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  1. fix: https://code.wildfiregames.com/rP26940 they are passive now, so only attack back when you attack them first.
    3 points
  2. Or collision circles really need to be increased... and if that requires reducing unit counts so the engine will remain performant then so be it. What is the point of having 800 units on screen if you cannot clearly see a single one of them because they all congeal into a single undifferentiable blob of human neutronium?
    3 points
  3. First patch is complete. - Women defend themselves with bow. They can also hunt wild animals with bow. Attack: 2 Distance: 48 Attack Rate: 1250 - -10% batch training time for cavalry each phase advance. - CC train all cavalry except champions. The cavalry training requirement phase does not change. - Apadana stone cost reduced to 200 stone from 300. Food trickle and wood removed. Now gains metal and stone only at a rate of 1.0/1 sec from 0.75/2. - Add Icehouse. Cant garrison Built in own/neutral territory. Village Phase Build time: 50sec Cost: 100 wood Food trickle 1/2sec. Building limit 30 - Immortals technology no more health penalty. - Barracks and stable batch training time technology are removed for balancing. Well I would like as many people to test it for good feedback. Tnx. pers0.1.patch
    3 points
  4. Overview This mod adds morale system to 0 A.D. Please read an overview of morale in Wikipedia page here. This mod tries to represent military morale and to some extent also employee morale (for workers). Morale system here is inspired from a mix between Total War and Stronghold style morale. So basically the higher the morale, the better your units at gathering, building, and fighting, and vice versa. Morale is influenced by unit's health, being attacked, being near other units, etc. On a very low morale, units will flee the battlefield. I originally develop this mod for Happiness system in my City Building Mod, however it became more complicated so I decided to release it separately as Morale system. Therefore, this mod is designed to be as bare-boned and customizable as possible, so it will be compatible to many mods, although the mod should be quite playable as it is. Features Every unit has morale icon to represent its current state. Some aspects that can influence unit morale: Presence of other units on viewing distance. Allies increase morale and enemies decrease morale. Being attacked. Arrow shots would decrease morale, even if it missed. Health increase/decrease. Morale would increase/decrease accordingly. Unit death would cause significant morale decrease to nearby allies and vice versa. Low morale can cause a unit to have decreased gathering rate, building rate, and attack rate. Extremely low morale cause unit to flee from enemy and became passive. Units reaching max morale would cheer and start becoming violent. Structures can also have morale. Structures with low morale can have reduced attacks speed and also slower training and research time. Garrison units with high morale inside for increased morale. Some variables that can be customized for further modding (mostly need to edit component variable but later planned to be customizable via template): Significance (the higher unit significance the higher influence it has on nearby units) Range (by default it uses unit vision but can be altered) RegenRate (default morale regenerate rate) etc (please look at Init function of Morale.js) Installation Clone or download the mod from GitHub page to My Games/0ad/mods folder. (I will add mod.io link later) Contribute This mod is very much a work in progress. Everyone is certainly welcome to contribute by testing the mod and tell me what you think! If you found issue or have some ideas you'd like to implement, feel free to discuss here or even create Pull Request to the GitHub repo. I also currently have no access to a better quality computer to create high quality screenshot/video preview, so you can share your screenshots here as well! Credits Thank you very much to: @Freagarach, @wraitii for helping out on problems I encountered with some components (see the discussion behind the scene here) @Grapjasfor letting me adapt his Wounded feature from Grapejuice mod (another interesting mod you should check) @wowgetoffyourcellphone for arrow morale damage suggestion and fear units (implementable by Significance, but not yet).
    2 points
  5. Not to be racist or anything, I'm sure their parents loved their children very much and had great motivation when they called their child "Quintus Fabius Maximus Verrucosus Cunctator", but I'm just saying I do wish their parents had considered a little more the challenges that such decisions would have upon User Interfaces in the deep future which being designed for any reasonable language would not occlude text but unfortunately does for such ridiculously ostentatious names. What should be done about the Roman Question?
    2 points
  6. Lots of people have proposed adding later periods of Rome to the game. Just wait until your next hero is Imperator Caesar Divi Filius Augustus Pontifex Maximus Consul XIII Tribunicia Potestas XXXVII Imperator XXI Pater Patriae.
    2 points
  7. We were discussing this in IRC. I want to have them back for Documentation purposes. They can be excluded for the translators if need be another way. But I think they are good for game culture and mood etc.
    2 points
  8. Just wanted to say good job Grapejuice :-p. I like all these added mechanics especially: Ammo Heals Projectile cosmetics Wounded Secondary attacks Charge The only major problem I have with it is that it lags on my PC :-p. I guess it's all those calculations in the background.
    2 points
  9. You do that in the civ.json irc. For skirmish maps you need to do it manually on every single map.
    2 points
  10. Hey everyone, I am creating this thread to discuss the balancing from a "meta" perspective in hopes to improve the current situation. Please refrain from discussing "actual" balancing in this thread. As some of you may know, it has been a priority of mine for the past three years to find a way to provide a good experience for players, whether they are on the competitive side or not. For the 24th Alpha I created a Personal Mail (PM) with a few individuals, in order to try to create a team-like cohesion. While the 24th Alpha was a game changer in a lot of ways, and a painful experience, I do believe that it was the most productive in terms of actual patches and changes. People played by the rules by proposing, creating, and accepting patches (I insist on the last part because without formal acceptance there is no liability). I also tried to leverage a documentation team to update the design document. The job was too hard, and it died quickly and in silence. The original design was somewhat different from what the current game is today. There would have been much less civilizations, and instead your empire would have switched from a generic civilization to a more specific one (e.g greek -> macedon -> seleucid). Then another era came, where everything changed. Meanwhile, I was not happy about doing things in the shadows. This whole project is a community effort, and the contributors of today are the ones that might carry the flame when I am gone. So after a few internal discussions we came up with the balancing subforum, where everyone could see what was going on behind the curtains but only a selected few could interract, and anyone could ask me for a seat at the table, with some relevant experience. It came with little titles that hoped would boost morale. However... It did not go as I(we) planned. It created an even bigger split in the community, resulted in a huge variety of threads which is good, but which led nowhere as none of the idea was accepted enough to be implemented. And even the ideas who did get implemented did not make it. While the Personal Mail (PM) did go off track from time to times, it had the advantage of notifying people everytime someone posted (I do not think many people use that forum feature for threads) and I think the discussion was more focused, people pinging each other for patch reviews etc... There was also an attempt to use the chat on Phabricator which also sends emails for each messages, but it quickly vanished after the 24th Alpha. The 25th Alpha got some welcomed changes, at a much slower rate, and I think it fixed a lot of the quirks Alpha 24 introduced. But we're not quite there yet, and I know a few people are hurt about the current state of the game. I'm not a fan of the current balancing forums, and I'd like to merge them again with the rest of the game discussions, or at least to open them, since there seem to be no point in having them closed anymore. So I'm asking everyone, what can we (as in Wildfire Games) do, to get more contributions about balancing, to make A26 a success. We have some very nasty release blockers, and that leaves time for a bit more balancing patches. Best regards, Stan
    1 point
  11. How do we install this? It is a .patch file, which I have never seen before. Putting it in the mod folder doesn't work. This will open up some cool new build orders.
    1 point
  12. They can be added back in later.
    1 point
  13. Yeah, his name should be truncated. His full name and epithets can be given in his History section.
    1 point
  14. Or make it possible to select hostile units so you can see how many they are. It should also be possible to select much more units than 200. If units overlap there is less lag
    1 point
  15. Yes, good point. I would only want certain units to be potentially traitors. Perhaps it could be a option that we can mod into the units ourselves. I would have my Lords and Mercenaries as potential traitors but the Men at Arms of my retinue are 100% loyal. Also, it would be good if there was some way that a group of units could betray you together. As an example, if it were a feature in my mod, one of my Lords might have an aura that can be used to convert nearby citizen soldiers ((but not the main Lord's (the player) Men at Arms) to him which he stitches sides.
    1 point
  16. I would LOVE this, especially for Mercenaries in my opinion. Mercenaries aren't going to die for you haha. This has always been their problem, so paying them off or cornering them could be an important strategy.
    1 point
  17. Wow, this is incredible. Glad I came across it. Will you release another update? If so, it would be cool if the units with super low morale could switch sides. It would be great for my mod where I could implement a morale system for my Lords who could lose morale and turn against me if I don't keep them happy.
    1 point
  18. With boars it's all chill now? They don't attack and don't get auto-attacked?
    1 point
  19. Nope, can do in civ json as well. Use the special starting unit. I already do this in DE.
    1 point
  20. On second thought, this is a good 'feature' as players have to work hard to regain their rating each alpha. This prevents rusty old players from being overrrated and also gives new players a chance to refresh the leaderboard.
    1 point
  21. i do it everygame without mod :p intestring in option
    1 point
  22. I suggest a variation with a big hill in the middle on which a neutral fortress sits that can be captured. So on such a map, you would like to capture the fortress before the opposing team does. However sending a few troops there right from the start means you will suicide these units.
    1 point
  23. We must go for asymmetry. I want all cultures to represent weakness and strength, true diversity.(Not the one sold to you by the elitist from WEF).
    1 point
  24. Correct, but: and: ;P (So you can ask it in another thread and I might respond it is on my gigantic ToDo-list already. )
    1 point
  25. I hope non development screenshots are allowed if not I apologize in advance. Just took a few nice pictures from my latest skirmish. I love how believable and full of life cities end up looking in 0ad, it is a nice change of pace to be able to build a huge city compared to AoE3 which is the other RTS I play the most. The map was the one with the river on a 3v3 vs the AI. Sadly my AI teammates died just when i was pushing through one of the enemy bases. The first picture is minutes before the onslaught. It also didn't help that I really don't understand how to play Carthage lol
    1 point
  26. Intentaría colores amarillentos y rojizo. Con los rostros yo me centraría en estos rasgos faciales.
    1 point
  27. Con fotos de mujeres Mayas de Guatemala.
    1 point
  28. los niños cuando nacen tienen la piel clara. Yo tengo fotos donde son más claras las mujeres, (no mucho).
    1 point
  29. Step 1: Write down an updated design document that reflects the current game. There was an attempt 2 or so years ago that failed. Step 2: Make it an open repository that anyone can propose changes to. Step 3: Add weighted voting to determine what gets accepted and what gets rejected. Someone who has been here for 5 years should obviously have more leverage than a new player. Might seem unfair, but knowing the culture and the community built around this is necessary to propose a change that's going to make most of that community happy. Step 4: ??? Step 5: Profit
    1 point
  30. The illustrations in the Ancient China section of Osprey Publishing are notorious in China and we do not recommend referencing them at all.
    0 points
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