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elexis

WFG Retired
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Everything posted by elexis

  1. On windows, valid ports are 1 to 65535 (= 2^16). On linux you need root access to host on ports < 1024. If not able to configure the router to forward UDP 20595, forwarding any other number is just as impossible, unless you find a port that is already exposed by default (which can be the case for tcp port 80 sometimes, too bad we don't use tcp though).
  2. Map: Nomad (Tiny) Players: (siole, elexis, luzbel, YK) versus (_kali, maxticatrix, Vercingetorix, Uran23 (not Uran238cz)) Summary: 4v4 Locked Teams, 1 Civic Center per team (Low Starting Resources), Regicide, No ceasefire, 30min 51s gametime Another "nomad arena" gametype. By setting low starting resources and disabling treasure, players have to send resources to their allies, so that there can be at most 2 civic centers per team. 2016-12-05_nomad_2_teams_2_civic_centers.zip
  3. Indeed circular maps are preferable as The minimap is round, so square maps leave an ugly border. While the screenshots in the release announcement seem fine, round maps look better as they avoid the ugly, sharp, pointy corners. The players distribution is more equal and more playable, all players have the same distance to the center, thus are reachable equally from all other players. On square maps, players placed in the corners are hard to reach / have a hard time reaching the others. Square maps of the same "mapsize" have 4/pi times (= +27%) more map area ( #4407 ), accounting for some claimed "new a21 lag". Unfortunately neither _kali, FeXoR nor me were aware of these aspects, nor the old forum threads and irc discussions, before these random square maps were polished by niektb and those three and finished in July and September (Alpha21 wiki). Only recall Yves noticing it on 2016-09-04 in irc in one sentence. Just setting isCircular to true in the JSON files and adapting the starting positions in the singleBases, strongholdBases array of _kalis maps is technically sufficient, but not artistically. Most of these maps would lose some playability or visually appealing terrain when cutting off the corners. So the heightmap data would have to be retaken with a larger boundary and the prior heightmap fixes (f.e. shoreline smoothing for docks) would also have to be redone :/ Should we entirely remove the support for random square maps as well and consider square random maps not to be a valid choice for non-vanilla 0 A.D. maps (i.e. for modders and players)? The classic random map "Latium" looks like it is intended to be that way and would lose its uniqueness if converted. Not sure how involved changing Corsica & Sardinia, but likely feasible. If some maps like Amazon, Ngorongoro and Howe Sound are literally too far out, we can also remove them from vanilla (and move them to attachments of a forum thread). It was also proposed to rename them, but it seemed wrong to me not to name them by the geographical region they actually depict (I might be wrong again).
  4. Map: Nomad (Tiny) Players: Grugnas, Vercingetorix, PhyZic, luzbel, Hannibal Barca, nigel87, Reijor, amv96 Summary: Regicide, No ceasefire, Free for all, Locked Teams, Gaia heroes, 6min 59s gametime If you want to finish a game within 5-10 minutes, this gamemode is perfect. The aim is to hide the workers from the enemy heroes to survive. It is quite funny how the last remaining player managed to survive on this map following a decision in #3229. (Yes those are 6 heroes in that screenshot). 2016-12-03_nomad_gaia_heroes.zip
  5. Map: Nomad (Tiny) Players: borg-, Hannibal_Barca, luzbel, PhyZic, nigel87, elexis, Reijor (mostly Gaia though) Summary: Regicide, Free for all, Locked Teams, Gaia heroes, 17 minutes gametime Resigning converts the regicide hero to Gaia, who will attack all encountered enemies even while ceasefire. Since Regicide implies Conquest mode, players are defeated when they don't have any workers left - a task easily accomplishable with a hero, yielding even more gaia heroes. 2016-12-03_tiny_nomad_8ffa_regicide_ceasefire_violated_by_gaia_heroes.zip
  6. So you should ping @borg- with an @ in front of his name then. That proposal sounds better to me, but would have to be agreed upon by a second developer if you upload a changed aura file, @scythetwirler would be one to bug.
  7. Thanks for creating the forum post, it shows that your request is more sincere than other balancing changes proposed in the lobby. Historically, Maharbal was a cavalry commander that attacked in huge battles on the right flank. The current hero aura gives melee cavalry close to him a high (+5) attack boost. Indeed the spear infantry has a 3x bonus against cavalry, thus attacking them with melee cavalry is a bad use/cost ratio. The most efficient use is to raid the enemies trade, citizen soldiers and women, while using the speed advantage to avoid the slow spear infantry. I recall sentado as a player who exceptionally defeated enemies economically by just preventing them to trade with his cavalry (even towering the entire tradeline, building redundant markets and walls didn't stop him but only drained further resources). Notice also killing economic units will yield loot which can be invested to train champion infantry to defend spearmen. Your proposal to extend the +5 hero bonus for ranged cavalry doesn't convince me yet, as it will mean players don't build it for raiding anymore but for building the cavalry that stands behind the infantry frontline, using the hero passively like a tech upgrade, not as a commander. If you want that kind of bonus with the carthaginians, build the Hannibal Barca hero who gives +2 attack for all units in his range. Going the opposite direction and either reducing or limiting the affected classes of the +5 bonus of the Briton heroine Boudicca and Roman hero Marcellus seems preferable to me. For your other question, doing a grep affects *hero* -A4 in binaries/data/mods/public/simulation/data/auras/ (which can be found in public.zip of your installation as well) yields the following. This information should be displayed in the structure tree in the first place, proposed in #3972. Extending what Stan mentioned, balancing improvements are rarely explored as the few active developers that we have mostly focus on the engine, except @fatherbushido who seems to be absent currently though.
  8. Map: Unknown Nomad (small river, 1 metal mine) Players: Hannibal Barca, Merov, Vercingetorix, nigel87, Grugnas, Dizaka, samba, elexis Summary: Regicide, 8 Player Free For All with Locked Teams, 5 min. Ceasefire, Medium Resources Host started using launchGame(); so my units were idle for 90s until I noticed that I was a player. Luckily I had a good spot with only one neighbor. Gaia elephants were used to nearly destroy the civic center of my first neighbor. Repeatedly walking with the hero near gaia elephants that are in the attack range of the neighbours civic center, until one of the arrows missed the hero and hit the gaia elephant will turn the elephant against the civic center. After only 2 players were left, it became a classic alpha 17/18 naval game where outnumbering and ship micromanagement was inevitable to survive. If a player can destroy all enemy docks, that enemy won't be able to reach the water anymore, even with superior economy. Ships need to be garrisoned with exactly 10 units to be most efficient, retreated separately and repaired when being in danger of sinking. Luring the enemy ships near one's own docks and buildings is an advantage as it draws fire. Repairing is quick, but the ships still unexpectedly move away from the repairers or sometimes being stuck at a dock or at each other. Often it is better to send a path for every ship individually instead of ordering all ships to move to one place to avoid collisions that take long to resolve. 2016-12-11_river_nomad_arena.zip
  9. 0ad is larger than 27mb. Those are only the source (which aren't the issue as we can see) but the missing 0ad-data packet or similar that contains the public.zip.
  10. How many of these entries are bugfixes http://trac.wildfiregames.com/wiki/Alpha21 ?
  11. (So we'd end up with a dropdown where the host can chose between "Custom" and the options defined in JSON (i.e. resources.length more text inputs that are only visible when the custom element is selected).)
  12. Possible yes, implemented no #4379 Arbitrary starting resources in the gamesetup (see also Player.js SetResourceCounts)
  13. Yes, it's my fault; fixed. Thanks for testing svn, the multiplayer svn games didn't start yet.
  14. If you continue to write up the new version announcements as nicely as this, people will find the updates in this thread easily. Since replays only work for the most recent update, it would make sense to have them in this thread as well (and they are easy to find if you use the format proposed in the a21 thread). Does it point out something about naked fanatics? That's the most detested unit this release.
  15. Map: Empire Players: notanymorebannedopguy, nigel87, elexis, greenpower vs PhyZic, Grugnas, ffm, Cesar Summary: Regicide. Empire map starts with two civic centers for each player. It was an actually good game. 2016-11-29_0007.zip
  16. Perhaps a negative loyalty aura if garrisoned (if we don't disable garrisoning altogether).
  17. (Only saw petra code so far and it shouldn't be hard to send a guard command and plot attacks on enemy heroes, finding the people to write the code is. Indeed it is annoying to not be able to access the simulation directly from the AI, but that is due to the thing running in a separate thread, thus having to copy everything, isn't it?)
  18. For how long did you try? It's expected that the maps look like this when playing with a svn or git checkout instead of a released version. The textures have to be cached and we provide the cached textures only for the release. The svn/git version create the cache of the textures on demand, so it might take 30 seconds or so until all textures are visible.
  19. If you and your enemies create a new subdirectory in the Documents and Settings/0ad/mods/ path (see also GameDataPaths, Modding_Guide) and put the attached zip in it, then enable it in the mod selection in the menu, you will be able to play with 2x resources for every metal/stone mine. You can also unzip the file and edit the numbers (Amount) (since you asked friendly and showed interest which is the only ResourceSupply I care about after all). Remember all players need the same version/mods/changes (otherwise you will see an "Out Of Sync" error). Also noone said self-trade isn't possible. It is very slow initially due to the short distance, but incentivizes to extend the territory while requiring you to not overextend and become vulnerable. Notice also that killing enemies (including trade carts) will transfer the resource they carry to you. I.e. if you kill one trade cart that transports 100-200 metal, that is very much worth it (use cavalry with high armor that is walkspeed upgraded at the corrals). 0ad-double-resources.zip
  20. All clients need the same version, same mods, same custom changes. How about playing more resource-rich maps (the one from a20 (Alpha20#Maps) and a21 (new maps filter in the gamesetup, Alpha21#NewMaps))? How about starting with higher resources? If you have an ally, start trading. The profit (divided by the time cost) increases linearily with the distance. If the trade cart carries more than 40 +/- resources per trip, it will have faster (and unlimited) income than a unit gathering from a metal mine. (If you still want this weird hack, the change would have to be in GetMaxAmount, not Init of that file)
  21. Might be sufficient to add a factor like 2 * to this.amount = this.GetMaxAmount(); in ResourceSupply.js. But other places in the code (especially the AI) will still check for the template files where the resources are defined and not use the javascript to act. The better approach is to learn the game and find ways to beat the enemy with the existing resources If there is lots of wood but only few metal, make one ram and many citizen soldiers to protect it, retreat if you can't win the fight (the most important thing is to outnumber the enemy ( https://www.youtube.com/watch?v=U0goQrvf-tU) so that you lose almost no units. Also killing the enemy eco is often easily achieved as women have only 25HP.
  22. Simple regicide support for AI was added in r18731. Currently the AI sends the hero into fight if it has at least 80% HP and retreats it to the next temple / civic center if it reaches 70% and works surprisingly well. Of course if the hero is a seleucid elephant, it can't be garrisoned anywhere and is an easy target. The AI has no logic to use formations and things like luring AI enemies into towered areas is possible.
  23. Don't mind whether relics are like treasure to be picked up (#28), transpoted and potentially garrisoned into a building or whether it becomes a moving unit. The latter sounds a bit more dynamic for gameplay and wouldn't require any further code changes (just a new Identity class). Don't have to mention that I want to see a relic victiory condition.
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