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Everything posted by Yekaterina
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Vinme vs Borg- 6 game replays, 20 min~ total
Yekaterina replied to vinme's topic in General Discussion
I think the solution to this issue is to write your thought process and explanation of what happened in each game under your file, so that anyone else (doesn't matter their rating) can understand what is going on and why you made those choices. This will prevent wrong commentaries and the commentator will always be saying exactly what you wanted them to say. I have been sent many replays by different players and sometimes all of them are doing things that are seemingly illogical from an overlord's point of view, but after talking to the players and knowing what they saw, what they knew and what they were planning, everything turned out to be logical. So a brief explanation from your persoective will be very helpful to anyone covering your games. -
Carthaginians / North Africans
Yekaterina replied to Lion.Kanzen's topic in Tutorials, references and art help
Which type of units are they? Infantry-wise, the Carthaginians are only missing pikemen. A mercenary javlin unit or slinger would also be apprecieated so that we don't have to build too many Iberian embassies. -
Revise close order formation layout
Yekaterina replied to Yekaterina's topic in Game Development & Technical Discussion
The French wasted their noblemen due to poor organisation and over confidence. -
The current closed order formation looks like this. Champion infantry at the very front, followed by melee cavalry, ranged cavalry, then melee infantry and ranged infantry at the very back. I would suggest a change to this layout, with citizen melee at the very front, behind them is melee infantry champions, after that is melee cavalry, then ranged cavalry and finally ranged infantry. The reason being, if a player has a few ranged cavalry with a mostly infantry army, then the ranged cavalry will be placed in front and directly exposed to enemy spearmen, which means certain death. If we put these cavalry behind your own melee then they can attack safely from a distance and shield some splash damage from your fragile ranged infantry.
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But that will limit fighting and resource gathering. We should be allowed to go off road like the real world but with a speed penalty
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Good idea. I personally feel that siege weapons are quite slow, so I propose: Traders +30% speed when walking on roads. Siege units +20% speed when walking on roads Infantry +15% speed on roads Cavalry +10% speed. The path of siege weapons can be controlled by placing the siege workshop near the road, then using multiple enrollment points to guide it along the road. The player should be able to construct economic highways for traders (although unecessary on Mainland).
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Easiest dance move of all:
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Understood. What I meant was, units will walk in straight lines as usual, but there are regions on the map which offer speed boost. It is up to the player to guide their units along the roads. I am thinking about making roads buildable structures like fields, where units can walk on and anything on it gets a speed boost.
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Walking on the road is a lot easier than traversing through the ferns, and why don't we reflect that in 0AD? Of course, we can turn off the feature for Mainland so that TGs are still balanced.
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Some maps like Acropolis Bay and Via Augusta have roads or paths drawn into them, but so far they have no real effect on the gameplay. In order for the artist's work to not go to waste, I propose adding a road feature to maps, where units walking on roads receive a certain amount of speed bonus, say, 10%, compared to off-road units. The justification being walking through rough grassland or forests is much slower than on paved roads, as you have to actively dodge plants, rocks, uneven terrain etc. This will make players consider how they reinforce their troops, where to set up buildings and where to pick fights. Furthermore, we can allow players to build roads. I'm sure the city builders would love it, as I once was a city builder and I'd love to be able to build roads in 0AD.
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@user1 @Dunedan I told him to post on the forum. Is there a way to recover lost passwords?
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AI will destroy the world, we are all fuced.
Yekaterina replied to vinme's topic in Introductions & Off-Topic Discussion
Even though the programmers are not deliberately trying to cause havoc, as a professional, they should at least know what they are doing and take the necessary precautions before releasing this product to the world. If they are failing to observe lab safety protocols then you must fire them and replace them with less reckless programmers. That's because misogynistic data was fed into the system. As hard as we try to deny it, many countries ( especially the ones researcing AIs) have misogynistic societies and gender inequality, and this will be reflected in the customer information of shopping websites. The AI will subsequently learn male superiority and become misogynistic. If we feed in data from matriarchal societies, then you will see the exact opposite. -
Yes, you need approximately 20-30 sword cavalry, either charge them in from the side or from behind. They will clean up the slingers very quickly and the Ptolemies army will be distracted. Alternatively, sometimes you can force skiritai through enemy pikes, although that requires quite a lot of micro and if the ptolemies player has many pikes then it will be very difficult.
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Dancing with pikeman to save your ranged units.
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I think there are 4 Roman swordsman units: citizen, champion, Samnite and Gladiator. The latter 2 of the units can only be summoned in the atlas editor and not the actual game. Some units only exist in Atlas editors as there is no structure to train them. Strangely, the Carthaginians can train green Samnites although the authentic Roman Samnites are red. Is this a good feature or a bug?
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A controversial one:
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For those who want to move up the ranks
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Resistance calculations
Yekaterina replied to maroder's topic in Game Development & Technical Discussion
You don't need to calculate the exact percentage of damage absorbed in order to win the game; it would be more effective if you invest your brainpower into microing your battles and designing a faster build order. 1-0.9^x is not difficult concept to understand, although I wouldn't expect you to compute the exact value without a calculator. -
AI will destroy the world, we are all fuced.
Yekaterina replied to vinme's topic in Introductions & Off-Topic Discussion
Ideas and inspirations are harder to come by than doing the programming. Writing a game like flappy bird is easy in any language that you are good at, but the inginuity is precious. However, I think 0AD is a better example of inginuity and programming... it continues it improve itself over the ages and clever players always invent new strategies. AI will not destroy the world unless the programmer decides to. AIs are absolutely obedient to the commands of their programmer so it's the programmers whom we need to keep an eye on instead of the end product. Elon Musk has some ambitious ideas but I am not sure about the feasibility, practicality and the potential consequences of them. Technology is applied science and science is applied maths. There is no witchcraft in science, it's all about mathematical deduction and proofs. Everything can be proved using first principles and known axioms. Sometimes the result of a calculation may be beyond human intuition or ability to imagine (e.g. 4D symmetry, quantum mechanical behaviour), but there is absolutely no magic or supernatural power involved, which is what makes it credible. -
Resistance calculations
Yekaterina replied to maroder's topic in Game Development & Technical Discussion
An additional point: for rams and siege that have very high resistances, writing '50' is less chunky than 0.998... But for smaller armour values I wouldn't mind switching to percentages. However, something that I have noticed is that units die too quickly in Alpha 25. Battles last very briefly and it's often the case that all units at the front line have died before reinforcements arrive. So we should either boost armour and health of everything, or, decrease our attack values so that battles (the main attraction of 0AD over other city building games) can take up a greater proportion of the game and more veried formations, battle tactics can be played out. A23 and A24 had reasonable and fun large scale battles. The change is caused by the new pathfinder and tier 3 military techs, so we should do something to counterract with the effects of these 2. -
My and my buddies love the game, just 1 thing sours us on it.
Yekaterina replied to Donair's topic in Help & Feedback
Any melee unit will deal significant damage against siege, even women. Slingers can also damage siege quickly. Elephants and your own rams are deadly to your enemy's siege weapon. If you know that your enemy will flood you with rams, the prepare a significant number of melee infantry (swords, spears, clubs, mace, axe) or melee cavalry (spear cavalry, sword cavalry). First kill all of their exposed organic units using your ranged units, then focus fire on siege. They will have a weaker army than you because they invested their population space in rams, so you will win the fight if you just ignore the rams for a moment. If you see your enemy using catapults or siege towers, prepare slingers or sword cavalry. Spear cavalry can also damage catapults. Alternatively, you can use a large crowd of infantry or your own rams or elephants to take out catapults instantly. The conclusion is that siege weapons are not overpowered at all in A25 release; they already suffer greatly from clunky pathfinders and low accuracy. You should also scout your enemy to see what they have so that you can prepare promptly. The best way of defending is to have as many units as you can of all types. -
Actually I have already spotted this issue with dead whales as well. I'm sure the developers are already on it, please have some patience. Meanwhile, I will look at the actor files and check if something is wrong with the death animations.
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0 A.D. gui crash when trying load singleplayer game
Yekaterina replied to Parthen's topic in Bug reports
Similar crashed have happened on Xorg KDE as well. As soon as the 0AD engine starts, all windows effects disappear. This applies for all operating systems and desktop environements, even windows 10 becomes very jerky when pyrogensis.exe is running. I am not sure what is causing this as I have only seen this issue in a handful of games. However, for Xorg and Windows 10, it's just a matter of temporarily disabling the graphical effects; the system itself doesn't crash, so it's not a fatal problem. -
Sometimes, the black player and the green player a a bit too difficult to see on the map, so is it possible to change the colour of the players? I would like to use the following colour scheme: @Stan` @wraitii @Freagarach please can I have some hints on how to change it? Also, can I do it without affecting lobby compatibility? Thanks in advance. Player 1: Piccadilly Line Player 2: Central Line Player 3: Overground Player 4: Circle Line Player 5: Waterloo & City / Victoria Line Player 6: Heathrow Express Player 7: Bakerloo Line Player 8: Hammersmith & City Line
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Actually that is another soft counter. Siege weapons have low hack armour and low crush armour, but swords only do hack so every bit of attack is absorbed by the ram. This is why women are more effective than champion javlins at smashing rams. You will find mace or clubs even more effective against siege. Similarly for siege against buildings: buildings have very hight pierce armour, slightly lower hack and almost no crush armour. This makes clubs and siege which deal crush damage very effective against buildings. The fire and poison attacks are undefendable, because no unit or building has fire armour or poison armour. This makes fire cav OP. Fortunately poison doesn't affect buildings, otherwise Maiden guard archers would be the next fire cav.