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Showing content with the highest reputation on 2022-08-26 in Posts

  1. The mod is now available for download at https://github.com/0ad-matters/kush-extreme/releases
    2 points
  2. Either the panel should be changed to mention this or it should be eliminated. Edit: the panel should also say the time rate. Right now it just says .1 res trickle
    2 points
  3. Now the Chinese minister and the Kushite pyramid buff it. Every minister nearby motivates you to work faster. There are 9 in total...
    2 points
  4. This is an amazing idea, we can make an op Civ with all units' health multiplied by 2 and cost decreased slightly.
    2 points
  5. I found it's easier to make a harder civ than a harder AI (see attached). Here, Kush is very hard AI (T1) versus 3 very hard AIs (T2). I gave the Kush an upgrade they can research at game start. It multiplies a lot of things by 3x and affects most units.
    2 points
  6. Thanks, @andy5995 Speaking of biomes, I'm trying my hand at creating new ones for the random map generator. This one is for a "Congo" biome that is tropical like the India biome, but with African instead of Asian wildlife.
    2 points
  7. Here is the third 'Release Candidate' of Alpha 26 - Zhuangzi Downloads - Current bundles are for SVN revision r27067/TBD Linux data and build macOS (x64) macOS (ARM) (Unavailable for now) Windows Things to note: Mind your mods -> they might introduce issues or Out Of Sync. Save your A25 config file somewhere, ideally. What changed: Alpha26 – Wildfire Games What changed since the last RC. How to port my mod PortA25ToA26 – Wildfire Games What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes? Upload your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Play in LAN Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entities) (It's in scenarios) Enable feedback and see if it works (Main menu) See this video Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test deleting all saved games Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
    1 point
  8. They cost 200 res each and have a .3 res per second trickle rate (different res, but food is actually collected slower than what you get a trickle of). That means it will take 11 minutes of garrisoning to get the exact amount of resources back (again, different resources so a natural collection would be even longer). Han also don't really need a ton of stone late game, which is .1 of the trick rate. If you exclude stone then it would take forever to get your res back. That is a really low ROI, especially when compared to the alternative of making one man that would collect resources and/or fight during that 11 min period. It boosts by 2% within its range. But they cost the amount of 2 units. So you're better off just making two CS (or 4 women for that matter) unless you have 100 units in the aura, which isn't possible a lot of the time because of where the res are located or your total pop size. There are caveats here with because that aura stacks (?), you might want to make to make units that can't collect res, wait time to actually make the ministers, building costs to make ministers, the location of res (which will impact how many men you can put within the gathering aura), other minister benefits, the time in the game when you want to make ministers (pop space is scarcer late game so eco units are less valuable), etc. But generally speaking, just make CS men or women if you want the eco benefits. A hot fix here would be to just allow the ministers to also do eco (or adjust their values to a different level, which I would have to think about).
    1 point
  9. Right. Next to the CC, 20 on stone, 20 on metal, 30 on fields would be (70 x 2%) = 140%!
    1 point
  10. Are you sure? The Minister can boost every unit in its aura, which can be a substantial number of units.
    1 point
  11. By the time I can produce Ministers I garrison them in the Ministry (adds up to a trickle of 1 for every resource / every 2 seconds) and usually let them make a tour through buildings with expensive tecs and a high enough garrison limit every now and then. [And in end-game they come along on my "World Peace & Unity Tour" because they're solid units with a very good capture rate.]
    1 point
  12. Yeah, but a lot of the minister values don't make a lot of sense. For gather rate, you're basically always better off just making men instead of a minister.
    1 point
  13. @TyrannosaurusCool! When you're ready feel free to submit a pull request to the community maps repo if you'd like it added to the mod. I'd suggest starting a separate thread for your biome so it can get discussed more efficiently.
    1 point
  14. Hi silly question. On the Windows client, is there a way to just update the game or does one do a full reinstall each time ? [Still on build 19916, picking it up from there] Thanks in advance, -AxelAlexson
    1 point
  15. 1 point
  16. Hey hey. Thanks for the reply. Well its no biggie to download it all, but was just wondering if I'm missing something. As for the reason for such an old build. I kind of stopped playing for a while to address my games I bought on sale and shamefully never played. [Only managed a handfull though] And now I thought i'd look at 0AD again.
    1 point
  17. lol agree. probably better to scale the number of slots with size, simply in order to avoid people cramming around the resource and being blocked out.
    1 point
  18. I got one good insight while surveying random new player on how they heard about 0ad. It seems local channels are more effective (in regional language) to convert a viewer into a player. For example a polish channel has high probablity of converitng a polish viewer into player than a english channel. Maybe we can request small regional channels to give a try to 0.A.D. I have tried a campaign for 0ad on linux and ubuntu game channels "Commenting on videos to try 0ad". But results are not as good as I thought. Maybe we can request these such regional channel then it might work out.
    1 point
  19. I've returned to playing 0 AD over the past week, and while I see a lot of potential in the game, right now I'm struggling to get the hang of it. The problem is the whole "citizen soldier" mechanic in which your military units gather most of the resources and build everything as well as the fighting. It sounds like a unique mechanic setting it apart from other RTS games on paper, but in practice, it means that my soldiers are often too preoccupied with gathering to readily defend the base whenever the enemy shows up. This wouldn't be so bad if they automatically stopped gathering to attack the enemy on sight, but they don't seem to do that, so I have to manually order them to stop gathering in order to defend my settlement. It's a pain in the ass for me, as is having put almost my whole economy on hold whenever I want to attack the enemy settlement in turn. I know there are specialized female gathering units for each civilization, but they're most proficient at harvesting fruit and grain and less so with the other resources, so it doesn't seem that the game wants you to delegate all your gathering to the female citizens while letting the soldiers stick to guarding and fighting. What are some strategies that will help me better balance the economic and military aspects of the game using these citizen soldiers?
    1 point
  20. Hi everybody, no version update here, just a little piece of information from the author of the LocalRatings mod (me). The next LocalRatings version (v0.26.1) will be released as soon as the new 0 A.D. Alpha 26 is out. I am impatient to play the new Alpha26 and to see how players' statistics change. As you may know, there will be a new civilization, the Han Chinese and it will be interesting to see how players perform with it. And speaking of civilizations... here's a preview of what you will find in the next LocalRatings version! Yes, per-civ statistics. Cool, isn't it? This is one of many new changes and features I have been working on. It will help giving a more concrete idea on civilization balance and I'm very curious to see what the Han Chinese civilization will reveal! I will provide a full list of new features when the release day comes. For the moment, if any of you wants to try it in advance, you can download the zip file of the development version (or download it manually from the GitLab page). It runs on both A25 and A26. I appreciate any feedback, in particular regarding the new explanatory page, that can be opened from the "About Local Ratings" button on the top of the page. Surely more content can be added and the English might not be perfect (my mother tongue is not English), so I appreciate any suggestion in that sense. Other type of feedback is welcome too. Should you have any thought, feel free to send me a private message. Thanks and... see you on A26!
    1 point
  21. CHARTS! Hello 0 A.D. friends, I am happy to announce a new release (v0.25.8) of the LocalRatings mod with new amazing features! Are we getting better over time? Is our archenemy becoming everyday stronger? Charts will tell! Explanatory picture below. And if you don't like the default chart colors you can always change them (see picture below). Further, two new Score Weights have been added: the amount of resources used and the amount of resources sold at the market. Finally, Other minor issues have been addressed. Download: you can download the new release (v0.25.8) of the mod from the zip file attached to this post or from the zip file attached to the first post of this thread or from the official page. LocalRatings-v0.25.8.2.zip
    1 point
  22. Hi team, I am pretty excited, I have learned a lot of skills recently - 3D modelling skills continue to develop and I have been able to put my own custom portraits ingame (which is a big deal for me). I now start the game with a read made castle that uses the walls you see here: What I would like to do is start the game off with wooden palisade and then allow the player to upgrade each wall segment to stone. The problem is that the stone wall models are not the same size as the palisade models. That means that a perfectly shaped wooden fort is going to look odd when it gets upgraded to stone. Is there anyway easy way for me to make the wooden walls exactly equal in length to the stone walls? That way I know that if the wooden fort looks perfect ingame that it will also look perfect ingame when it is upgraded to stone...
    1 point
  23. No worries, is there any change you could upload the walls/gate/towers that you see in this picture? Everything about this castle is perfect for that I want to make.
    1 point
  24. @Mentula could you explain to me exactly how the ratings are calculated from the weights? I would like a mathematical understanding of your algorithm as it currently spits out some rather unexpected results. Setting everything to 0 except the number of units killed, which is set to 1: (the top killer) It would seem that azeem1121 is the top killer, however, he is nowhere near as effective as vinme or Palin in game. In the matche I played with him, he had a very high kill death ratio because he surprise rushed a few inexperienced players in nomad mode. The total number of kills was less than 100 although he lost very few. The game ended in a crash instead of a proper finish so I think there is something to be fixed here. If you can explain to me how your algorithm works, perhaps I can propose a better mathematical model. The top resource gatherers: This is much closer to reality based on what I have seen from these players.
    1 point
  25. Can we start sharing weights? Whats the difference between some categories (value/umber)? I had to filter players with 5+ games to avoid some randos but this is still not right.
    1 point
  26. Short answer: I would personally balance a TG by balancing the total ratings of the two teams. However, let me be prudent in giving a definitive answer. One big fact to take into account is that the rating heavily depends the weights you choose. Different weights can give rise to very different ratings. The weights are supposed to change the "meaning" you give to the rating. But once you have decided upon the weights to choose, it's true what you say: the more games you played, the more reliable ratings are. Yes, the amount of spent resources could be a weight to add, thanks for suggesting. Regarding the ratio, ratios can't be used as weights for the following reason: the rating of a player is determined by comparing the player's parameters with the average game parameters, so at some point a division occurs in the calculation. Ratios can sometimes be close to 0 (or to infinity), and we all (well.. many of us) know what happens if a number close to 0 (or to infinity) is at the denominator. Actually, during the early stage of the mod development I have considered including ratios (like k/d ratio, resources sold/bought, tributes sent/received, ...) and results were odd, to say the least. The number 10 is the correct one. The "Exploration Score" (the same one that you can see in the Summary at the end of a game), is obtained by multiplying the percentage of explored map by 10.
    1 point
  27. Here is an idea actually: score is a weird topic as shown in a couple of discussions. Sometimes a large eco score can boost ones score even if they fight horribly. I have mentioned the possibility of a new score metric in other discussions including suggestions for A27: I wonder if using "value ratio" would be suitable for this mod? This could also give a more appropriate score to rushing players, since I see Aslan. and H. Herle are poorly rated in my lists. What do you think @Mentula? In practice, I guess this would look like adding resources spent to the available weights customization window, although the ratio would also be nice.
    1 point
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