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Nobbi

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Posts posted by Nobbi

  1. On 25/03/2024 at 6:09 PM, real_tabasco_sauce said:

    yes, and its now in the game!

    Go to settings-> community-mod, and you will see the patch notes in order of release.

    The 26.7 changes are shown, but I had to make a 26.8 version because of an issue

    Hi, that is a nice thing to see the changes. I still don't find when the archer firing rate got decreased to 1.25 (from 1) and I also missed the discussion about it here in chat. I think. Where did it come from?
    Besides that the change log has some mistake in it. Like Hans don't have elephants so it doesn't matter for them if splash damage was introduced or for pike there is written twice the Hack damage is decrease but I think one of it is armour.

  2. On 13/02/2024 at 4:10 AM, BreakfastBurrito_007 said:

    A balance challenge emerges for civs like persians whose strengths lie mostly in cav.

    A starting point could be  undo the changes to Persian immortals. I never saw anyone playing them any more after they had the chance to switch between spear and bow. Please make them spear only champs with high HP as for any other CIV with spear INF champ. And also add an upgrade for barracks to make them there, because of the palace build limit. This would add a nice non CAV strat to Persians.

    • Like 1
  3. On 06/02/2024 at 6:47 PM, real_tabasco_sauce said:

    change options for building arrows (there is a lot of them, so some subset of these would be good):

    • Decrease CC "max arrows" currently this number is 23, which is 1 less than for fortresses.
    • Decrease CC range from 60 meters to 55 or 50 meters.
    • Decrease sentry tower base range by 10 meters to 50m.
    • Increase sentry tower cost by 25 stone. (change upgrade cost to defense tower too)
    • All buildings with arrows: Decrease pierce damage or fire rate, increase default arrows.
      • The idea here is to make garrisoning less impactful for building effectiveness, keeping the un-garrisoned performance the same. Currently a tower with 5 garrisoned units does 6x the damage of the empty tower.
    • back to random arrows except when focused.

    Please, don't change the range of towers or CCs or u mess up the balance with CAV archers/camels again. Another idea is to make pierce damage of CCs or towers dependent from the phase. So they will not be too strong in P1 but also not too weak in P3.

    • Like 2
    • Thanks 1
  4. Hey,

    I also have the Problem that the game does not work anymore. I changed my processor with integrated graphic card and now 0AD does not start anymore. Ryzen 3400G -> 5700G

    I am using snap version of a26.

    I tryed to delete the config file but it didn't work. Find the crash log below. I guess there is some configurations which just need to be deleted or reset and it will work. I am glad for any help. @vladislavbelov

     

     

    Assertion failed: "!m_Worker"
    Location: UserReport.cpp:516 (~CUserReporter)

    Call stack:

    (0x55bef0fed10e) /snap/0ad/592/binaries/system/pyrogenesis(+0x5ed10e) [0x55bef0fed10e]
    (0x55bef0fa18a1) /snap/0ad/592/binaries/system/pyrogenesis(+0x5a18a1) [0x55bef0fa18a1]
    (0x55bef0fa35f3) /snap/0ad/592/binaries/system/pyrogenesis(+0x5a35f3) [0x55bef0fa35f3]
    (0x55bef0cd92e3) /snap/0ad/592/binaries/system/pyrogenesis(+0x2d92e3) [0x55bef0cd92e3]
    (0x7f4e99f15031) /lib/x86_64-linux-gnu/libc.so.6(+0x43031) [0x7f4e99f15031]
    (0x7f4e99f1512a) /lib/x86_64-linux-gnu/libc.so.6(+0x4312a) [0x7f4e99f1512a]
    (0x7f4e9c0b7888) /snap/0ad/592/usr/lib/x86_64-linux-gnu/libX11.so.6(+0x40888) [0x7f4e9c0b7888]
    (0x7f4e9c0b79ba) /snap/0ad/592/usr/lib/x86_64-linux-gnu/libX11.so.6(_XError+0x11a) [0x7f4e9c0b79ba]
    (0x7f4e9c0b48eb) /snap/0ad/592/usr/lib/x86_64-linux-gnu/libX11.so.6(+0x3d8eb) [0x7f4e9c0b48eb]
    (0x7f4e9c0b4995) /snap/0ad/592/usr/lib/x86_64-linux-gnu/libX11.so.6(+0x3d995) [0x7f4e9c0b4995]
    (0x7f4e9c0b52c5) /snap/0ad/592/usr/lib/x86_64-linux-gnu/libX11.so.6(_XEventsQueued+0x55) [0x7f4e9c0b52c5]
    (0x7f4e9c0b8085) /snap/0ad/592/usr/lib/x86_64-linux-gnu/libX11.so.6(_XGetRequest+0x55) [0x7f4e9c0b8085]
    (0x7f4e24078bb2) /snap/0ad/592/usr/lib/x86_64-linux-gnu/libGLX_mesa.so.0(+0x34bb2) [0x7f4e24078bb2]
    (0x7f4e9ee1f7b3) /snap/0ad/592/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0(+0xcb7b3) [0x7f4e9ee1f7b3]
    (0x7f4e9edf2746) /snap/0ad/592/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0(+0x9e746) [0x7f4e9edf2746]
    (0x7f4e9edf48e4) /snap/0ad/592/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0(+0xa08e4) [0x7f4e9edf48e4]

    errno = 9 (?)
    OS error = ?

     

  5.  

    On 10/08/2023 at 5:05 PM, real_tabasco_sauce said:

    I put it in civ bonuses, since its not a technology.

    https://code.wildfiregames.com/D5083

    I would think it much harder to get promotion units in the tech tree. And it might be a little cluttered to then show the promotion of cs units too.

    True, but still people can't see the stats of centurions in this way. Could be shown in structure tree as isolated unit at P3 also saying upgrade from rank 3 melee units.

     

    On 02/06/2023 at 6:16 AM, real_tabasco_sauce said:

    Unit spec upgrades: eles

    researched from the ele stable (if some civ ever has ele mercs, they would just be researched from that building)

    Howdah

    Elephants (melee and ranged) +1 pierce armor

    Battlefield intimidation

    Elephants (melee and ranged) gain 1.5x counter to cavalry.

     

    These two upgrades should work out pretty well to accomodate both melee and ranged eles. Also they will help elephants endure into the late game against cavalry and ranged cavalry in particular.

     

    The other two can be 'Tusk spikes', a unique upgrade bolstering the splash attack at the expense of further reducing crush damage, while the remaining can be a building upgrade for the ele stables for healing eles inside.

    Hm, for my understanding of the game fights of ELEs vs CAV was not a common situation and CAV is much faster so bonus of 1.5 vs CAV is good but not so relevant.

    For balancing and realism I would wish for a more directional splash damage of the ELEs. They can't do damage front and back of them at the same time. I would suggest maximum 1/3 of a circle in front of them.

     

    On 12/07/2023 at 1:27 PM, hyperion said:

    Yes, deliberate game design. In the past the only way to train a ram as Mauryan was to capture an enemy fort for instance. Feel free to discuss this in a dedicated thread. My personal take it is fine as is.

    Sorry, it is not fine. Capturing enemy buildings with production capabilities is inconsistent and should be fixed!

    Right now for most CIVs for captured barracks, stables and arsenals one has the same options as for your native buildings. Exception is HAN CIV here you can not make crossbowman or catapults, but u can research the upgrade for ranged archers in stable. While the latter is not a big issue the lack of crossbowman and catapults in captured buildings is a disadvantage compared to other CIVs. This should be fixed in a27.

    For CCs I wish for the same. A captured CC should have the same production capabilities as the a native CC. For some CIV combinations one can just make women from a captured CC.

    It would also be nice to make KUSH and CARTH making CHAMPs from any captured temple not just from the native one.

    Capturing CART embassies and KUSH mercenary buildings gives you the option to produce the full range of mercenaries the native CIV can. However, in captured colonies most CIVs can just make women.

    When capturing most special buildings in most cases one cannot produce anything. This needs discussion. I think when a CIV can make Heroes from a fort, it should also be possible to make heroes in any captured fort. When one captures any special building where your enemy can make heroes or champs why shouldn't it possible to make own heroes or champs from that building (For CHAMPs its already possible for some CIVs anyway).

    In captured roman army camps it is possible for pike CIVs to make rank 2 pikeman. KUSH actually can produce more units in the camp than the native CIV. :D

    So, right now its very diverse.

     

    Other small thing I found:

    - In the description of CARTH team bonus still saying -50 % production speed of mercenaries, but it is still just valid for infantry.

    - For MAUR Ashoka hero is not that useful anymore, first CIV bonus is the same as the hero bonus. When still choosing him as hero the tech bonus is not given twice while the temple has 1/4 of the native temple cost.

    • Like 1
  6. @BreakfastBurrito_007

    On 09/04/2023 at 12:59 AM, BreakfastBurrito_007 said:

    @Nobbi

    The core of the issue of the booming meta is that training soldiers is simultaneously the best economic and military process. In order to resolve the issue citizen-soldier infantry need to lose a good portion of their economic value. There is a whole other discussion on this, but the leading suggestion is to introduce a male economic unit that can be trained from the cc.

     

     

    Is there a thread about this discussion?

    • Like 1
  7. Thank you for all your effort. The changes to armies were melee units are the core troops will be more historical than it is right now. However, in my opinion this change will not bring more strategical deep into the game. At least I cannot see that right now. Players will adept to the changes and will make different army compositions. Still the faster boomer and earlier attacker has the highest chance to win the game.

    Did raiding with JAV CAV still work in your tests? It would be bad if not, than we would go back to a game were all players just boom. :(

    To make the game strategical more interesting we could work on bonuses for formations/better working formations, no ranged attack for range units in close combat (e.g. adding a weak melee attack to ranged units), melee units charging for enemy ranged units when no enemy melee unit is around, less armour when units get attacked from behind and so on ...

  8. 14 hours ago, Fabius said:

    I would say drop the third option of "no opinion" as its not at all helpful for decision making. A straight yes or no is all that is necessary. 

    Please don't remove the 3rd option. I would even say add more options! Yes and no is pretty obvious but you can't know what the 3rd option means. People might choose the 3rd option for different reasons. For example the change might not effect their playing style, they might not understand what the change is about, or they think its the right direction, but to strong or to weak,  they want the change in a different way or as mentioned above, there is too many changes in one questions, which might be oppositional and therefore people can't give a clear answer.

    I know this makes the poll a bit more complicated, but in this community driven process communication is the most important thing, and that is why it is very important to know why people make certain choices.

  9. Thanks for work and afford for the changes and also for the poll. For next poll please separate the questions for specific units in two different questions. I like Iphycrates beeing less strong, but I am not sure about Ptolemy. I don't see people playing him much, so I think he is not to strong. So, I cant give a clear answer to the question...

    Also I like healers being cheaper, but I am uncertain if I like healers costing metal...

    This could also be different questions.

    • Like 1
  10. 8 minutes ago, guerringuerrin said:

    @Nobbi boonGUI's new version changes it´s location to here

    image.thumb.png.c66e44acd27a3e5c834a0798940de4b5.png

    Hm, I see. It would be nice to have it on both places. As a player u look often to minimap anyway so, it was good around there. For spectators its good in the top panel to have an overview and when players have sight they can tell friends if they have idle units. :D

     

  11. 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. :D

    • Like 2
  12. 20 hours ago, Stan` said:
    20 hours ago, Nobbi said:

    I think it should be 500 BC to 500 AD. :)

    No that's correct. Only DE covers that.

    I disagree. :P

    https://play0ad.com/game-info/project-overview/

    Still says 500 BC to 500 AD and the mid point is 0.

     

    17 hours ago, Carltonus said:

    Rather than going back to letter A, suggesting that the name for the next alpha should reflect the features being added/changed? Like this present one, of course.

    True, the Briton heroes being the ones that flourished after 1 BC is an example. Those three should be put as Atlas-only entities, replaced with those consistent with the timeframe.

    However, I would not be very strict with the time frame. Its a game and a lot of the CIVs didn't fight each other anyway. For me it is more the technologies of the iron age which puts the CIVs in the more or less same development state and there are CIVs where this happened before 500 BC and some where this happened after 500 AD. This just limits the CIVs people can work on for no good reason.

     

    20 hours ago, Stan` said:

    27104

    Thanks, I played with 27102 and there were no errors. :o

     

  13. Nice, thank all devs for all the effort to launch the new alpha! There is a little mistake on the main page where the new alpha is described (sorry didnt know where to report it)

     

    "What’s next?

    This release cycle was one year long, and it was a bumpy ride.
    As usual, for the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter A. Keep it original and related to the time frame portrayed in 0 A.D. (c. 500 BC – 1 BC).
    "

    I think it should be 500 BC to 500 AD. :)

    And maybe you can add the revision number of a26 for the people who need to use svn to play the new alpha, till snap works here or there:

    https://trac.wildfiregames.com/wiki/Alpha26

    or

    https://trac.wildfiregames.com/wiki/Changelogs

    I think its 27102. :D

     

  14. On 30/06/2022 at 8:42 PM, maroder said:

    Last thing open for the Han is the roster restructure: https://code.wildfiregames.com/D4713

    would be nice if some more people would look at/ accept it. I also read the maybe the minister should only cost 1 pop instead of two (not sure how many people feel that way).

    And then there is @borg-'s Persia overhaul: https://code.wildfiregames.com/D4724

    which should also be accepted/ checked by much more people before including it right before string freeze.

    Spear CAV so far can't be trained in P1 neither from CC nor from stable, would be interesting to have it!

    I like all suggestions except the switch from speer to archer! It might be OP because u can play hit and run with the archers even better and when the enemy gets too close u can switch to speer... might be a horrible balance, especially great players can do a lot with micro in this way...

  15. On 17/06/2022 at 4:06 AM, real_tabasco_sauce said:

    how do we feel about 100 and 150 metal? This is the metal equivalent of their food/wood costs. I think it is perfectly fine because the fact they train at rank 2 and very quickly should be enough to justify the cost being metal.

    Using the equivalent resource costs is to simplistic. There is a different value of the resources, due to the different total amount of food, wood and metal on the map. Most maps have less metal than wood and food can be gathered infinite from farms and therefore metal has a higher value in my opinion. However there are even more things to consider as I wrote in this post:

    The time you need for gathering the resources also needs to be considered, if you want to make a useful balance.

    I think for Seleucids the heroes can stay in CC but Ptol need a nerf, so it would be good when they could not train their heroes in CC. They most often the first in P3 so it could help, balancing them better.

    Mercs  need higher costs and a26 will rise the cost to 90 metal, but its hard to say if this is enough, because it is not that simple to predict (available metal amount on map, time to mine it and make mercs vs the time your enemy can prepare for your attack and so on...). I recommended higher costs for mercs CAV because with 90 metal they still cheaper/resource efficient than mercs INF and so far no one complained about OP INF mercs.

    There should be a way for Macedonians to counter early ram attacks, one way could be making the swords champs available in P2 as it will be the case for Athens in a26.

  16. On 31/05/2022 at 3:05 PM, Fabius said:

    There is precious little to conquer anyway, it is rather fun building elaborate fortifications and watching others break them, but that is irrelevant in A25. Its all boom and go, I like to enjoy my games like I would a good meal, not a ten minute stop at the fast food place and then off I go to do something else. There is more to playing than just winning. It would be nice to have a satisfying experience too. Which we did have in A23 and progressively seems to have evaporated with each alpha. I personally feel quite jaded with the whole thing, if I had the opportunity I would have stayed with A23, at least there was more to personally enjoy. 

    I don't know why people like a23 so much, but I remember it as being less balanced than a25. Where archer civs were not played because they were even weaker as now. They had weaker archers and elephants and no rams (except Persians). And not to forget the OP siege units, were catas or bolts could decimate whole armies ...

    But I don't like the additional upgrade in P3 as well. As with booming there is a certain run for this upgrades and than the game ends often after the first attack...

    • Like 2
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