Jump to content

alre

Balancing Advisors
  • Posts

    1.359
  • Joined

  • Last visited

  • Days Won

    17

Posts posted by alre

  1. maps with random player placement use a clustering algorithm to divide spawning position between teams, so, if you make yourself a lot of enemy AIs in one team, you will not spawn in the middle of them, but on one side.

    make it a small map and you will have the chance to start immediately to harass and dominate the neighboring AIs while also having to prepare for attacks from further AIs.

    This will make for a game full of action.

    • Thanks 1
  2. 10 hours ago, gichardromes said:

     

    • Make all killed enemies humans scavengable for food (yes cannibal style), weapons and/or metal. Horses can be stolen or become wild (Gaia).
    •  
    • All enemy structures which get destroyed drop the resources that can be recovered by citizen soldiers or female citizens
    •  
    • Merchants who get killed in action have the goods turn into treasure that can be captured

     

    just wondering if you know that 0AD has the loot system already working in the main game.

  3. 8 hours ago, Classic-Burger said:

    I imagined, but the game has none of that, imagine 0 AD more primitive with the mechanics.

    actually, 0ad has docks. You should look how those work and if their behavior can be replicated.

    In general, I would think most if not all of these mechanics would require adding JS components to the game or at least editing them. What we have is less flexible than you may think.

    Also, adding buttons is no joke either. Unfortunately, it's a completely independent programming task.

    I whish we had better tutorials for this stuff, honestly I couldn't even start by creating a new dummy component without asking here for a reproducible example.

  4.  

    15 hours ago, Deicide4u said:

    Pretty neat, huh?

    don't know why you'd say that. Compared to last year, the model has improved and also apparently acquired some understandment of the game, but still the strict majority of the recommendations given in that answer are trash.

    • Like 2
  5. if someone needs it, I have a dateaset of some (many, can't recall now) thousands of results from rated 1v1.

    I'd also add to the problems with integrating the old rating system that it's a particular custom version of elo, which makes very little sense to me and, while similar to elo in the results, it's very different in implementation, so I wouldn't know how to touch it.

  6. 20 minutes ago, Vantha said:

    Don't underestimate Han crossbows. Even the weaker arm-drawn examples had incredibly heavy draw weights by today's standards. According to Wikipedia, entry-level crossbowman were required to be able to pull at least 76kg (167lbs). Other sources report most of the average arm-drawn crossbows to have even around 90kg (198lbs) draw weights. And they were, even for those draw weights, incredibly energy-efficient as they had unusually long draw lengths (and resulting power stroke). They are at least en par with average European counterparts.

    Some of the strongest Han crossbows with multiple times that draw weight had an energy output of over 300 Joules and were probably able pierce some steel armor - which didn't even exist back then!
    And keep in mind that they didn't even require an extra spanning devices - which allowed for relatively quick reload times in pitched battle (not comparable to bows, but still)

    I don't even want to imagine how it was to face 30,000 of those dudes in battle. Must've been absolutely terrifying.

    When we eventually get back to the encyclopedia, I want to discard the current one and take some time to write an entire series of articles on this topic. I find it so fascinating.

    (Most of the numbers here I took from this excellent thread: https://historum.com/t/han-dynasty-crossbow-iii.179336/)

    Gastraphetes also had very long draw length, don't get confused with medioeval crossbows that evolved into a shorter draw length.

    23 hours ago, Vantha said:

    It depends on how you define a "siege weapon". Crossbows are useful during sieges everywhere. In the Mediterranean, siege warfare was just a lot more common than in China. The main difference is that the Han had a standardized design and produced them en masse. And as you correctly stated, they were used by regular soldiers, in fact, the largest part of Han ranged infantry were crossbowmen. The Greek gastraphetes, on the other hand, was likely an elite piece, only used by single units, and reserved for those who could afford it. Else we would have more reports on it.

    I don't think they were considered an "elite weapon", nor that they were used by soldiers of particularly elevated social status. They were produced as a mean of defending city walls and kept by the city guard, or produced before sieges by campaign engineers. I don't think they were usually sold. There are not a lot of sources or archaeological evidences though.

    • Like 1
  7. 8 hours ago, hyiltiz said:

    Any entries that use Corral instead of Farms? Corral is a bit tricky to micromanage while Farms are just set up once and forget. Setting up 6-8 Corrals and dedicating half a dozen Cavs seem to be efficient enough to compete the typical 8-12 Farms, though you'll have to have some floating Food to buy new Livestock...

    corrals are slower than farms to set up

    • Like 1
  8. 23 hours ago, Atrik said:

    I'm happy to announce that I've been porting all features of boonGUI and proGUI into a new UI bundle for A27! Doing it made me realize once again how much work has been put into the development of 0AD but also to all those who contributed to the components of this bundle. So thank you!

    GitLab link: https://gitlab.com/4trik/proGUI/-/tree/modernGUIA27
    DirectDownload link: https://gitlab.com/4trik/proGUI/-/archive/modernGUIA27/proGUI-modernGUIA27.zip

    In this mod:

    1. Retrieve your favorite A26 GUI style with a Quick Configuration page once you launch the mod.

      quickconfig.png.a4a5166fbec866dce329be8ee64478f1.png
       
    2. New exclusive features, like kill counts, flare message and more!

      killcount.png.a8ce266c0c169a40874f53c245bf77f9.png
      (the skulls near unit icons indicate for Player unit kills and Gaia entities kills)
       
    3. Explore tones of extra options in your settings to customize your GUI!

      screenshot0004.thumb.png.113e8da613dfcec007f26d43ffd79ff4.pngscreenshot0006.thumb.png.527f77ea60f7710c9c7e222afe13f723.pngscreenshot0005.thumb.png.9b4c1ea61843fc86c431331ae247bf82.png

     

    Hope you'll try it out and enjoy! Please report any bugs and feel free to suggest improvements.

    did you drop the "blood meter"?

    • Like 1
  9. Just now, Stan` said:

    Capture the colossus would be a nice gamemode.

    It would try to spawn at the center of the map (or at a carefully chosen place replacing some special entity)

    it can be a map. maps allow a lot of variation on gameplay. no need to apply it to more maps, not right away anyway.

  10. On 22/12/2024 at 10:49 PM, a 0ad player said:

    One who uses smufing as a weapon to shape the games to his liking as if he were god has ruined several of my games in the last 2 months.

    this. wfg should realize that simply discouraging new accounts is the best strategy for enhancing the mp experience. to me, the most disrupting players are in order from most to least bothering:

    1. smurfs

    2. rage-quitters

    3. players toxic in player chat, often ending in rage-quitting

    4. players stealing in ladder

    5. players toxic in lobby chat, and other unsocial behaviour like being interested in cheating, blatantly cheating, being racist or bullying

    I understand how others may see it differently, but nothing disrupts balance in games as much as a smurf.

  11. 6 hours ago, Lion.Kanzen said:

    Sometimes I get the impression that it  only learns from the internet.

    that would be correct.

    in fact, the answer looks a lot like it's mosty allucinated while including some details found in real time from the web: Grok has access to context retrieved from the internet.

    9 hours ago, jonbaer said:

    Actually, the real key (I think) w/ this game in general is to plug some type of LLM that understands the game state (from the discovered minimap) and append it to all of Petra AI managers @ https://github.com/0ad/0ad/tree/master/binaries/data/mods/public/simulation/ai/petra

    well that seems wildly inefficient. what would even the output format from the LLM be like?

×
×
  • Create New...