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Showing content with the highest reputation on 2022-05-01 in all areas

  1. I'll try to dig that information up for you. It may take a few days, as I've got some other projects eating up my free time currently.
    2 points
  2. https://code.wildfiregames.com/D2059 Thanks for that little info, might it be the case that one of those groups is still garrisoned? (The one with the first entity ID.) For I just tested that and that explains the silence. Well, they'll be silent forever now, in your saved match,,,
    2 points
  3. https://code.wildfiregames.com/D4365 Fix gamesetup slider for 1000fps configuration
    2 points
  4. The Roman helmet in mostly of representation or artwork are a kind of Italic ( Apulo-Corinthian) In the game all our Roman Heroes are same, with little Attic variation.
    1 point
  5. This is a game where, for the most part, melee units have the "tank" role and ranged units have the "dps" role. Pikemen are incredible, as they should be, but for the wrong reason. They should excel against melee units in pure melee battles. But because ranged units do the majority of damage, making them tanky is how the game shows them to be powerful melee units. I think what makes getting good balance difficult between ranged and melee units in RTS games is the fact that ranged units are always doing damage to the enemy whenever they are in range (even through walls, and buildings, losing no accuracy), whereas the melee units only deal damage once they reach the target. In an actual battle this could not be (at least not to this extent) because ranged units would risk hitting their own allies. Would it be possible to add friendly- fire, not just for bolt shooters, but for archers, slingers, javelineers and crossbows? I would like to see friendly-fire in the game, but have units by default not fire if they may hit a friendly. However, you could change the behavior of units in-game to make them fire even if friendly fire might happen. I don't know how this would be achieved technically. It is my understanding that accuracy is not based on trajectory but on probability. Could you make it so that all units within 1 (or 2) meter(s) of the target have a probability of being hit? And if one unit is closer to the shooter, that unit has the highest probability of being hit? Then perhaps there could be accuracy upgrades, including tech and rank, that allow them to take more safe-shots. Champions and heroes of course would have the best accuracy. Would this destroy computer performance? This would radically change the game and a lot of re-balancing would have to be done I'm sure. But it could make balancing simpler in the long run. Battlefield positioning would become very important. Melee units would become more prominent (I think.) What do you think? Is it possible? Would you like to see it?
    1 point
  6. The only problem with that patch as-is, is that the catapult doesn't die when the ship does. lol IMHO, turreted units should die when the turret dies. That includes walls and any other structure we might add it to (fortress for example).
    1 point
  7. Deep freeze interface on button "Download mods" in window "Mods" on clean profile Bisect commit https://code.wildfiregames.com/rP26522
    1 point
  8. It should be fixed in rP26845.
    1 point
  9. I've been dabbling with modifying 0ad for a little bit now. Other than messing with 0ad I have no programming experience. How did you do the directional armor? Share notes?
    1 point
  10. @Freagarach I suppose we could check is one is out of world and move on to the next ?
    1 point
  11. A nice reenactment of a 1st century BC legionary with a real bronze helmet Blog post from Res-Bellica about the Montefortino helmet: https://www.res-bellica.com/en/montefortino-type-helmets-a-chronology/
    1 point
  12. So, yes, this is nice. Heavy Warships can come with catapults already turreted. In my suggestion, these would be smaller than normal catapults to fit on "bireme" sized Quinqeremes. Garrisoning troops onboard can still add to arrow count if we want.
    1 point
  13. You'll need https://code.wildfiregames.com/D368.
    1 point
  14. What if ships had no firepower other than their turreted ranged units and an anti-ship ram for some ram ships and a catapult for quineremes? What if there was a "board enemy ship" feature for ships when adjacent? What if ships had capture points and could be boarded and captured? Feature request: When you select a number of boats and soldiers, click a button to have all soldiers evenly divide themselves and garrison (or turret) onto the boats. Also a button to have the soldiers evenly repair all the boats. I would like ships to have 3 ways to combat other ships: -having turreted soldiers/catapults/balisatas -ramming -capturing/boarding. But this can probably not be achieved by a simple changes in parameters.
    1 point
  15. What if ships had no firepower other than their turreted ranged units and an anti-ship ram for some ram ships and a catapult for quineremes? What if there was a "board enemy ship" feature for ships when adjacent? What if ships had capture points and could be boarded and captured? Feature request: When you select a number of boats and soldiers, click a button to have all soldiers evenly divide themselves and garrison (or turret) onto the boats. Also a button to have the soldiers evenly repair all the boats.
    1 point
  16. Yep... it's not fun waiting for a messiah (especially when one can envision some of the solutions that are needed, but recognize that it is beyond your power to deliver them). For all my @#$%ing about these topics, I do have a great deal of respect for you active developers who are keeping the lights on and consistently delivering incremental progress (and valuable experimentation) in so many areas. You guys deserve more praise.
    1 point
  17. Yeah, sorry, but I truly have very little faith that any of these ideas (including friendly fire) will ever get used... or at least not in any way that permanently fixes the problem they are supposed to fix. I mean, just for this one issue we have 5 different proposed solutions for the same flaw, all but one of which each entertains half a dozen competing implementation options, with just as many pros and cons for each. There is no way this group will ever come to a consensus to use any of them. (Except maybe the 9% buff, which does nothing to change the flimsy unit-role interaction model that's creating the issue to begin with, and will therefore break the second anyone so much as sneezes on the pathfinding or target selection code.) This is to say I do not believe the value of these kinds of discussions is in identifying solutions to this game's balance problems. What it does do is indirectly illuminate the organizational deficiencies that perpetuate this and so many other problems in the 0AD constellation, so that if ever someone emerges with the drive and vision to fix it, maybe the wider community will have the sagacity to rally around them.
    1 point
  18. I am not sure what the benefit of friendly fire would be for 0ad. Some ideas for breaking the melee=shield, ranged=dps situation are: attack-ground increased melee inf dmg 9% charging for melee units minimum range I could imagine friendly fire on catapults, but this would require more control over them from the player.
    1 point
  19. friendly fire needs a different unitAI
    1 point
  20. 1 point
  21. Imperial Attic should have very Hellenistic features plus Gallic addition. Very similar to Cavalry from 3rd century.
    1 point
  22. I don't know what goes through my head sometimes
    1 point
  23. I have very bad news for Attic "Imperial"... https://ihism.uph.edu.pl/images/PDFs/historia_i_swiat_4/end_Negin.pdf
    1 point
  24. @usuario1 Yo: CatotherCensor (1297) otro jugador: HOI (1726) abandono sin rendirse, Gracias metadata.json commands.txt
    0 points
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