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  1. well techically when you are under siege in 0 AD, you use arrows too. all fortification shoot arrows.
    4 points
  2. Latest patch of Mount and Blade: Bannerlord (still in early access beta) supports battles as large as 1000 vs 1000. If you don't know it, bannerlord is a heck of a RPG game, that lets you play as a war lord slowly enlarging his/her army and his/her power. While battles and sieges are gorgeus experiences, I would say there is not a strong enphasis on tactics, but there is already good support for mods, and some talk about a RTS rework of the game. I'm talking about this because bannerlord is not only a very interesting game itself, but it is very interesting, to me at least, that you can make battles that big with an engine that simulates them much more in depth than usual RTS games (complete computation of arrow trajectory, different armor for different parts of the body, weapon swings can miss or be blocked by obstacles like trees, soldiers can switch weapons and pick up ammo from the fallen, horse arches can only shoot at their left, and not their right, axes can break shields, npc can sometimes kick you or hit you with their shields...)
    3 points
  3. It's a bit of an epic!
    2 points
  4. borg- and valihrant would only be allowed to play with each other... feldfeld can only play against chrstgtr... What if you are underated and the player who are +/-100 points refuse to play against you. In many cases, it seems that would simply prevent some players from playing rated games at all.
    2 points
  5. I am creating this post to announce possibly the biggest 0ad tournament of 2021! There is no need to get overexcited, after all there are few contenders. The tournament is invitation only and currently all the spots have been given away. So this tread is mainly interesting if you would like to follow the tournament. I have decided for an 8 player invitational tournament, because it is easier to organize than a bigger one and with fewer players the skill difference between the players is hopefully less extreme. I hope that this tournament can create some interest for 1v1s and that it helps @derekO with organizing his tournament. Finally I hope this tournament provides a repository for high level gameplay. The tournament is a double elimination without repeated final and each round is a best of 3 played on balanced mainland. Every matchup starts with faction A vs. faction B and in the second game the factions are reversed, meaning that in the second game the participants will play the faction that their opponent previously played. This means that we hope that either one player shows his dominance or both players show which faction comes out on top. In this format, if you have a weaker faction in the first game, then it hurts your opponent in the second game as he gets that faction in the second game. I hope this means that also some weaker factions are seeing action. If you manage to pull back the score after a loss, then the 3rd and deciding game will be a mirror match. When players have equal number of won series, the factions in these mirror matches will be determined (pseudo) random (Luck has decided that this will be Athenians for 3 out 4 games). Since it is a random faction, I hope a more diverse set of factions gets some action. When one player has won series in the winner bracket than his opponent, then that player gets an advantage: Namely he can choose what faction will be played in the mirror matchup. Seedings are done (pseudo) random and the brackets are in the attachment. I will try to cover some of these series and I aim to make a playlist of that on youtube. I would love if there would be other youtube content creators and who can help with making a complete playlist of the tournament. Participants are @chrstgtr@Dakara Dakeyras @felixix (Berhudar) @LetswaveaBook @Player of 0AD (Weirdjokes) @ValihrAnt and @vinme. When series are finished, one of the participants should post the replay files in this tread so the result can be verified and others can watch some high level approaches to the game. The players should contact their opponents in the brackets and can then plan their games. Anyone that would like to cover some of the 14 series would be invited to contact me. Finally, I have thought about a great opportunity for the participants of this tournament. If you participate in the tournament, you will have the opportunity to upgrade your current version of windows entirely for free to fedora 35, provided you have fitting hardware. Windows users should want to miss out on that opportunity, should they? brackets.pdf
    1 point
  6. First about the name, i choose the name all my maps from regions, mountains and vulcanos on the Kamchatka peninsula in east-siberia. The objectives of this map are: to publish a random map properly (this is my first map) the artificial opponent prosper (don't get stucked and does attack all the time) fast creation of the map all player have similar opportunities, there are no random mines. Also the position of the bases are calculated geography does have an huge impact on the tactics, basically there are ridges everywhere an abundance of resources forests are so dense, that they can affect the tactics, at the same time it should not be overwhelming. my overall intention is to make as many challenging locations on the map as possible, players should find places all over the map, that are hard to take, where they can dig in Especially for the first topic i would like to have some feedback. Some insides: i use mathematical algorithms for the patterns with a random offset to make every map a little bit different. This should make the map creation fast. the ridges are a spiral from the center, the ridges are distributed evenly on the spiral with a little random offset. This applies on on side of the base you will have blockades, while there openings on another place towns and mines have a zone where ridges are flatted out and another zone where no other objects are places there are mines in proximity to the base and additional mines in places between the players, these places depend on the size of the map povorotnaya.zip
    1 point
  7. Hello! As I understand, we are playing romans as "republican romans". In the book of Roman Republic history (Tadeusz Stefan Zieliński) I have read that romans (while they were under siege) were use arrows versus unarmored elephants. So... Do you planning to add some kind of archers to roman units list? What about other non-archer civs? Maybe you should add some weak types of them?
    1 point
  8. Git pull the latest code from master branch. Build it on MacBook Pro. I can cheat by "jame jam" but cannot cheat by "iwanttopwnthem 50". The output is : ERROR: JavaScript error: simulation/components/Trainer.js line 229 Script value conversion check failed: v.isNumber() (got type undefined) Trainer.prototype.Item.prototype.Spawn@simulation/components/Trainer.js:229:31 Trainer.prototype.Item.prototype.Finish@simulation/components/Trainer.js:205:7 Cheat@simulation/helpers/Cheat.js:82:10 cheat@simulation/helpers/Commands.js:72:8 ProcessCommand@simulation/helpers/Commands.js:53:23 ERROR: Failed to call ProcessCommand() global script function Please fix this.
    1 point
  9. Hey guys, since release of alpha 24 in februrary I've worked on some special map as my old alpha 23 map has been deleted by installing alpha 24 - don't know how and why. This new map, The Legend of Avilava, shall be it's replacement. I've tried to make this something unique - featuring huge mountains and dense forrests, including marshes and tiny pahts to walk on troughout the map. Furhtermore, I tried to depict the landscape with lots on beauty and small details. I've also included some bridges and quarries to enhance not only the look, regarding the latter to give some players a satisfying amount of resources at their starting position - so that they do not need to build new headquaters in new areas. The Legend of Avilava generally is based on the the area of eastern france and western germany, splitted by the river Rhine that floats into the English Channel. Behind it the Brits are stationed. However, it is important to note that this map does not aim at depicting geographical accuracy and rather tries to tell some sort of "mystery" about this area and how it could look like based on the imagination of people that were told how central (well, not that central, but you get what I mean) europe does looked like back in 0a.d.. Generally there are 8 players in the map: Roman (1): Southeast - starting as the player withouth teammates and thus has already a bigger city and lots of resources at the beginning Gauls (3): Southwest - stationed on the highest mountain; well defendable but may lack of resources Brits (4): Northwest to Northeast - being split into small villages throughout the foresty mountain they firstly need to find space to build and to grow crops on; player 7 & player 8 start with one dock and a merchant ship each To be honest I have to state that matchmaking was not my first thought while starting to build. I might see some advantage of the Brits since they're able to grow rapidly respectively exponential if they achieve to deforst large areas. Also the Romans may be a bit OP as they start with approximately 60 women, an already existing city and lots of resources - not even mentioning their fortresses, bolt and catapult tower systems. Nevertheless, for me running simulations with bots had been downright entertaining. Maybe it's just me, but I somehow find Romans fighting against barbarian tribes amusing. ;D For me it's not about winning or loosing - it's about enjoying the beauty of 0ad (especially regarding its graphics and battles!) :))) But I think I might show you some screenshots of it. The map on its whole: The "gallic" mountain / island: The "roman" mountain / island: The "british" mountain / island: To also give a view of the type of landscape we're facing here: Lastly i want to show the starting positions of each player, starting with the Romans, afterwards the Gauls followed by the Brits (the seventh player does have two beginning headquarters): I hope you can open these files: Until now, thank you guys for reading my post until this point. Feel free to download and play as long as you want to. If there are some complications or any issues I do my best to fix them - as the name of the files say - it's the seventeenth edition. Edit: As time goes by I will fix little issues and load up new editions of the map. The Legend of Avilava 17; The Legend of Avilava 18 etc. The Legend of Avilava 18.xmlThe Legend of Avilava 18.pmp 550969231_TheLegendofAvilava17.xml 311602329_TheLegendofAvilava17.pmp
    1 point
  10. letswaveabook is weirdjockes' smurf!
    1 point
  11. I've now exchanged the hellenistic bridge that had been an Entity. Now it's an Actor and not interactable anymore. I think I'll just currently load up new versions of the game to get a better view of all the changes. This shall be the eightteenth edition. Thank you, @nwtour!
    1 point
  12. @user1 commands.txt the person quit when I attacked a civ center it started to build right under my nose reporting player: tomjtoth offend ing player: Magus
    1 point
  13. ok now the game is running. it need to disable all other 7 player because my game crashed for some reasons. its rally rally large takes 6GB of memory and CPU load is heavy . interesting. i prefer game 1v1 or 2v2 and sometimes 3v3. maybe enable to make it configurable.
    1 point
  14. The game can not find a pmp file. Check that two files are identically named and exists in directory mymaps/maps/scenarios: TheLegendofAvilava17.pmp TheLegendofAvilava17.xml
    1 point
  15. In the developer version, removed one of the bridges you are using https://code.wildfiregames.com/D4297 Just for information - in the next version of the game, the map may become impassable (if you want to continue developing it)
    1 point
  16. Does the system allow you to install mods? Then there is no problem Go to the folder where at least one mod is installed in console: mkdir -p mymaps/maps/scenarios echo -ne '{\n\t"name": "mymaps",\n\t"version": "1",\n\t"label": "mymaps",\n\t"description": "mymaps",\n\t"dependencies": []\n}\n' > mymaps/mod.json copy TheLegendofAvilava17.xml and TheLegendofAvilava17.pmp to mymaps/maps/scenarios enable self-made mod in Settings->Mods Map will appear in the list
    1 point
  17. @Yekaterina the goal of attack-ground, also some people call it area-attack, is that ranged units can target a particular area of an enemy army if it is within range, in a25 ranged units can only attack the closest unit. I have never been able to test it but I have been excited about how it could improve balance and make gameplay more varied. There actually is some existing work on a diff that could be made into a mod or something to allow testing. To be honest, I would like anything to change up the current "melee units die first" fighting trend, since it is quite one dimensional and plainly favors ranged units that deal most damage and melee units that take the most damage.
    1 point
  18. @Stan` @wraitii pinging you because from minute 12:20 it has very interesting pathfinder demonstration
    1 point
  19. well https://trac.wildfiregames.com/changeset/26040 free type was committed, now we need to decide on rendering as I see it @Stan` is working on inclusion of extension loader library GLAD https://code.wildfiregames.com/D721
    1 point
  20. Well you can, all random maps are. Great work @Yavin! It's always inspiring to see what can be done with the engine. In case you want to put it in the community map mod I'm pinging @andy5995 This way more people can enjoy it. As for A24 replacing A23 it's intended. If you install A25b it will be the same. Technically multiple versions can coexist but it's better not to.
    1 point
  21. thanks!! I was wondering if there was also some hidden trick to create maps procedurally using code and formulas, but I imagine it's a lot of hard work and persistence! It's quite an inspiration to be persistent as well, and it will be possible to get some similar results! Thanks a lot!
    1 point
  22. Game is hugely unbalanced in terms of military techs. A 100 man fully upgraded army is like 10 times stronger than 200 men with few upgrades, and building arrows won't much to them either.
    1 point
  23. All the issues I referenced above (desire for p2 activity, desire to make ele capturable, and desire for p2 siege). The only less obvious one is making p2 more active. If you can get siege and actually finish someone in p2 then that will make p2 more active. Just because knock out blows are possible that doesn’t mean they are likely. In fact they’re quite rare and even when a “knock out” does occur it is after one player has suffered large losses that can’t be made up for and that player only loses 5-10 minutes later when the attacker finally goes p3 and gets siege. Sometimes, a good initial rush is offset by the initial cost of investing in the rush and defender can survive that first push. Introducing siege in p1/p2 solves that. Even if Gaia ele are weak, they would obviously be very strong if the total number of units is low (I.e. after a rush that kills most units).
    1 point
  24. You are right, but it is behaviour that is more undesirable than soldiers who try to capture. That is indeed also some defealt behaviour that is undesirable. I think that this also needs to be addressed.
    1 point
  25. They used something called "Deben", which is a weight unit used for anything from gold, silver and copper, to grains. Basically, specific weights of gold, silver, copper, grains and probably a bunch of other stuff had specific values. So they didn't need coin. And in a time when people had more time, barter isn't so bad anyway. It "democratizes" trade. Also, Kush just wasn't a monetary society but a theocratic one where loyal subjects would be "paid" in housing, rations and luxury goods, and tributes were levied on items like cattle, grain, gold and ivory. In the Stele of Nastasen, an in-game Hero, we actually find mention of their use of the Deben as a measure for gold, even long after the 25th Dynasty. Excerpt from the "Stela of Nastasen from Year 8. Second half of the 4th cent. BC. Berlin Agyptisches Museum 2268. Urk. III.2, 137-152" "I had many levies go against the rebel country of Mayokue. It resisted me, the rebel country, at the Sycomore-of-Sarsare I caused fighting with it. I caused a great slaughter. I had its chief, Tamakheyta, seized. I caused to be plundered all their women, all the domestic animals, gold: 2000 deben-weight, long-horned oxen: 35,330 (head), livestock: 55,526 all that by which people are sustained." Anyway, random addition to the post: Some really nice Nubian music from Egyptian Nubians in Aswan, just north of the border with Lower Nubia. This would have also been the northern border of the Kushite state for much of 0AD's timeframe. A place where the lines between Kushite, Lower Nubian and Egyptian become so blurred it's difficult to tell them apart.
    1 point
  26. I played a game with other good players and where I reached p2 around 6 minutes and was involved in some merc action against Vali. Aslan decides to go to phase 2 with 67 population and 55 women. When he reaches p2, he has nearly 4 stables completed and start going full cavalry archers. In the meantime vinme has 112 population and the other six players have an average of 87 population. needsanamedotzip.zip
    1 point
  27. Be careful to not disregard nice bonuses that doesn't seem to point towards a strategy. It may very well be that someone devices some clever (e.g.) boom strategy with it that we could not think of before implementing it. (As a general comment.)
    1 point
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