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KKaslana

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  1. I think in 0ad Attackmove is ctrl+RIGHT click. Left click doesn't work.
  2. @alre @ChronA @LetswaveaBook Give it a try. I think this is what you guys want to do with the pathfinder. Just make sure to use attackmove (ctrl+click).
  3. Second video: Macedonian side is using spear cavalries to flank Mauryan archers. In vanilla, it's better not to do this flanking manoeuvre. 1200603073_RgDemo4-1.m4v
  4. It takes me too much time to upload videos, so I will just upload these two videos to demonstrate the importance of tactics in Ress Gestae. The armies in these two videos are identical - Mauryan side is superior in number and cost. First video: without micro-management 2002149577_RgDemo3.m4v
  5. Hello everyone! I'm Nagasushi. Some days ago I tried to register a forum account, but unfortunately it didn't get approved, so I have to borrow this account from someone to make a post for my new mod Res Gestae. Please download from my Github link at the end of this post. Res Gestae is intended to be a 'small overhaul mod', which changes many aspects of the game without diverging too far from vanilla, or adding too many complicated mechanics that will be hard to be adapted for the future versions of 0ad. We endeavour to provided a balanced gameplay that will be attested by mathematical calculations and matches between AIs and humans. We will also aim to make sure that the AI included in this mod will employ diversified strategies and tactics at the difficulties that will suit everyone, from absolute beginners to the multiplayer pros. Furthermore, there is an emphasis on the tactics, strategies, and particularly on the viability of diversified gameplay styles. Also as the name suggests, we draw our inspiration from real world history, which means we will try to emulate the military tactics they used, their army composition, and more particular features of each civilisation. Outline of the initial version: Pathfinder: twisted pathfinder parameters in order to prevent unit overlapping and exceedingly smooth movement. Units are able to block enemies properly. Subject to future changes. Unit changes (only done for citizen soldiers, need more testing): unit balance, and various changes making tactics and micromanagement possible. AI: I have made a bot called Catilina based on Petra bot, and tested it with @Yekaterina. Currently the medium difficulty is roughly equal to a 1300-1400 level human player. Note that this bot is intended for testing rather than competing against human players at the moment. We recommend 'balanced' behaviour, and 200-300 pop, very low to medium resource settings. It should work on any map not divided by water regions (e.g. mainland). If you want to see two Catilina bots fighting against each other, we recommend small Corinthian Isthmus map, since they prefer to head to the opponent's base rather than fighting against its army directly on other maps. Techs: Merged damage techs and added movement speed techs to encourage combined army. MOD IS NOW PLAYABLE. COMPATIBLE WITH ALPHA 25. https://github.com/Nagasushi2021/Res_Gestae Still a work in progress. Please report bugs and suggest balancing and gameplay ideas
  6. Thank you, I wasn't aware of that; I invented a backup plan of putting my hero on control group 7 or 8.
  7. Hi, I have noticed a few things that we could improve on after playing on Tom 0AD's stream: 1. Please mow India's grass. The India biome of Mainland has tall grass that is a bit too tall for convenience; small bushes or trees could hide under the grass, making the player miss the most efficient tree to gather from and ruin their building plans because they cannot see the stump. Both I and duck... were frustrated at the end of the game because there were many instances where we struggled to place down a house on a large, seemingly empty grassland. In the mean time, sometimes we cannot see the fields or foundations that we placed down, which decreases our efficiency. 2. Add a hotkey or flare for our hero. In my game against Tom, I couldn't find Cleopatra after training her... perhaps it is just my stupidity but having a way to quickly locate our hero would be a huge bonus. 3. Decrease the canopy size of trees on Nubia and Savanna. The huge overlapping canopy covers up our units and storehouse under them, and since the actual tree trunk is much smaller, players often mis-click and their units would often stand idle instead of chopping on the trees.
  8. Perhaps we can add infantry crossbowmen (non-champions) and gastraphetes operators. They will be good counters against cavalry archers and camels, who are quite unopposed. Sometimes, Iberian players spam houses in front of their walls to waste the time of enemy rams, meanwhile, there were many discussions about palisades interfering with the siege weapons' pathfinder. These inspired a new unit: siege engineers, who can walk through gaps in enemy structures to their vital buildings, then construct a siege weapon in situ, assuming they are not killed by the enemy while walking and building. I think this unit would be a fun addition to the game. Infantry axeman certainly sounds interesting, although I am not sure historically which civs actually used such an unit, except for Kushites and Bactrians. Nevertheless, they can be an interesting addition to the Millenium AD mod.
  9. Greetings! I have some replays to share: some of these games are the ones that I played myself, and others are the ones I watched. Feel free to share your replays below as well! This one is an interesting match between vinme and bml304: metadata.jsoncommands.txt
  10. For Skirmish maps and Scenario maps, the map is identical every game: all entities are placed at the exact same locations. All you need to do is start a game with revealed map option turned on, take a good look at the map and remember the key information. For Random maps, as the name suggests, all resources and players are located randomly, so there is no way to predict the layout or change it. However, for Mainland, all players are placed equally spaced along the outer edge of the circular map, and allies are grouped together (these are facts). You may ask your teammates to flare their locations immediately after the map loads, but there is no way to determine the exact locations of each enemy without some scouting. This is likely to be a part of the game's design to make reconaissance more important. You may ask your players or host to turn on the explored map option, although I suspect most rated games or team games don't allow that. Most people prefer scouting to knowing everything before the game starts. I hope that helped.
  11. Thank you very much for your tips, @nwtour @Stan`, it has been fixed: ping www.wildfiregames.com PING www.wildfiregames.com (136.243.44.163) 56(84) bytes of data. 64 bytes from wildfiregames.com (136.243.44.163): icmp_seq=1 ttl=56 time=24.5 ms 64 bytes from wildfiregames.com (136.243.44.163): icmp_seq=2 ttl=56 time=24.5 ms 64 bytes from wildfiregames.com (136.243.44.163): icmp_seq=3 ttl=56 time=24.4 ms 64 bytes from wildfiregames.com (136.243.44.163): icmp_seq=4 ttl=56 time=24.4 ms 64 bytes from wildfiregames.com (136.243.44.163): icmp_seq=5 ttl=56 time=24.8 ms 64 bytes from wildfiregames.com (136.243.44.163): icmp_seq=6 ttl=56 time=24.4 ms ^C --- www.wildfiregames.com ping statistics --- 6 packets transmitted, 6 received, 0% packet loss, time 5008ms rtt min/avg/max/mdev = 24.377/24.496/24.844/0.157 ms These two lines did the trick for me:
  12. Greetings! I would like to download the latest development version of 0AD from its SVN repository. Unfortunately, after I typed in this command svn co https://svn.wildfiregames.com/public/ps/trunk/ 0ad as instructed, these errors were displayed and the process terminated. svn: E170013: Unable to connect to a repository at URL 'https://svn.wildfiregames.com/public/ps/trunk' svn: E000101: Error running context: Network is unreachable Initially, I suspected that there is a fault with my ISP, so I tried some pings. Given that I could access all websites through my Google Chrome browser, I am confused by these ping results: ping www.youtube.com PING www.youtube.com(lhr48s08-in-x0e.1e100.net (2a00:1450:4009:818::200e)) 56 data bytes From 2a02:c7f:a82:e700::1 (2a02:c7f:a82:e700::1) icmp_seq=1 Destination unreachable: No route From 2a02:c7f:a82:e700::1 (2a02:c7f:a82:e700::1) icmp_seq=2 Destination unreachable: No route From 2a02:c7f:a82:e700::1 (2a02:c7f:a82:e700::1) icmp_seq=3 Destination unreachable: No route From 2a02:c7f:a82:e700::1 (2a02:c7f:a82:e700::1) icmp_seq=4 Destination unreachable: No route ping www.google.co.uk PING www.google.co.uk(lhr25s34-in-x03.1e100.net (2a00:1450:4009:820::2003)) 56 data bytes From 2a02:c7f:a82:e700::1 (2a02:c7f:a82:e700::1) icmp_seq=1 Destination unreachable: No route From 2a02:c7f:a82:e700::1 (2a02:c7f:a82:e700::1) icmp_seq=2 Destination unreachable: No route From 2a02:c7f:a82:e700::1 (2a02:c7f:a82:e700::1) icmp_seq=3 Destination unreachable: No route ^C --- www.google.co.uk ping statistics --- 3 packets transmitted, 0 received, +3 errors, 100% packet loss, time 2004ms ping www.wildfiregames.com PING www.wildfiregames.com(mail.kofrezo.io (2a01:4f8:212:c9c::2)) 56 data bytes From 2a02:c7f:a82:e700::1 (2a02:c7f:a82:e700::1) icmp_seq=1 Destination unreachable: No route From 2a02:c7f:a82:e700::1 (2a02:c7f:a82:e700::1) icmp_seq=2 Destination unreachable: No route ^C --- www.wildfiregames.com ping statistics --- 2 packets transmitted, 0 received, +2 errors, 100% packet loss, time 1002ms However, even more surprisingly, I was able to ping the German Google server, even though I am currently located in England: ping www.google.co.de PING www.google.co.de (88.99.192.80) 56(84) bytes of data. 64 bytes from www2.kv.de (88.99.192.80): icmp_seq=1 ttl=56 time=25.8 ms 64 bytes from www2.kv.de (88.99.192.80): icmp_seq=2 ttl=56 time=25.7 ms 64 bytes from www2.kv.de (88.99.192.80): icmp_seq=3 ttl=56 time=25.7 ms 64 bytes from www2.kv.de (88.99.192.80): icmp_seq=4 ttl=56 time=26.0 ms 64 bytes from www2.kv.de (88.99.192.80): icmp_seq=5 ttl=56 time=25.8 ms Moreover, Git clone does work as usual: git clone https://github.com/0ad/0ad.git Cloning into '0ad'... remote: Enumerating objects: 529292, done. remote: Counting objects: 100% (4226/4226), done. remote: Compressing objects: 100% (705/705), done. ^Cceiving objects: 6% (35824/529292), 68.78 MiB | 17.19 MiB/s Operating System: Arch Linux x86_64 Kernel: 5.13.10-arch1-1 I would appreciate any help or advice that the community can offer, and I can't thank the developers enough for creating such an amazing game for free!
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