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zzippy

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Posts posted by zzippy

  1. First, deactivate your dev PPA and use the normal PPA.

    apt-get --purge autoremove 0ad sudo apt-get clean sudo rm -rf /home/{username}/.config/0adsudo rm -rf /home/{username}/.local/share/0ad sudo apt-get install 0ad

    Hrm, no, let me improve this:

    sudo apt-get purge 0adsudo add-apt-repository -r ppa:wfg/0ad.devsudo add-apt-repository ppa:wfg/0adsudo apt-get updaterm -rf ~/.config/0adrm -rf ~/.local/share/0adsudo apt-get install 0ad
  2. Hi all.

    Since feature freeze for a17 is in 4 days, and normally release is a week later, I urgently ask you to install the developer version of 0ad.

    There are big changes in the next release, the game got huge rebalancing and new tech trees.

    Though scythe' balance branch (which got merged with a17) got tested lots of hours by a few players, its important that as many players as possible test the developer version before release. Before a16 this was not the case, as a result we got a buggy a16.

    So, please have a look at the instructions for getting the developer version:

    http://trac.wildfiregames.com/wiki/BuildInstructions

    Thanks in advance..

    Greets, z_

    Linux only:

    Do not hesitate to ask me (via PM) if you should have problems understanding the svn installation instructions. I will guide you.

    Otoh, here a quick copy&paste guide for *buntu 14.04:

    Get build dependencies:

    sudo apt-get install build-essential libboost-dev libboost-filesystem-dev   \    libboost-signals-dev libcurl4-gnutls-dev libenet-dev libgloox-dev       \    libicu-dev libjpeg-dev libminiupnpc-dev libmozjs-24-dev libnvtt-dev     \    libogg-dev libopenal-dev libpng-dev libsdl-dev libvorbis-dev            \    libwxgtk3.0-dev libxcursor-dev libxml2-dev subversion zlib1g-dev

    Get the source (may take 1,2 hours):

    svn co http://svn.wildfiregames.com/public/ps/trunk/ 0ad

    Build the stuff:

    cd 0ad/build/workspaces
    sudo perl -i -pe 's/(^#elif _MSC_VER >= 1600).*/#elif defined(_MSC_VER) && _MSC_VER >= 1600/' /usr/include/mozjs-24/mozilla/NullPtr.h
    ./update-workspaces.sh --with-system-miniupnpc --with-system-nvtt --with-system-mozjs24 -j3
    cd gcc
    make -j3

    Run the game:

    ~/0ad/binaries/system/pyrogenesis
    • Like 2
  3. "Tech transition is mostly over. Please test the impacts of these new techs.

    Please test the merge20140902 branch for bugs in the bleeding edge version."

    Instructions:

    git fetch originalgit checkout merge20140902

    and recompile if on Linux.

    The newest changes:

    Fortress minimum distance increased:

    Now 80m instead of 60m.

    Tower minimum distance increased:

    Now 60m instead of 50m.

    Tower arrow range decreased:

    Now 56m instead of 57m. (@scythe: intention or typo? :) )

    New techs for towers:

    New arrow range increase tech for towers:

    +8m at cost of 500W/250M

    New tower armor increase tech at cost of 500W/500M/500S

    First thought, after short test:

    Like this. Especially the increased fortress minimum distance (+33%) is great, cuz it nerfs the "fortress_forward_tactics".

    Also "tower_forwarding" now costs money (the new tower arrow reach increase tech), since without that tech a tower cannot cover another with arrows.

    • Like 1
  4. Hello everyone,

    Due to some of the imbalances of gameplay in Alpha 16 (notably early cavalry rushes), I have started a re-balancing GitHub branch for experimental gameplay balancing purposes.

    Mission accomplished. :yes3:

    After hours of testing, I want to summarize:

    1. A16ish horsegame is successfully eliminated.

    2. Hardcounters not missing; beginners of 0ad will enjoy it, no need to learn them.

    3. New blacksmith techtree is ok. Think its not extremely relevant for balancing anyway, more a gameplay question. Also depends on map(size) and resources.

    What I would change:

    1. Walkspeed. Just decrease it a little again.

    2. Civilcenters are a little strong (in village phase) due to arrow range/rate. Just decrease it a little again.

    Thats it.

    Merge it at last ;) ..

    • Like 1
  5. New Blacksmith Tech Tree

    Apparantly there is some discussion needed regarding the new techtree, cuz scythe needs feedback. Please only comment if you tested it, means you play scythe' balance branch.

    Overview of all blacksmith techs available for all (afaik) civs:

    Town phase:
    +20% attack for melee inf 500F/500W/250I/250S 40sec
    +20% attack for ranged inf 500F/500W/250I/250S 40sec

    +20% attack for melee cav 500F/750W/350I 40sec
    +20% attack for ranged cav 500F/750W/350I 40sec

    +1 hack & pierce armor for all inf 1000W/350I 40sec
    +1 hack & pierce armor for all cav 1000W/350I 40sec

    City phase:
    +20% attack for melee inf 500F/500W/450I/250S 40sec
    +20% attack for ranged inf 500F/500W/350I/250S 40sec

    +20% attack for melee cav 500F/500W/500I 40sec
    +20% attack for ranged cav 500F/500W/500I 40sec

    +1 hack & pierce armor for all inf 1000W/450I 40sec
    +1 hack & pierce armor for all cav 1000W/450I 40sec

    +2 hack & pierce armor for heroes, but + 50% metal cost 600I 40sec

    Happy testing... ;)

    • Like 2
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