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  1. The second edition of 0 A.D. Friendly Tournament Series has started! Here is the list of players: ValihrAnt (2345) Feldfeld (2201) borg- (2169) weirdJokes (1913) Edwarf (1861) LetswaveaBook (1815) Dakara (1778) PhiliptheSwaggerless (1642) 011235813 (1598) MarcAurel (1547) alre (1500) chocapoca (1493) seeh (1150) Bete (1108) ________________________________ Round 5 matches: @Feldfeld vs @Dakara @ValihrAnt vs @Player of 0AD @Edwarf vs @MarcusAureliu#s @Philip the Swaggerless vs @BeTe @rm -rf vs @LetswaveaBook @chocapoca vs @seeh Bye (no game for this round, +1 point): @alre The deadline for this round is Friday 16, 23:59 UTC. Please try to organize your match as soon as possible using forum private messaging! Beware of timezone differences. Please message me personally if your opponent doesn't answer you after 2-3 days. Brackets: https://challonge.com/sv36zmko ________________________________________________ Game settings: Tournament announcement message: First edition:
    6 points
  2. @wraitii I think the explanation above seems possible. Rams don’t seem overall quicker or slower to me. I have noticed, on occasion, that rams do very slow zigs and zags through obstacles, though It’s still the early days on the alpha, but. aside from Han, nothing stands out as major being a major change or huge imbalance. I’m sure we’ll notice stuff as time goes on, but I’m starting to feel more comfortable with overall balance, which means we should (hopefully) be able to implement more new features/bigger changes soon. It would also be nice if in the next alpha we cleaned up some of the other lingering problems that we know exist but haven’t been addressed yet (I.e. making heroes more balanced across civs, making wonders useful, etc). Overall, this feels like a boring (but needed) update for most old civs, a decent facelift for Persians (credit to @borg_ there) and, of course, a huge update with Han.
    2 points
  3. @psypherium @Feldfeld @ValihrAnt @camel @Boudica @ffffffff @JC (naval supremacist) @Unknown_Player @borg- @chrstgtr @Lefo @Pudim @Philip the Swaggerless @Stockfish @PhyZik @itrelles @nani @Hannibal_Barca @LeGenDz @phoenixdesk @LANDLORD @kizitom @mord @user1 @elexis @Stan` @SaidRdz @Emperior @Emacz @Dunedan @Ivaylo @yilmazgng @go2die @MorTak @Imarok @sarcoma @Lion.Kanzen @D_D_T_ @R4PT0R @Servo @Itms @coworotel @badosu @sphyrth @wowgetoffyourcellphone @faction02 @feneur @Issh @PrincessChristmas @RolandSC2 @Jofursloft @CAGD_lulofun @HirnWolf @Dakara @thankforpie @mgx @ffm2 @andy_beauty @King_Soly @Ammaz @carthage @AltosLagos Old ping list I know
    2 points
  4. So in all genius it was decided that the olive tree should be a source of food. However on several maps (like mainland with anatolian/aegean biome) the tree is placed. Originally the tree might be placed there because it was a source of food. For gameplay purposes, I think a food tree should be placed where olive trees have been placed. list of changes for A26 https://trac.wildfiregames.com/wiki/Alpha26
    2 points
  5. - In game name: vinme- Interested for the following schedules: daily, European afternoon (13 GMT) - BO1 or BO3?: BO1
    1 point
  6. Various reasons, mostly the reception and critics that might doom this project, license considerations, capacity too, the lobby server might not withstand a 1000 players not to mention the moderation. Also pretty sure that's not where developpers are.
    1 point
  7. Sadly it's manually. However it's much smaller than a full 0 A.D. release
    1 point
  8. Thanks, I think that this way the use of the mod is encouraged and the changes are made progressively. so this way you don't need to wait months for balance changes between alphas.
    1 point
  9. Return of the Feldfeld? I'd be glad to participate in this. - Interested for the following schedules: Weekly, Lightning European afternoon (13 GMT)- BO1 or BO3?: BO3
    1 point
  10. I think this is a fairly intricate gameplay issue. (i wouldn't really even consider it an issue, more of an area for improvement). I think we have tried to add more phase 2 and village phase options for attacking, but the "boom meta" remains. the community mod can address the issue, but there will need to be agreement from plenty of us in order to add things, so we may as well discuss here: 1. Firstly, I think we should continue to add interesting strategies for p2 attacks. @borg- has already written a large patch for Sparta, this could possibly be added to the community mod, although I am not sure how much content is too much for the mod. On this note, I made a set of unit specific upgrades that give certain advantages over your opponents, this would undoubtedly add offensive options in p2. 2. @ValihrAnt is mostly correct about booming = turtling, mainly that a boom using citizen-soldiers puts you in a good defensive and offensive position. I think we could adjust women's gather rate stats to equal citizen soldiers for certain resources, but another option could be to add a new economic unit to all (maybe not all) civs: some sort of worker, peon, slave, serf type unit. I imagine this unit would have a slightly different cost to women, maybe 50 food and some other resource (maybe 10 metal, wood). the important thing would be to make it as weak as women, but with a different set of gather rates, perhaps more emphasis on wood, metal, and stone. (1.00 wood, .75 stone, .75 metal) what are your thoughts? personally, I am unsure about the serf unit, I am not sure if the complication to gameplay is worth the potential benefit.
    1 point
  11. Si las hice; Torre grande (defensive tower) 14.Tower defense ;----------------------(ichnal) Torre pequeña; (Sentry tower) 15.Sentry tower;---------------(Ch'at ichnal)
    1 point
  12. ¿What do you think? @Lopess @wowgetoffyourcellphone @Stan` @Lion.Kanzen @Trinketos -Bonuses; -Faction bonus; 1-"Milpa ";(The orchards are +50% more resistant than those of other factions). 2-Early monumental architecture; (All Mayan buildings except the wonder, urban centers, the pyramid and the fortress, can be built in phase 2). 3-Canoes;(-25% less cost and -25% less sea unit recruitment time, but -15% weaker compared to other factions) -Team bonus; 1) "Sakbé" or "Bi"/Paved avenues (All infantry units move +5% faster). -Special technologies; 1)In Observatory; 1)-"Tzolkin"/agricultural or lunar calendar; (The Mayan gardens have a capacity of 40% more farmers, that is, 7 farmers instead of 5). 2)-"Haab' "/solar calendar of 365 days;(Orchards cost -25% less) 3)-"Mol Haab' "/annual harvest (farmers have 20% more harvesting capacity/quantity in orchards and bushes or +5units of capacitie more). 4)-" Chak ek' "/Cycle of Venus.(Bonus +25% attack damage for all units for 1min and recharges every 20 min.) (It would be like one of the Hindu skills in AOE 3, where a similar bonus is given.) 2)In Palace; 5)-"Mih"/"0, number zero";(recruitment by groups of units is +10% faster). 6)-"Tz'ib"/writing; (all Mayan special skills and technologies take -50% less time to develop). 7)-"Aj Sul"/Administrators; (Mayan special buildings take -20% less construction time). 8)-"Tz'akaj"/Accounts-Calculations; (All Mayan special skills and technologies are -25% less in price.) 3) In Templo Mayor; 9)-"Chuk"/capture or "submit to..."; -High priests can sacrifice enemies (killing them) making their own units within their aura gain +20% range per enemy sacrificed. 10)-"Temple in layers"; -The main temple has a second structure below, which allows to continue with the functions of the building, but this second layer only has 25% health than the first layer already destroyed. That is, it is like adding an extra +25% of health. (Many Mayan buildings grew on a pre-existing one with the same functions of the previous dynasty or period, with this technology this facet of Mayan architecture would be seen a little.) 4) In Ball Court; 11)-"Pitzil"/ball player (the units in phase 3 sheltered in the ball court, as X time passes, become heavy infantry units such as the jaguar warrior, such as going up to a hypothetical 4th phase with the passage of X time, but only for phase 3 units, does not allow phase 1 units to go up to phase 2 nor does it allow phase 2 units to go up to phase 3). 12)-"Tok Lom"/incendiary spears) Incendiary spears for the "Guardian warrior". -It is a technology that allows this warrior to use incendiary spears, which do +5% damage to infantry and cavalry units, +10 damage to buildings and +15 damage to ships and siege units. 13)-"Rubber"?/rubber (jaguar warriors and light infantry that use axes gain +10% attack).------------from lopess (Rubber/proto-chauco was already used in Mesoamerica and Mayan hair since 1600 BC, to better fix the ax blades on their wooden handles.) 14)-Run. (on a ball court) -The units of the Ball Court, guardian warrior, jaguar and guacamallo, increase their movement speed by +20%. (with this technology they will have a movement mechanic that looks like they are running and not walking) 5) Range; 15)-"Julob Kix"/shoot poison (warriors with blowguns shoot poison, in addition to damaging when shooting, the enemy loses health while the poison lasts) It has already been implemented by lopess. 6)Fortress; 16)-"Tok"/burn .(skill that increases +25% the attack on buildings for light infantry units). In places like "Chiapa del Corozo", "Becán", "Cerros" ... there are signs of arson with warlike purpose in the preclassic. 7) In Barracks; 17)-"Taj"/obsidian items(units using obsidian weapons deal +15% more damage against enemy units). 8) In Pyramid; 18)"Chum il"/Access as ruler; -Hero units take 80% less time to recruit and are 25% cheaper, but lose 10% health and move 10% slower). 19)-Ix Tz'akbul yajaw/Female Successor (when a male hero dies, he is automatically succeeded by a Female Sovereign unit in the closest C.C, this can only happen 2 times maximum). 9)In Market; 20)-"Konol kakaw"Cocoa trade;-Land merchants will now only trade using metals and no other resources, but this does not affect naval merchants who will continue to trade many products. (To compensate, the faction collects +25% slow metals from the mines, since during this period hardly any metals were mined). 21)-"Kib"/shell.-Because it was formerly used as barter in the Mayan world, land and sea merchants are +10% cheaper and move +10% faster). 10)In Port; 22)-"Little draft"; -The canoes can navigate on any water surface, regardless of the depth, being able to cross fords and shallow waters, but then the canoes will only allow transporting 10 units max. (Due to the low weight of the Mayan vessel compared to the other factions since it is only a carved trunk). 23)-"Fluvial Nautical"; -The canoes can cross through very narrow areas, through areas where the ships of the other factions cannot cross due to their narrowness, but their attack is reduced by -10%. (Because the Mayans used the rivers as communication and transport routes). 24)-"Cabotage"; -Mayan merchant canoes gain 25% more in international trade, but merchant canoes lose -10% health. (Because the maritime trade was as important as the fluvial one, arriving from Tabasco to Honduras in the Preclassic, while they came to communicate Veracruz, the Greater Antilles and Colombia in the Postclassic). 11)In Barn; 25)-"Chulub'Tun"/Chultún-fluvial cistern; -Allows each and every one of all the orchards to generate 10 units of food automatically even without having farmers inside, but it reduces the useful life of the orchards to 1,000 units of food and once spent it runs out and that particular orchard disappears, like the cattle. (That is, they would become like the gardens in Aoe 2, but would automatically generate food even when unoccupied) 12) storehouse; 26) "Siho'm" / Plots cleared and burned for planting; -Ability to collect wood, +5, but the speed of collecting metals is -10%. (only wood, it would be like an extra technology similar to the basket or the wheelbarrow, but only for wood). 13) Corral; 27) "Mayan beekeeping"; (Lopess idea) -Each and every one of the pens produce 10 units of food per minute, but also each of the units is +15% more expensive in food. More Visual; Sorry for the inconveniences
    1 point
  13. Yeah we talked about this yesterday, it might have counterbalanced the pushing changes for rams.
    1 point
  14. Mis quejas vienen más que todo por mecánicas de gameplay. Y edificios que no son reconocibles uno de otros. Y unidades que aún no me es claro como funcionan o porque escoger q uno de otro. Todos esos detalles están en los archivos XML llamados templates.
    1 point
  15. El problema serían los denominados "templates". bajo esa lógica sería un soldado a doble mano. pero el template es el de un swordman(espadachín escudo y espada).
    1 point
  16. I hope the community mod can address this issue.
    1 point
  17. This change was called to be a bugfix. I wonder who considered it to be a bug. https://trac.wildfiregames.com/wiki/Alpha26
    1 point
  18. Easy, just replace the actor of the olive tree with an apple tree. This is my modified olive tree: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="olive_1"> <mesh>gaia/tree_apple_trunk_a.dae</mesh> <props> <prop actor="flora/trees/apple_top_a.xml" attachpoint="root"/> </props> </variant> </group> <material>basic_trans.xml</material> </actor> This changes the olive tree actor to an apple tree.
    1 point
  19. My motivation for FPV is simple... I just want to admire the beautiful Aegean Archipelago map created by Yavin as a tourist in the age before jetliners (i.e. -2023 years agon)
    1 point
  20. it would be nice to add variation to how they look. ----Igual debes esperar a que añada más a los campeones y unidades de rangos altos.---- I have to check each unit separately. Council of modders?
    1 point
  21. @Lion.Kanzen Quiero crear paginas para los Japoneses y los Mayas en moddb con la plataforma oficial de este mods para su lanzamiento.
    1 point
  22. @Lion.Kanzen @Duileoga Estaré en casa mañana. Miraré estas preguntas sobre los ciclos alrededor del edificio. Pero cualquier ayuda es bienvenida, actualmente no tengo mucho tiempo libre. @Lion.Kanzen Acerca de las unidades y variaciones de campeones, tenemos mucho contenido y accesorios, tal vez unir a dos campeones en uno, pero usar todos los accesorios y texturas que tienen puede ser una salida.
    1 point
  23. Voy hacer algunos bocetos. Yo sé que no es fácil saber que se ponían en la cabeza. Lo que noto es que eran cosas talladas con su propia forma de hacer arte. Entonces lo que quiere decir es que el mismo estilo para adornar las pirámides ( piedra) con ese mismo arte luego se lo ponían en la cabeza obviamente salvando las diferencias de los materiales probablemente gustaban hueso y otros materiales como madera.
    1 point
  24. @TigerDen iirc there actually already is the possibility to do this although it is experimental. Check out the boonGUI mod, especially this part: https://github.com/LangLangBart/boonGUI/blob/main/gui/pregame/mainmenu~boongui.js#L59 There is afaik a hotkey to go into FPV. (But it's been a while since if tried it, so no guarantee)
    1 point
  25. Cheers and... WELCOME TO ALPHA 26! The newest version of the LocalRatings mod (v0.26.1) is attached to this post. Major new features: Automatic (and much faster!) list update. New per-civ rating chart. Ratings of players visible in the lobby page. Documentation, including the rating system and F.A.Q. is now available (clicking on the "Info" button). New match filter: starting resources. .. and other little perks: Player names colored as in lobby. Hovering on evolution chart shows detailed information. More statistical data (e.g. standard deviation). Release notes: the attached new version of LocalRatings v0.26.1 is compatible with Alpha 25. Installation: see the first post of this thread for instructions. Have fun! LocalRatings.pyromod LocalRatings.zip
    1 point
  26. @real_tabasco_sauce Nice work, its looking great. The fire archers could help ease the frustration from not having ranged siege in cases.
    1 point
  27. my not official new channel.
    1 point
  28. I don't think rams are the solution you want to this problem. They are slow, expensive, and provide no additional utility to a player's economy or map control. That means rushing them out will put you very far behind, and likely turn your attack into an all-in. That's not good. If you want to solve this, you either need to toss out the citizen-soldier concept (as has so often been proposed); or you need to take a cue from Blizzard's RTS design book instead of Ensemble's, and allow at least some of your basic units to have favorable matchups against static defenses. And frankly, even if you take option one, I not sure you won't end up needing option 2 anyway. -------------------------- About the poll question, you are missing the most important option: nerfing the gather rate of soldiers. The last thing you want to do when you are trying to encourage rushes is to speed up economic activities... Naked booming is a thing you know! It could easily become the dominant strategy if you fix the free-turtling problem.
    1 point
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