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  1. Apologies for my absence these days, this below is the reason.
    24 points
  2. I will also add that, for now I don't really see a point in doing a (significant enough) cavalry nerf. At the end of the day, infantry is still hugely useful in 1v1 and in team games as well, a transition to cavalry if not well timed can just lead to being overrun by infantry. For the current state I only see a small damage nerf to skirm cav to be interesting. I'd consider the gameplay of mostly ranged infantry CS to be worse. There is not even an attempt in transitioning away from a unit we make from the beginning of the game. Instead of fine tuning stuff like this, I'd be more interested in some more radical changes, such as for example straight up halving the attack rate of all ranged units (so reducing their DPS by that much), accompanied by a melee cav nerf. That could rehabilate melee infantry and maybe champions as well. Experiment, bring new units to the light, try to reach a new balance.
    7 points
  3. Buenos días tardes; -Por recomendación de @Obskiuras , aquí les presento los edificios uno a uno para visualizarlos mejor; ------Edificios comunes; (21) 1.Centro cívico----------------------(¿?) 2.casas----------------------(¿?) 3.Almacén----------------------(¿?) 4.Alquería----------------------(¿?) 5.Huerto----------------------(¿?) X 6.Corral----------------------(¿?) 7.Puerto----------------------(¿?) 8.Cuartel----------------------(¿?) 9.Establo----------------------(¿?) 10.Taller de asedio-------------(¿?) 11.Herrería----------------------(¿?) 12.Templo----------------------(¿?) 13.Mercado----------------------(¿?) 14.Torre de avanzada----------------------(¿?) (X) 15.Torre de defensa ----------------------(¿?) 16.Torre defensa pequeña----------------------(¿?) 17.Fortaleza----------------------(¿?) 18.Empalizada----------------------(¿?) (x) 19.Muralla----------------------(¿?) (Puerta de muralla); ----------------------(¿?) (torre de muralla)----------------------(¿?) 20.(Maravilla)¿Santuario?-----------------------(¿?)con estatuas ,ofrendas y sacrificios. (¿?) 21.Galería de tiro--------------------------(¿?) -----Edificios especiales o culturales; (2) 22-Gran Salón;-------------------------------------------(¿?) Catálogo Suevo completo; Disculpen las molestias*
    6 points
  4. Trabajo de Duileoga Work by Duileoga
    6 points
  5. The last match has been played, we can now start the 2nd round! Standings are here as always: https://challonge.com/sv36zmko/standings But first I have an announcement: the new version of feldmap (0.2.1) has been signed! It is now available on mod.io. This new version drops the quite imbalanced Nubia biome, so now we can drop the previous convoluted biome rules, and back to simply a random biome setting. Note: if you previously installed feldmap manually and wish to update through mod.io, I recommend you first delete the mod to avoid bad surprises. __________________________________________________ Round 2 matches: @ValihrAnt vs @Edwarf @Feldfeld vs @LetswaveaBook @Player of 0AD vs @Dakara @MarcusAureliu#s vs @Philip the Swaggerless @borg- vs @chocapoca @rm -rf vs @BeTe @alre vs @seeh The deadline for this round is Wednesday 23, 23:59 UTC. If all matches are finished sooner we could try to get closer to the original schedule but that's not a priority. 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. EDIT: I see there is a new Community Mod version released, please update and use it for this round!
    5 points
  6. MarcAurel vs borg metadata.json commands.txt
    5 points
  7. This mod is in maintenance mode But will be updated for the following cases: Bug fixes Compatibility with new 0 A.D. versions Any reasonable pull request somebody might want to make Thanks to all the 0 A.D. players who found it useful. Nani
    5 points
  8. I packaged all replays to make it less tedious for late watchers: Round 1 (Community Mod 0.26.2) FTS2-Round1.zip Round 2 (Community Mod 0.26.3 - latest) FTS2-Round2.zip
    4 points
  9. Unfortunately, borg- didn't connect for more than a week. I had multiple players tell me they thought they were / would be eliminated from the tournament if they lost one game. It is not true as we are playing a Swiss system. All 5 rounds are played by every players, and there will be a ranking in the end. I didn't properly explain the system and I am sorry about that. This may be the reason for borg's inactivity, in any case, I hope there won't be more players getting confused by this. I decided to forfeit borg- from the tournament. I could have tried to replace him but either it would induce even more delay to the tournament or could lead to some big unfairness. But forfeiting borg is still quite unfair to @MarcusAureliu#s, as it hurts his Bucholz (first tiebreaker) quite a bit while it should have been pretty good after he got a win against a favorite. That may cost him a few spots when we get to final standings. I still salute his win which I think also showed improvement of his level. __________________________________________________ Round 3 matches: @ValihrAnt vs @Feldfeld @Dakara vs @Edwarf @rm -rf vs @chocapoca @Player of 0AD vs @BeTe @Philip the Swaggerless vs @alre @LetswaveaBook vs @MarcusAureliu#s Bye (no game for this round, +1 point): @seeh The deadline for this round is Wednesday 30, 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.
    4 points
  10. I talked with @superflytom today and he might comment one or more matches
    4 points
  11. Dakara vs BeTe Dakara-Bete.zip
    4 points
  12. 4 points
  13. I think one of change we should introduce is dynamically changing player name and player placement values while chaning the AI diffculty level. Example Scenario: You are playing 1v7 againt AI and you have selected 3 AI as hard and 4 AI as very hard. Currently we show: Instead of this we should show: Right now values are selected in background but no value is shown on Front-end side. @rossenburg FYI. Should be a feature in your mod.
    4 points
  14. There is a small change in the rules. I have seen quite a lot of evidence of the wood generation in Nubia biome being sometimes very imbalanced, with some games where a player starts with no forest in his territory. Game 3 of previous edition between me and Valihrant was restarted because of this reason. As of right now I don't have the time to program a proper balanced wood generation. As such, I submitted a new version of feldmap removing this biome to mod.io, but I do not expect it to be signed before the start of the tournament, which means it won't be available for download. So for now, we stick in the current version of feldmap, I do not want to confuse players with having to manual download, so manual download is not available. Instead, there are new rules for biome selection: - the biome for the matches should be random - if it turns out "Nubia" is chosen, one player may call a restart (please do so before one minute of gametime) - if a game was restarted because of this reason, one player may force to select "Temperate" biome for next game. If you are not sure if a biome is "Nubia", you can pause the game and check the "Objectives" window, the biome is written in there. __________________________________________ On another note, we have enough players to have a swiss system. I will still host it on challonge as it looks like it handles it just fine. If you don't know how the swiss system works, you may research it on the internet. I set the first tiebreaker to be the Median-Bucholz, and the next tiebreaker to be wins against tied opponents. https://kb.challonge.com/en/article/rank-and-tie-break-statistics-1p5f7y4/ Players will be seeded using their ratings. You may see a preview of the tournament here: https://challonge.com/sv36zmko/standings of course, registrations are still open. Here I did the seedings from memory but when registrations close I will check players ratings and make final seedings. If the number of participants is odd, one player will receive a Bye (free win) each round. Normally it's the player lowest in standings that didn't receive a Bye who gets it. Unfortunately, challonge doesn't offer a column indicating player elo in the standings as far as I know. You may tell me if you want to see the ratings right next to player nickname (like we see in a game lobby in 0 A.D.). If someone wants to make a custom template for 0 A.D. swiss tournaments they may contact me.
    4 points
  15. Hi Feldfeld my dear friend, i'm humbly the best player of 0 A.D. so je vais continuer en français mais j'aimerais bien participer à l'édition 2 ! Bien cordialement signé chocapoccaaaaAAAaaAaAaAaaa
    4 points
  16. I was 1 year old when this topic was written. Guys this is the biggest necropost i've seen. It's like writing your name over cave art.
    4 points
  17. Following change may break some mods: For security reasons planing to restrict access for ReadFile, ReadFileLines, WriteJSONFile, ReadJSONFile, ListDirectoryFiles, FileExists to the following folders/files: "gui, simulation, maps, campaigns, saves/campaigns, config/matchsettings.json, config/matchsettings.mp.json" adding "moddata" if some mods need to access and ship custom files that don't fit into other locations mentioned above (https://code.wildfiregames.com/D4617)
    4 points
  18. I can play this time if it's still available.
    4 points
  19. https://code.wildfiregames.com/D4813 The above diff adds colors for players 9-18. Tweaks the colors for players 1-8 to help them stand out from the new colors. Adds a "ColorName" line for each for identification and possible future use. If anyone would like to try it and review, that would be great. Referenced diff: https://code.wildfiregames.com/D4811
    4 points
  20. Hi, first video in 2022 ... By watching it you'll noticed many errors at models, but i'll solve them ...
    4 points
  21. Congratulations to for winning the first edition of the Friendly Tournament Series! You can find the brackets, with all results and standings here: https://challonge.com/l9vi81d9 I will announce in the next post the second edition. Let's try to have this a regular event in the 0 A.D. multiplayer community!
    4 points
  22. Valihrant vs Feldfeld valihrantvsfeldfeld.zip Edit: I play the next one too @Feldfeld
    4 points
  23. Make Alexander Great Again When playing as Macedonians, who actually chooses Alexander the Great as their preferred hero? From his conquest, Macedon quickly became the largest ancient empire! People looked back on him for generations as OP. I think he should be THE or ONE OF the top heroes of this game. 10% Territory increase doesn't help you much in the game. Especially since, IIRC, your territory's ability to take over enemy territory is diluted by how large your territory influence is. I've tried to use the CC capture thing to my advantage, but haven't found it very strong. You pretty much need to damage the enemy CC no matter what, which is fair. It is a cool idea, but it can't be his only thing. Attack bonus vs other heroes is a cool minor perk. Still weaker than Cleopatra's health de-buff. I propose his benefits be: Alexander Counters: 1.2x bonus vs Heroes Conqueror: Enemy Civic Centers - 50% Capture Points Garrisoned Regeneration Rate. 60 meters Inspired Defense: When garrisoned, the structure has +2 capture points garrison regeneration rate. Imperialism: Structures + 10 Territory Influence Radius 40 Meter Aura: Own Soldiers (not siege) +10% Ranged and Melee Damage. He wasn't just some guy who captured buildings. His army kicked butt on the field. (Same rationale for below) 50 Meter Aura: Enemy units & Structures -10% Ranged and Melee Attack Damage I think this is better than an armor boost because it emphasizes his active role in battles. He can't sit back behind everyone to get the benefit. However, I wouldn't want it to promote "dancing." An alternate would be Own Units + 1 Hack/Pierce/Crush Damage. If these benefits seem to make Philip II irrelevant, maybe his aura could be changed to a Pikeman bonus, since I believe he was the one that the whole pikeman thing going. I don't feel strongly that this is necessary but here is one idea. Philip II Rise of Macedon: Champions + 2 Capture Attack, +20% Ranged/Melee Damage Pikemen + 100% Melee Damage
    3 points
  24. For me, either no nerf, or the small damage nerf for skirm cav and archer cav only. For the reasons I already wrote in this thread, I think cavalry is in a good place currently. It's already very hard to have an effective rush if the defender plays appropriately. Infantry is still plenty useful. Etc
    3 points
  25. The problem with regarding them as cavalry is that there is not explicit reference to my knowledge of them serving to that capacity. Sparta was notoriously incapable when it came to fielding an effectual cavalry force, and although Agesilaus II did at one point succeed on that front, it was only temporary. At the moment, there are cavalry represented by Perioikoi, but even that seems to be a major stretch. To be able to employ horsemen in in warfare, one usually was landed nobility, and it is highly unlikely that vassals were able to do so. This can be supported by the fact that most of Sparta's cavalry came from league members rather than Laconia proper. If Skiritae were cavalry, we would expect historians like Xenophon, an experienced cavalry commander, to have mentioned it. Simply speaking, if there were Skiritae that were cavalry, it would be a small contingent representing some aristocratic caste since not all people could afford to use horses that way; the historians refer to Skiritae collectively as scouts, not a mere fraction. On that front, Skiritae infantry armed to fight on the frontlines and used for recon are not an exception. The Silver Shields seem to have served a similar function in Alexander's campaigns.
    3 points
  26. Valihrant vs Edwarf ValihrAntvsEdwarf.zip
    3 points
  27. @rm -rf vs BeTe bete-vs-rm-rf.zip
    3 points
  28. Changelop in writing: #This is a written changelog for additional merges to each version of the community mod. If you would like to review the exact details on each merge, visit this link: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests?scope=all&state=merged -0.26.1- !1 Set up gitlab with continuous integration to the mod. -0.26.2- !2 Han farming technologies (village and city phase) fixed. !6 Regicide mode infinite loop from enabling hero garrison fixed. -0.26.3- !4 Move tier 3 blacksmith technologies to the town phase. !5 Healers cost 100 food 25 metal, cheaper temple technologies. !8 Themistocles now provides a wall discount as well as a naval buff, Pericles provides technology discount and soldiers in his aura do not give loot. !10 Civic centers and colonies decreased cost, decreased territory expansion with each age. !11 Axe cavalry buff to hack damage. !12 Change to ptol civ bonus: Ptolemies houses, storehouses, farmsteads +50% build time and -40% capture points. !13 Team Bonuses: Athens get CC technologies -30% cost, -50% research time, Seleucids get CC decreased build time too, Persians get cheaper barracks and stables, Carthage gets -50% mercenary infantry train time. Changelog file: community_mod_changelog.txt
    3 points
  29. Close game but i finally win Choca vs Edwarf.zip
    3 points
  30. A bunch of dead Roman soldiers (minus the blood) Strewn inside this ambush site: You can see the sides are up on ramparts/ridges/hills: And then we could have hanged men from the 2 trees in back. The ground texture for the site can be cobbled together directly from the game's terrains textures, as you see there. All of this fits exactly within the Hanging Gardens of Babylon footprint, which is the target max footprint for a Wonder in the game.
    3 points
  31. Unlikely it would cause any noticeable difference with respect to <Accuracy>. The Law of Large Numbers applies because, even with a reduced rate-of-fire, you are still flinging hundreds of projectiles over the course of a typical battle (most of which hit something). That is more than a large enough sample size to push the tendency very close to the theoretical expectation. In intuitive terms, yes misses would be a bigger lost opportunity, but the projectiles that do hit balance it out by having a proportionately larger punch that almost exactly makes up for the damage that is lost. Plus, I don't think the threshold of "game breaking chaos" is nearly as sensitive as this objection makes it out to be. There are a bunch of really unpredictable factors in 0 AD's combat already: e.g. not being able to tell how many units are in an enemy formation due to the obscene model overlap, or the way that promotions can randomly change a few lucky units' stats on the fly. Despite this, I don't hear anyone complaining that the combat gameplay is unskillful.
    3 points
  32. Working on a new Savanna biome. Will have Wet season and Dry season like the other one. Improving the assets too, such as stones and rocks.
    3 points
  33. our game needs more trailer with action, like in this video.
    3 points
  34. I can do those this time XD
    3 points
  35. ValihrAnt vs PhilipTheSwaggerless ValihrantVsPhilipTheSwaggerless.zip
    3 points
  36. After seeing the Github mod page and @Lion.Kanzen's Yayoi video I'm beginning to see some inconsistencies with the specific names. Time for a rewrite! Classic Japanese Tsukai typically translates to "messenger", so it's preferred to use -möti ("-holder, -wielder") instead Axeman: Onoduki → Wonomöti Spearman: Pokötuki → Pokömöti Female citizen: Josei (Sino-Japanese, NGです) → Womina ("young woman", as opposed to Omina "old woman") or simply Me ("female") Slinger: Isinagë → Tabutenagë ("throwing stone-thrower") Archer: Ite → Yumitöri ("bow-taker", first attestation in 8th century Hizen Fudoki, Ite is 10th century) Korean horsearcher: → Umanöri Mësikakapë ("horse-riding mercenary", verb meshi-kakaeru first attested in 17th century but both components separately are in OJP literature) Champions Axeman: → (Wono nö) Tupamönö Swordsman: → (Turuki nö) Tupamönö There are actually a few more words that mean "sword", depending on the description: Turuki or Turugi is straight and usually double-edged, Tati long and curved, and there's Sapi Naval Fishing boat: → Turibune Merchant ship: → Akinapibune ("trading boat") or Wobune ("small boat") Light warship: → Opobune ("large boat"), Yakata ("roofed boat"), Wobune ("small boat", as above) or simply Pune (how to define smaller/larger boats?) Farmstead: Kömëgura ("rice granary") Field: decide between Ta ("rice paddy"), No, Nopara, or stick with current Nora (all three mean "field" in general and are attested in OJP literature) Since Ba ("place") is first attested in 13th century, older Nipa ("place, field, garden") could be plausible Barracks: Sikömiba → Sikömi nö Nipa ("training field/place") Archery Range: Sikömiba → Ikusa nö Nipa ("soldiers' field/place") Forge: Kanutiba → Kanutiya (compare modern Kajiya) Outpost: → Mipari (noun late-19th century, verb miharu 9th century) Market: → Iti (first attested in Kojiki) Shrine can use Yasirö while Temple should be changed to Miya. Wall: → Kaki Gate: → Kado Turret: → Kakizumi ("wall-corner") or just Sumi ("corner"), didn't want to repeat the defensive tower nameYagura Arsenal: →Takumiya ("artisan's shop") or Tukuriya ("construction shop") Battering ram: Tukikömimönö ("smashing-object"), Pasira ("pillar"), or, if no other placeholder, Pa-zyau-tui (Hajōtsui) Ainu Village: → Kotan Wonder: Issei Temple → Ituki nö Miya, the generic name parameter can be "Ise Shrine" or for posterity "Ise Grand Shrine"; what's with the "Issei" autocorrect?
    3 points
  37. Hello from Strasbourg, France ;)
    3 points
  38. I'd like to participate weirdJokes (1913)
    3 points
  39. I was thinking if we can replace the current UI design of tree selection from To (wireframe) Some reason we should do it. The in-frame pic shows which tree have you select currently. Wood icon instead of build icon tells that this tree is not for building but for wood collection. Extend use case - If we ever implement the idea of planting forest, then this will be good for diffrentiating platable trees and non-plantables. @wowgetoffyourcellphonewhat do you think?
    3 points
  40. About chicken rushes in team games, I agree that in the case of one team having an imbalanced line-up like 1800 + 1300s, if the all-in is well executed it could be possible to slow down the 1800 at the price of slowing down even more a lower rated player and therefore winning the game. However, the chicken rush is not the only way to do it, for example a 2v1 rush could do it well and is not new. I have not seen enough TGs to see if it is a problem. One all-in strategy was done against me this alpha but it was using ranged inf CS not cav, and was unsuccessful. It is tricky because if the defender gets even a 20 pop advantage early on against his adversary that can easily snowball to victory without the pocket's situation being relevant. If the chicken rush really is a problem in TGs, then a 2min or 3min ceasefire could do the trick. Also having teammates sending resources could help a lot, as you could safely build your forces without being slow down too much.
    3 points
  41. -Good idea, my initial idea was this, but currently I believe that an update to towers with wasp attack would be more plausible; -We can apply this to the traditional mod, and leave the two units separate for the extended mod. That's our idea XD This was mainly done for the AI to know how to use the units, they are not champions or "normal" units the orders of warriors or noble warriors are stronger and faster units because they are better equipped and training, unfortunately I don't know how to say this to AI without putting them like cavalry behind the scenes.
    3 points
  42. the third option is good, no need to remove it. you can say no, if you don't say no, then it's not a no.
    3 points
  43. I have practically no programming experience, so eventually I decided that this was one too many complications for me, and gave up trying to learn how to mod 0 A.D. That being said, I would be happy to help out in an advisory role. I'm no Howard scholar, but I do have some understanding of the source material, and have been slowly chipping away at making a role-playing game adaptation of the Hyborian Age, so I might be of use in selecting the best quotations and descriptions. Another facet of my RPG adaptation is creating a 3-D Hyborian Age globe, which obviously opens the door for translation to a 0 A.D. map. I'm awaiting a reply from someone in the REH community before proceeding any further with that, though, as I know that others there have already done quite a bit of work down that path.
    3 points
  44. I do look forward to the maya jungle biome being fixed so we can use it for randomly generated maps like unknown. In the meantime to justify using the indian tropic i've imagined some maya city state overdosing on caocao, getting kicked out the peninsula and deciding to sail across the pacific somehow and impossibly smashing their way through with some canoes and landing in India. Because they are so high on caffeine they label it the 'Yucatan', and incidentally anger the Mauryas.
    3 points
  45. I like how Duileoga and Lopess chose the protoclassic period, as 0 A.D. straddles between 500 B.C.E (Empires Ascendant) and 500 C.E. (later planned civs for that time period) meaning the maya can face civs from both time periods which you can make a few somewhat logical alt history fantasy scenarios with
    3 points
  46. In Delenda Est, if you capture an enemy Civic Center, then you can train that civ's Citizens, who will mostly build your civ's buildings, but will build their own culture's temple, wonder, and cult statue.
    3 points
  47. I think we have enough votes to conclude that the ram change and the ptolemy, Iphicrates nerfs do not have enough support. @wraitii does a November 1 release of the next version sound feasible/ideal? Seems like the second round of the tournament will happen soon, so it would be nice to release in time.
    3 points
  48. 1- For me, we need to absoluty change the concept of mercenaries. They can't recolt, i'm totaly agree for this point. About the cost i want have big cost like 100 for infantery and 150 for cavalery. All mercenary is rank 2 recruitment is instant, the units are not formed, we pay for their service. Limit the number of mercenary by 50 for each player (sound good or not?) One tech for recruit mercenary rank 3 in phase 3 in castle or CC. Like 500 FOOD and 500 METAL cost tech. I would also appreciate that the initial mines be less loaded in resources (5000-> 2000) so that the eco is more relocated and risky, but that's another subject but it can nerve the mercenaries a little. 2- It it true that it is frustating and make good advatnage. But i think we see that like a bonus of civ (only 2 civ have this advantage so it ok), maybe we need more balance all champions. Some seem too weak or situational. Take care to don't starndardizes all civilisations. 3- I think nop, if you look point 2. Ptol and Sélucid have good bonus with production heroe in CC. So it make a malus effect to balance the advantage of the point 2. 4 - Noboby forces the infantry to serve only as anti ram. i find the current situation satisfied. No easily accessible sword infantery that'is ok. It is charming to know that the Macedonians have this weakness.
    3 points
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