is much more important for both sides: attacking side should not overspam rams; defending side should not try to 'pick out' rams before defeating attacker's army. Buildings: economic buildings and palisades are much easier to destroy. Lower hack resistance for almost all buildings. Stones towers deal more damage and cost more resources - it should be a good option to garrison towers when you are under attack. Slightly better vision for all towers. Other changes: slightly changed formations. 'Random' draws each civ with equal probability now. ========================================================================================================= Planned features that will NOT be implemented in recent updates: (due to compatibility issues or amount of work required) AI border contact management - we do not recommend having AI closer than 1v1 small mainland (e.g. 1v1 on any tiny map, or 2v2 on any small map) Naval overhaul and AI naval management UnitAI changes - compatibility issues with current release and svn AI defence overhaul - Catilina is using the defence modules of Petra, which should be substantially reworked. Only minor improvements will be implemented in recent updates. ========================================================================================================== MOD IS NOW PLAYABLE. COMPATIBLE WITH ALPHA 25. https://github.com/Nagasushi2021/Res_Gestae Still a work in progress. Please report bugs and suggest balancing and gameplay ideas
    1 point
  4. As seen in the picture, when water is available on the map and Petra builds docks, it spawns fisher boat but cannot use it for fishing. I am always using latest versions from SVN, and I suspect this is the problem since fishing spots were modified to add seagulls. Game starts to lag more each minute, and I tried to visit AI's docks with my ship only to see all AI's fisher boats were standing idle (just like it spawned and never moved).
    1 point
  5. controll+left click to atack move, often controll doenst register, units just move ofc causing gg. has anyone had this problem before? i keep checking the key im pressing right after it doesnt work, and it is indeed controll so not a mistake on that part.
    1 point
  6. @alre @ChronA @LetswaveaBook Give it a try. I think this is what you guys want to do with the pathfinder. Just make sure to use attackmove (ctrl+click).
    1 point
  7. Second video: Macedonian side is using spear cavalries to flank Mauryan archers. In vanilla, it's better not to do this flanking manoeuvre. 1200603073_RgDemo4-1.m4v
    1 point
  8. 0.0.3: Demo match between two default Catilina bots on small mainland. After three major battles, Persians crushed Macedonians with superior techs. Note that the behaviours of the AI changed a lot. RG0.0.3demo.mp4 =================================================================================================== 0.0.1: It takes me too much time to upload videos, so I will just upload these two videos to demonstrate the importance of tactics in Ress Gestae. The armies in these two videos are identical - Mauryan side is superior in number and cost. First video: without micro-management 2002149577_RgDemo3.m4v
    1 point
  9. Otherwise i agree that 0 AD looks better, or maybe just more realistic overall. Also i dont see why i should spend 60€ if i can play 0 AD for free.
    1 point
  10. Maybe they prefer players to tell pos by compass direction instead of clock or campaign says attack "enemy in north" instead of at "12"
    1 point
  11. https://github.com/JustusAvramenko/delenda_est/commit/f0a6a3fb9025b4ece7db7c24a292bc8906a9cae7
    1 point
  12. Do all the factions currently have an "arsenal" and an "archery" building? Do all of them already have their own boats? Maybe after finishing the Umayyad faction it could be a good idea to make a pause and make these 5 civilizations fully compatible with the last improvements and technologies of the A26. (Probably even their respective heroes auras and heroes portraits if possible). And as for making the mod compatible with the Delenda Est (But I have to admit I prefer the normal version of 0AD), I thought of this for their cult statues: Norse cult statue: Rök runestone. Carolingian cult statue: as a placeholder, a Carolingian cross of human size (metal). https://www.etsy.com/sg-en/listing/841381387/triquetra-cross-carolingian-cross-6018-s Byzantine cult statue: as a placeholder, a Reliquary Byzantine cross of human size (metal). https://www.ancient-art.co.uk/byzantine-empire/byzantine-bronze-reliquary-cross/ Anglo-Saxon cult statue: Celtic High Cross (rock). https://en.wikipedia.org/wiki/Muiredach's_High_Cross Umayyad cult statue: no idea yet.
    1 point
  13. I didn't know that. Thanks tho. <3
    1 point
  14. I've added additional population cap options for A25b, which will come out in a number of weeks. Technically, the "Unlimited" option in the game isn't really unlimited. It's actually 10000, but since 10000 units per player would nuke your motherboard, it was called Unlimited.
    1 point
  15. Hi, what revision are you playing on? can you upload some replay? Does it happen on every naval map? I just ran simulation on naval map and I could not reproduce it. looks like should have been fixed in https://code.wildfiregames.com/rP25911
    1 point
  16. Add autociv after delenda est and it will work (tested)
    1 point
  17. That was one time hardcoded feature, for a general case I not sure I could pull it off as a mod and seem too much work/reward ratio. Better ask official team. F4 does nothing in the latest version (also told in github)
    1 point
  18. I second this with every fiber of my being. The ephemeral unit non-collision really detracts from my enjoyment of the game. In fact, I would call it a deal breaker personally; I am really not interested in engaging with any of the single or multiplayer content in the game unless this is remedied. (Luckily modding exists.) The only thing I would disagree about is that the situation was any more acceptable before alpha 25. Maybe units weren't sliding through each other quite so fluidly before, but they were still doing a lot of their fighting in infinitely dense knots where range and surface area did not matter; where you could not tell where one unit ended and the next began. It has always struck me as one of the most egregious failures of polish on this project. I would even suggest a different interpretation: more than a gamplay choice, this is a simulation performance and optimization failure. In theory this game supports 200-300 population per player in team games. (With the amount of performance degradation on display, I'd question that assertion, but whatever.) However 95% of units spend 95% of the game sitting inside each other and acting in lockstep within these horrid little singularities. Why then is the game wasting so many resources simulating so many individual units when it could be treating them in aggregate? Why not increase the separation of units, increase their pop cost by 5-10 X make their attack proportionate to HP, and call each one a battalion? I bet the game would run loads better and most players would not notice any real difference. (Here's my preferred setting in simulation\data\pathfinder.xml to ameliorate this issue. I'm sure the performance cost is horrendous, but...) <MaxSameTurnMoves>20</MaxSameTurnMoves> <Pushing> <Radius>1</Radius> <StaticExtension>2</StaticExtension> <MovingExtension>20</MovingExtension> <!-- This could be lower if there was a separate slider to scale the pushing force --> <MinimalForce>0.05</MinimalForce> </Pushing> <PassabilityClasses> <default> <Obstructions>pathfinding</Obstructions> <MaxWaterDepth>2</MaxWaterDepth> <MaxTerrainSlope>1.0</MaxTerrainSlope> <Clearance>1.5</Clearance> </default> <large> <Obstructions>pathfinding</Obstructions> <MaxWaterDepth>2</MaxWaterDepth> <MaxTerrainSlope>1.0</MaxTerrainSlope> <Clearance>3.0</Clearance> </large>
    1 point
  19. It is realistic that rams don't harm people. It is realistic that catapults do harm people, either by very destructive direct hit or by limited splash damage
    1 point
  20. Changed to the catapult: Balancing advisors please tell me what you think: catapult1.webm catapult1.webm
    1 point
  21. The Stalfos The word Stalfos has its etymology in the ancient Akkalan language, and refers to bones of once living creatures. In modern times the term is applied loosly to almost any undead abomination and monstrosity. As a political entity, the identity of the Stalfos has changed just as dramatically as all the kingdoms that have risen and fallen across the history of Hyrule: due in part to the undead being the servants of many fighting lords and necromatic powers. HISTORY The origins of the rituals and practice of animated skeletons is lost to time. Many Hylian scholars agree that necromancy had its origins west of the Gerudo desert at a time when dragons still ravaged the land. In the ancient lore of the Gerudo and Akkalans, necromancy was common practice during the Ancient Age in the far west of Hyrule. The Kingdom of Ikana and Cobble Kingdoms were famously destroyed during the height of their necromancy practices. Many cults to the forgotten god Mudora practiced necromancy rituals deep in the Gerudo Desert. After King Nohans' conquest of Hyrule, the Ancient Akkalans enforced a complete ban on all forms of necromancy and thus the practice faded for hundreds, if not thousands of years. Petty necromancers and Gerudo Kings have occasionally tried to revive the practice over the centuries, with little luck. In modern times there have been stories of Stalfos appearing in larger numbers than was usual. Whispers of necromantic powers returning the Hyrule are not uncommon. Indeed, there are forces at work that wish to revive the long forgotten arts of cheating death. NECROMANCERS Without a master, most undead simply wander without any clear objective. Shambling Stalfos and ReDead zombies can be found aimless in the darkest corners of Hyrule, remnants of a long gone necromantic age. Should these horrors ever fall under the power of a necromancer or mage with enough skill, they could be used to wreck untold havoc on the world as a fearless horde of soldiers that feel no pain and no remorse. PLAYSTYLE The Stalfos have a very distinct gameplay structure that deviates from many other factions. The Stalfos are not creative by nature, and cannot construct new buildings or train new units. Rather they can only transform dead material into what they currently need. In terms of structures, the Stalfos must capture pre-existing ruins on a map and by ritual transform them into the buildings they need. Should there be too few ruins for their purposes, the Stalfos can expend many Rupees to unearth a new set of ruins at a target location. Once these ruins have been dug up to the surface of Hyrule they can convert them into the structures that they require. As for Stalfos units, they accomplish expanding their army by collecting the corpses of their victims and converting them into the forms they need for battle. This is represented by the "Bone" resource, which replaces food. Bones can be harvested from any dead organic creature, as well as graves found on some maps. If a Stalfos player has a unit that can directly raise the dead, they can instead instantly turn corpses into new units. For more details on the Stalfos Heroes and their unit roster, check out the spoiler below: HEROES
    1 point
  22. @Ceres select a unit an then press F to follow it with the camera. Then you can zoom in as much as you want.
    1 point
  23. Hi there. I'm new here. I discovered this mods a few hours ago and quickly read everything on the website about it. I'm totally enthusiast about it. I red the celtic tribe description and I find that it doesn't give justice to the celts civilisation : -in the game they will have poor navy : this is historically inaccurate. Many gauls and britons tribes were well known for their superior boat crafting skill (the britons would even one day become the first naval power (england)). We do know that their vessels were fashioned from strong wood, and reinforced with iron belts much like a wooden barrel. We also know that the Celts built their ships big, Caesar himself notes this in his campaign against the Venetii. - «The Britons and Gauls are the antithesis of the rigid organisation of Rome.» : Completely false. This makes them look like unorganized savage. They were very organised and civilised. And while their military side was not as organized as the roman (who around that time was more organized then the romans legion anyway?), they were highly capable of advanced tactics, especially ambushing ones. - «They construct mostly wooden buildings, which are fast and inexpensive to construct, though far less robust than their stone counterparts.» : they did use a lot of woods, but most of their cities were made of stone. PLus the romans have always been impressed by the Gaulish architectural knowledge, especially their bridge, which were known to be more durable than the romans ones. Additionally, the Gauls were known for their great fortress that even the roman siege weaponry could not destroy : Alesia is a typical example : Caesar could not take it by assaulting it and was forced to siege it to starvation instead. In fact, the Gaulish buildings were far more durable than any other roman buildings. - I saw some graphics and many celts don't look equipped at all. Some are even bare chested. It's not accurate since celts were known to be great amateur of clothe : they accorded a great important to how they dress and often wore many colorful and fine clothes. This was the same case for the warrior : the number of warrior going bare chested or naked to battle was very limited, and it was often only members of specific cults. Additionally the gauls were very competent smith, and a good percentage were equipped with fine armor. I know some stuff are here for game plays sakes, but it's unfair to give the celts the «Zerg» role (if you play starcraft you will understand, if not just google it, you will quickly understand). This project really looks amazing, but i'm afraid it falls under the stereotype (like many games including rome total war) : Rome are the civilized good guys and fight to bring this «civilisation» to the savage and mindless barbarian of the north, whose only tactics is too swarm the enemy with tons of unequipped canon folder. Have you already acknowledge those inaccuracy? Is it possible that the description of the game civilisation are outdated? Will you give those celts the a more civilized look? thanks for the answers. EDIT : I posted this in two different place since I don't know were it belongs. Feel free to delete one the the two.
    1 point
  24. I think this is a good idea, otherwise catas are too OP. I just think they have been overnerfed in the past 2 alphas; now no one uses them. It should be able to deal huge damage to the unit that it hit, but only that 1 unit at a time.
    0 points
  25. Note that splash damage was removed in A24. Bolt shooter was the only one able to keep it...
    0 points
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