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  1. Welcome everyone Following a suggestion from @Lion.Kanzen I thought it would be indeed a good idea to try to host a tournament to promote the mod and its advantages. This would be a friendly tournament where it is encouraged to try out stuff you think is OP and should be fixed, and stuff that has been modified by the Community Mod to see if it works well. This is not required though, you are free to play however you like. The 2 mods required to play the tournament is the Community Mod https://wildfiregames.com/forum/topic/83784-introducing-the-official-community-mod-for-alpha-26/ And feldmap https://wildfiregames.com/forum/topic/53880-feldmap-a26/ The settings for individual games would be the same for all of them. Basically always Mainland Balanced and typical 1v1 settings. I will post the exact settings later though player agreements could also be made. Now for the actual tournament format: the primary goals I want to achieve is speed (it's a tournament series so there will continuously be new tournaments of the same format, ideally) and balanced player matchups in order to have proper testing of gameplay balance features. The speed requirement means that the tournaments will be single elimination. Double elimination just takes too long. The tournament will be seeded meaning early on matchups could be imbalanced, so to avoid it being too hard I would limit the number of participants to 8 for a tournament, however if there are enough players interested there could be multiple brackets (Gold Silver) so anyone can play. Now that this is settled, there remains the scheduling. I have multiple formats in mind, and I would like your feedback for which you prefer/think is best. Considering there will be 8 players per tournament/bracket, that means the duration is 3 rounds. Here are the possibilities - Weekly (1 round per week, players schedule their match in PM) - Lightning (tournament gets played in a day, each round just after the previous one, on Sunday at European afternoon (eg 13 UTC) or European evening (eg 18 UTC) The tournament could start as soon as next week. So i invite potential participants to announce what scheduling format they prefer, and potentially already sign up for these schedules. Please note that I would not be able to play/help scheduling in European evenings. A forum account is required for signing up. Here is a sample message you can use to sign up: - In game name: Feldfeld - Interested for the following schedules: Weekly, Lightning European afternoon (Sunday 13 UTC) - BO1 or BO3?: BO1 ______________________________________ Interests: Weekly: Feldfeld ValihrAnt PhiliptheSwaggerless Lightning European Afternoon (Sunday 13 UTC): Feldfeld ValihrAnt vinme Lightning European Evening (Sunday 18 UTC): BO1: Feldfeld vinme PhiliptheSwaggerless BO3: ValihrAnt
    10 points
  2. Hello everyone, The mod is now live! You can contribute over on GitLab at https://gitlab.com/0ad/0ad-community-mod-a26/ The mod can also directly be downloaded from 0 A.D. using Mod.io. The current version, 0.26.1, incorporates the Han rice/grain fixes as a demonstration. Feel free to reach out to @Stan` or myself if you would like to become a maintainers. Otherwise, open the web IDE and get ready to make PRs!
    6 points
  3. It's been two days, maybe people need more time ?
    4 points
  4. My perspective is to start with small things that people agree are OP or broken (such as the Han thing I fixed). As a maintainer I'll only merge stuff there that feels consensual enough, whether that comes from a PR on the mod or from a diff that ended in A27 from A26 playtesting. The idea of the mod is to allow: Having an A26 that's playable in MP Allowing some experiments potentially in a slightly easier way
    4 points
  5. I was thinking at https://play0ad.com/download/. ABSOLUTELY! I requested this months ago! I hope for something undertandable by any player who comes up in the next months and must understand why all games are greyed out.
    3 points
  6. In Alpha 26 due lack of Atlas testers we have a minor bug (doesn't affect you if you don't paint terrain in Atlas). The bug is terrain textures previews are blurried: To fix that you need to download and install the attached mod. Note: you need to put the mod before the public mod in the enabled mods list to make the fix working: a26-fix-atlas.pyromod Reported only after release here:
    3 points
  7. on windows, a mod is as easy to install as a patch, using the pyromod file. maybe the pyromod version of the community mod could be linked in the main site and dubbed "balance patch" or something like that.
    3 points
  8. @seeh Glad you figured it out. Can I merge this with the other one?
    3 points
  9. @Nobbi Thanks for finding this bug, its fixed in the GIT version and some other smōl issues I encountered. Will release 2.6.3 later today and also include a feature to give more control over idle units.
    3 points
  10. Little off topic, but with the known (and long-standing) problems with formations, it probably makes sense to just change the hero bonus to a range like all the other proximity based bonuses
    3 points
  11. Citizens: I'm thinking the Mayans (and Zapotecs; ie the Mesoamericans) could have a unique Citizen concept, similar to the Atlantean citizens from Age of Mythology: The Titans, where the Citizens don't require dropsites. All economic upgrades would be in the Observatory and Market. Special Buildings: I suggest keep the most unique special buildings for them and move the others to Atlas-only. The 3 I suggest to keep as buildable special buildings are the Range (replaces the Stable), Ball Court, and the Observatory. I like the design of the Zapotec ball court, so maybe use that model for the Mayan one too (it's the one special building that can tie all of the Mesoamerican civs into the Mesoamerican culture, thematically). The Ball Court gives an military (+5% attack for foot soldiers) and a cultural bonus (all capturable structures +20% capture points). The Observatory is where you research all of your economic technologies and maybe 1 extra special technology per phase (total of 3). Temple: The current temple model is too small. I suggest make that their Shrine, and then use the "Temple of Masks" model for the new regular Temple. Shrines (left to right): Kushites, Chinese, Italians, Mesoamericans, Egyptians Doing that, makes the Mayan temple closer in size to the temples of the other civs (see image below): Temples (left to right): Athenians, Han, Mauryan, Ptolemaic, Mayan, Mayan (upgrade) I'm thinking the Mayan temple could have a special Upgrade ability, similar to how one can upgrade Sentry Towers to Defense Towers. Upgrading a standard temple to a "Sacrificial Temple" gives it an additional aura that very slowly drains the health of nearby enemy units and unlocks 1 extra special technology ("Ritual Sacrifice" which gives Mayan priests the same aura). Can also train the Kanetuki Bell Ringer in the upgraded temple. Civic Center: Choose 1 model. I like this one best: We can put a tile decal beneath it. Wonder: It's too big. Scale the model down by about 10% just so it's a little closer in overall visual mass to the other wonder models. Units: Super bright colors need to either be toned down or converted to player color. A lot of the bright colors don't correspond to player color: I could help you standardize the colors if you'd like? I made a textures/skins/props/standards/maya_infantry_1.png for you too: champion_infantry_sumo_sarcedote.xml should probably be champion_infantry_bell_ringer.xml
    3 points
  12. Hello everyone, LINK: https://gitlab.com/0ad/0ad-community-mod-a26 Following recent & less recent discussions on the forum, the team has a proposal on how to improve balancing that seems viable in the short term. This post will explain the 'what' and 'why'. What We will make a copy of the files relevant to balancing (templates, civ data, techs, ...) as of A26's release, and create a new repository on Gitlab. This repository will be bundled as a 'A26 community balance' mod, and regularly signed & uploaded on mod.io by the 0 A.D. team. The mod will also be easily downloadable directly from gitlab. Community members will be granted commit access to this repository, on a voluntary basis, by 0 A.D. team members. This commit access is subject to the expected rules, such as not trying to mess everyone's work and generally behave productively. More generally, the mod will be public and anyone can easily make PRs using GitHub/gitlab's interface, and people with commit access will be able to merge PRs. This mod can then evolve on its own after A26's release, independently of 0 A.D.'s work towards A27. Why We agree with you that balancing is a sore point for 0 A.D. The issue is complex, and the team lacks time to fix it. Previous efforts, such as the balancing PM or the balancing subforum, did not work well enough. Furthermore, we receive a lot of feedback from the community on gameplay and would like to give the community a more hands-on approach. There are far more players than team members, and we hope that having more people with commit access will speed things up. We understand that Phabricator is a little unwieldy. Using a better known tool will also make it easier for people to make changes. We cannot currently give commit access to the whole SVN repo, nor can we easily split the 0 A.D. mod to make balancing its own repository. Making more regular releases seems unrealistic at the moment. Migration to gitlab is also a work in progress. Therefore, we think this is an easy way to make strides forward while not increasing the workload of the team too much. By making it a mod that can easily be downloaded, and that's provided by the 0 A.D. team, we can somewhat ensure that the mod will be played, and thus a better product. This also relieves the team of some of the pressure of balancing the release right away, since we know unbalanced units (which are somewhat inevitably discovered after release) can be fixed. What happens with A27? This balance mod's scope will not follow potential engine changes in A27, and may not be immediately portable when the time to release comes around. Our hope is that, by comparing the mod with A26, the 0 A.D. team can understand the direction that things should go in and port relevant changes in a coherent manner. This will almost necessarily lead to some changes not being ported, or to some work being necessary to do so. To summarise: we'll give you the keys to the car to make A26 a more fun game. By the time A27 comes, we can hopefully use your work (and our own) as a good template for a better game out of the box. If this experiment is a success, we may reproduce it after A27, but time will tell. --- The repository will be shared around the A26 actual release, to make sure the files are indeed those from A26. In the meantime, feel free to share feedback on the idea and indicate what you'd consider a fitting role for yourself.
    2 points
  13. https://www.ageofempires.com/news/aoe2de-update-47820/ Other example. use of bold (makes it easier to read between the lines... I mean read faster) and use of colors (green) to represent the increase of stats. https://www.ageofempires.com/news/age-of-empires-iv-winter2021-update/ AoE IV is not as good as the previous one and is not consistent.
    2 points
  14. An alternative text including this last suggestions from @Lion.Kanzen "There's a major fix update for Han civilization included in the Official Community Mod, among other minor changes. You can install it through in-game mod downloader: Go to settings -> Mod Selection -> Download Mods -> And double click on community-mod version 0.26.1. Save, restart and you are done! You can also find it at 0.A.D's main page and on the forum. Remember this patch is the changes for next Alpha and it was made by the community and developers for you. Don't miss it! You won't be able to play games with this mod enabled. If u find games are greyed out probably you need to install it."
    2 points
  15. yep. Maybe for Alpha 27
    2 points
  16. That's the community mod. Else it's a whole new release. No in between.
    2 points
  17. We can create a generic "General" unit for each civ that can be used in Herocide mode. Basically, it'd mix and match textures and props to make a new unique unit specifically for Herocide. About Caesar and Mark Antony, I'd love to add them, honestly. Atlas-only units are low priority or projects of opportunity for now. Honestly, creating/modding additional historical heroes would be a great project for someone just starting out in modding. The modding communities of a lot of games are chock full of these kinds of little projects. The good thing about 0 A.D. is that if your mod is good quality then it' very likely to be included in the base game for wider exposure to your work. You generally don't find that kind of thing in a commercial game. I'm currently updating Terra Magna, Millennium A.D., Two-Gendered Citizens, Aristeia, and Ponies Ascendant to Alpha 26 status so we can have all of them available to players again. After that, encouraging people to get into modding can be my next thing (interspersed with bug fixing, which is a constant @#$%).
    2 points
  18. It did not start that way till an ownership change a few years ago it was the place to host an Open Source project for more that a decade for a long time the only such space. Git is very new in after all it exists because Linus was upset when the commercial csv the kernel team was using wanted more money. Enjoy the Choice :)
    2 points
  19. @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
  20. - In game name: vinme- Interested for the following schedules: daily, European afternoon (13 GMT) - BO1 or BO3?: BO1
    2 points
  21. 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.
    2 points
  22. @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
  23. 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
    2 points
  24. 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
  25. I played the new alpha and had the occasion to observe the game with my formation mod integrated, and I must say I'm glad it was merged (credit to @maroder), formations do seem to move more naturally. But I regret that one of the changes in my mod wasn't merged: I had turned off the automatic switch that makes formations change shape when you give them a target far enough. Column formation is particularly akward and it shouldn't switch on by itself, most often the reshape is unexpected and surprising in a annoying way. I would post a video example, but I can't seem to capture one in this alpha. What do you think?
    2 points
  26. I tried to make a mod that has these modification. However, I do not know how to limit the bonus cap and therefore left the limit on the ministers at 9. Also, I guess 150 hp per second for walls is awkward. It means the aura heals walls faster than the rate at which 2 (regular) rams damage it. Vinmemod.zip
    2 points
  27. @Duileoga Another question, can the large structures buildings rings be made bigger? a lot of the units clip through the buildings.
    2 points
  28. Depends on who wants to work on what and if the community would want it. Personally, I think a charging feature needs to be automatic if the game doesn't have hard battalions. Otherwise it's just too much to handle. With hard battalions though, you have fewer entities to worry about, making a manual charge feature more manageable.
    2 points
  29. I see, so we could start to address the han swordcav rush in this mod? (honestly in this case, i think swordcav in general are just a little too tanky, -1 pierce armor seems fine to me) Would something like my proposed unit specific upgrades (https://code.wildfiregames.com/D4788) be to large a change for the community mod? I guess this would be done once there is some agreement on the upgrades (and first whether or not to add them).
    2 points
  30. Alpha 26 on mod.io coming soon: https://0ad.old.mod.io/delenda-est File is uploaded, waiting for acceptance.
    2 points
  31. Formations were quite broken before already, but are more so now, and they are just as useless. wait, are you sure you could garrison cav in barracks before?!? I always kept it in the stables!
    2 points
  32. lol, i have the same idea for the incas
    2 points
  33. All buildings should have them. If you find a building without please report.
    2 points
  34. Thank you Langbart for making the mod work for a26. Can you change the row of the allies and your own stats to like it was before on a25? Now, the own resource stats are in between the allies stats again making it harder to look at the own resources. First row would be nice.
    2 points
  35. Archery tradition increases the range by 10: link Advanced rank does not increase the range, but gives -20% spread: link Elite rank does not increase the range, but also gives (additional) -20% spread: link
    2 points
  36. Err, not really. It was created to make the job of balancing the game easier and allow the community a more obvious place to contribute gameplay effort. It happens to be an obvious place to fix some issues that we've missed as well, but we don't intend to use it as an auto-updater, because it cannot be one. The main problem is that we currently have no automatic download of the latest version of the mod. -- Anyways, for now it remains not super useful -> I am looking forward to gameplay balance and contributions there, though possibly Alpha 26 is perfectly balanced
    1 point
  37. Creating a post so we can get a26 feedback. Running list of issue: The minimap is really busy now. I used to be able to easily discern what was occurring on the other side of the map, but now I have no clue because the map feels so busy. For anyone else who felt this way--it can be undone in Options-->Game Session-->Minimap Icons-->unchecked Han buildings all look really similar. Maybe this improves as we get more used to playing Han, but right now everything looks the same Han farm upgrades do not work for p1 and p3
    1 point
  38. Fauna maya finalizada ; Iconos; -Las foto no está en español porque quiero que sea más internacional, Lista; 1. jaguarundi 2. howler monkey 3. spider monkey 4. otter 5. Tepezcuintle 6. opossum- 7. iguana 8. jaguar 9. black panther 10. virginia deer 11. Pecarí 12. giant anteater 13. boa constrictor 14. ocelote 15. Cougar 16. margay 17. raccoon 18. coati 19. Mexican tamandua (anteater) 20. Tapetí 21.Coyote 22. greater grison 23. Hooded skunk 24. Hammerhead Shark 25. Sardá shark 26. killer whale 27. Cojolite 28. .White-bellied Chachalaca 29.Caimán. 30. .Paujil 31. .Timanú 32. .mazama temama 33. .Yuuk/Mazama pandora 34. .gray fox 35. .Mexican gray squirrel 36. .Dolphin 37. .nose crocodile 38. .morelet crocodile 39. .Basilisk / striped toloque 40. .giant toad 41.Xoloitzcuintle -¿Sugerencias , críticas etc...? Disculpen las molestias*
    1 point
  39. philosophy is odd title. but i agree.
    1 point
  40. you are convincing me with this idea of being a pseudo updater or quasi updater. imagine the following. There would be August updates and every season there would be balance changes. that's how these games manage to stay. Stanislas de a about updating it weekly. And if we upload a balance update every month. But for certain volunteers we update the ring fast here. Like Windows or other games. https://www.cnet.com/tech/computing/change-to-the-fast-ring-for-more-frequent-windows-10-preview-updates/ Preview update could be called the weekly ones.
    1 point
  41. @seeh Do you have an add blocker? maybe umatrix ? I just did some further investigation and it really seem to be related to the client you are using.
    1 point
  42. Si las hice; Torre grande (defensive tower) 14.Tower defense ;----------------------(ichnal) Torre pequeña; (Sentry tower) 15.Sentry tower;---------------(Ch'at ichnal)
    1 point
  43. 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
  44. It's possible to not show any blood (no blood mod) or to have bodies disappear faster; I think autociv mod does that. Maybe have a look at mod.io . hth
    1 point
  45. that we plan to do. We haven't decided on the perfect name yet. On the one hand we have periods such as Formative and Early Classic On the other by dominant cities like Tikal or Calakmul(serpent kingdom).
    1 point
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