krt0143
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Everything posted by krt0143
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Game Balance: Battering Rams, the 0 A.D. tanks?...
krt0143 replied to krt0143's topic in Gameplay Discussion
Sure, and I don't complain, I'm just saying that for this time period their existence isn't very realistic. And I definitely agree there was some serious effort to make them civilization-specific. Please rest reassured I'm not dissing 0 A.D. here, I'm the first to admit it's a game and fun should take the lead. Now for the ceterum censeo Carthaginem esse delendam: Rams are overpowered... My strategy is to usually build groups of 10-20 rams and send them in waves into the enemy camp (I've scouted before). The enemy kills some, but can't block all. And since the AI doesn't repair (much?), the next wave finishes what the previous started... Once there are no civil centers left (easy to spot due to their influence borders), and all enemy towers have been destroyed, and all civil buildings have turned to Gaia, I just send in the cavalry and a few (10-20) spearmen to mop up the survivors. Works every time, even more easily on maps with water where you can land near your target and avoid a long journey. In my game I've now weakened all rams by making them even slower, twice as long to repair, and by upping all fortress/tower resistances from their initial Hack:20, Pierce:35, Crush:3 to a more serious Hack:55, Pierce:55, Crush:10 *. This gives the defender more time to do something. Previously, if no ram-busting unit was already very near the attacked structure there was no time to do anything, the structure was doomed: 3-4 seconds and the mighty wall was rubble... Yes, I didn't change their attack values, because they should remain deadly against other targets (civil buildings, wooden structures, etc.). * I would also had substantially increased the cost of towers/fortresses, but since the AI apparently loves building dense networks of towers and fortresses I'm afraid this might cause it to outspend itself, USSR-like... -
Ah! I hadn't seen this feature.
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If you mean "Map type: Random", that doesn't mean it will randomly pick one. It means it will show you all the Type = "Random" maps (as opposed to type "Skirmish" or type "Scenario" ones). Random type maps are those which are created from a seed according to an algorithm, like in AoE. But you certainly know this, so I'm not sure what you mean. On top left I only have the players' settings.
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No, no, there actually is a "Pick a random map" button (Matches/Browse Maps, lower right). That's what you're looking for, isn't it? (Note I didn't try it, but it sounds like a "let me chose a map for you" feature.)
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Any way to make Gaia neutral towards specific player(s)?
krt0143 replied to krt0143's topic in Game Modification
I'm not dismissing it, I just said I'm not sure what you mean. Note I said "this could indeed be a solution"... -
Game Balance: Battering Rams, the 0 A.D. tanks?...
krt0143 replied to krt0143's topic in Gameplay Discussion
If we want to be realistic, the one and only use of rams is battering down gates (or civilian buildings, but what's the point in that?). Also, stone fortifications should be neigh invulnerable, but also cost so much and take so long to build (10 years...), you couldn't possibly build one during a game. Either the scenario hands one out, or you're limited to small wooden structures (palisades, wooden block houses). Small, individual fortifications only appeared in (northern) Europe after the 10th century anyway, before that there were lots of hillforts and other types of walled towns, but near to no stand-alone "small" castles (Roman camps were the exception). As for towers, they were mostly watch towers for alert purposes, not for actually fighting. Problem is, there is almost no space inside a tower with 4 m thick walls, which means almost no reserves (no food, no water). No matter how formidable it might be, just wait a couple days and it will have to surrender... The towers and castles in 0 A.D are just 1:1 copies of AoE's Hollywood vision of early history... -
There actually is one! It's hidden in the "Browse Maps" sub-menu.
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Any way to make Gaia neutral towards specific player(s)?
krt0143 replied to krt0143's topic in Game Modification
Not sure what you mean by this, but without AI the wildlife would be totally listless. On the contrary, I want it to be aggressive, but only against the human player. That been said, this could indeed be a solution, creating a fictitious player allied with the real opponent. It will just sound quite silly when the computer announces you're been attacked by some famous historical leader each time some wolf attacks you... -
Sure but it doesn't change anything. If any enemy units comes near, your units will start chasing them, instead of waiting for whatever task you had planned for them. Of course you could set that rally point way back, in safe lands, somewhere no enemy will ever be seen, but then what's the point of creating unit facilities near the front lines?... Also sometimes it's just not possible, so you're forced to micromanage, wait for every new recruit and quickly set him manually to "Defensive". It would be so much easier if you could set the building to create units with a given stance, like in AoE. It depends: From a PvP perspective, Gaia should indeed be aggressive against everybody. But in a player vs. computer game perspective, you just want to up the challenge for the player. There is no advantage in having the AI fight with itself. Also, that "aggression" thing was meant from a coding point of view: I wouldn't be surprised if Gaia has no code stating that "if player B attacks me, player B is to be considered an enemy", simply because it doesn't need it, since it currently defaults to being hostile to everybody. So if you use the "neutral" option, the AI player should be able to do the worst things to Gaia -- without any chance of Gaia "getting angry".
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Right now Gaia is always hostile to everybody, and that can't be changed. Please make it possible for scenario makers to set Gaia stance to neutral vs. the AI player(s) and vice versa. If set, Gaia would only attack the human player, it wouldn't attack the AI player(s)' units, and the AI player(s) wouldn't attack Gaia (besides hunting/fishing and such, but I think those don't count as aggressions). The point is to prevent an overeager AI from cleaning up any hostile wildlife for you, and/or to prevent the AI from suffering from hostile wildlife attacks in scenarios where Gaia is kind of an additional adversary.
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Any way to make Gaia neutral towards specific player(s)?
krt0143 replied to krt0143's topic in Game Modification
That only goes so far. The AI seems to be fond of exploring, and while I've indeed put more wildlife behind the player's center, and none near the AI's center, the AI is fond of exploring (and yes, I do mean the AI players), which means that if I wait a little too long, it will have cleaned up for me. Take a typical map of mine: What you see in the picture is the player's stronghold. It's as safe as it gets, but there are no resources at all up there. Down on the plain are lots of resources (you don't see them too well because of the distance), but also lots of Romans, and Dire Wolves (a nastier and more aggressive kind of wolf), and those shallow muddy bogs are full of crocodiles you don't always see in the muddy waters... You'll have to go down there, sooner rather than later, but you will have to be ready and expect to be constantly attacked. Now I don't want the AI to make this any easier by infighting: Gaia and the AI opponent should both focus on making the player's life miserable... -
Any way to make Gaia neutral towards specific player(s)?
krt0143 posted a topic in Game Modification
I'd like to set the AI and Gaia not to attack each other: I have lots of "hostile environment" maps, which the overeager AI will invariably clean up for me, kindly killing all the hostile wildlife which else would had made my life difficult, and hindered my ongoing economic prosperity. I just have to wait a little, and the map is clean and safe... I would had tried to make them allies, but you can't set a diplomacy stance to Gaia. So, what are my options? -
Game Balance: Battering Rams, the 0 A.D. tanks?...
krt0143 replied to krt0143's topic in Gameplay Discussion
That's specifically how I hate to play!... I don't like the "duel" games, where you have to build x of this and y of that, in the shortest time possible, so you can rush your opponent who was 0.1 seconds slower. I prefer taking my time, building my civilization and just fend off the nasty neighbor... That's why I play against the AI. Well, there is no accounting for tastes. Yes, well, normally it's just a big heavy tree trunk with a lot of people to lift and carry it, and then they had to put a roof over it, because the defenders up the walls took to throwing things at the people handling that tree trunk, and once you have a roof, why not suspend the tree trunk on that roof structure, so the whole contraption was put on wheels. After all it weighed close to a ton, maybe more. Simple, but beyond the capabilities of a village carpenter. For instance, once in front of the door to knock upon (rams are useless against walls), you'd need to remove the wheels, else the ram will just balance back and forth instead of pounding the door (Newton's 3rd law). It's a little more sophisticated than just a chariot with a tree trunk suspended under it... And in real life it was more often than not impossible to use, because the causeway up to the castle's door was too steep or too curvy or there was no room to maneuver something as bulky and heavy as a ram, or simply because the castle door was protected by a drawbridge!... Because obviously people building fortifications thought about those things, and purposely built their entrances (a fortification's weak point) in a way that made use of rams impossible. And no, fortification walls were a minimum of 2 (up to 20+!) meters thick, solid stone, so attacking them with a ram was pretty much pointless, it would take you months to make any serious damage. That's why most sieges were passive, the attacker just waiting for the besieged to run out of food... -
Asking because I made a map where you start on a towering mesa-like rock, and well, let's say that when on top, the camera gets very close & intimate! I even noticed for the first time that the upgraded Britons get naked!... (I should had known... ) Anyway, apparently the camera in the game doesn't have the freedom of movement of the Editor's camera, there seems to be a hard-coded altitude limit, and if I had made my rock a little higher I would had only seen shoes... Is that true? Is there a hard-coded altitude limit (as opposed to a "height over ground" ratio)? This map was simple, just a quick proof of concept, but I plan on making more of those, including a chaos of desolate flat peaks like this, separated by deep ravines and only accessible by those narrow paths carved on the cliff sides (easy to defend, but only until your limited resources run out. By then you'd better have moved on, and as soon as you move "easy to defend" becomes "hard to conquer"). To illustrate: (For scale, note how far goes the territory influence marker of the civil center (yes, that's a fortified civil center)...)
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Map Editor crashes when exiting. (Happens rather often too)
krt0143 replied to krt0143's topic in Bug reports
All right, the easiest way to reproduce the problem is apparently working for a longer time on a big map. Today I've spent about 2-3 hours on a "Giant" sized map (from scratch, not a modified random map), I saved often, but when at some point I decided to quit the Editor, it gave it's usual "Assertion failed: "ms_singleton"" error, this time accusing a different texture. Still no dump, but here is the crash report: -
Interesting, thanks! Yes, I got that. It is logical after all, it would be too complicated to keep with the "included" system and just replace existing tags. Anyway, I've already assembled all my splinter mods into one. The idea of making separate ones is because I'm constantly trying/adding/removing new stuff and at some point it will become very messy to clean up ("Hmm, was that all for this feature, or did I change some other file too?"). Oh well.
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Map Editor crashes when exiting. (Happens rather often too)
krt0143 replied to krt0143's topic in Bug reports
Sorry, no clue. There is no pattern I have noticed, except that it happens after saving, when closing the editor after a longer session (>10min). The thing is I'm always doing at least 4 things at the same time, so I open the editor often and for various lengths of time, sometimes just to check some unit I just built (for errors, or visually). Crashes happen usually after longer work sessions (shaping the landscape, painting textures, placing objects): At some point I consider having finished, so I save my map, and click on the little Windows "X" on top right of the window to close the editor. And sometimes, instead of closing, it gives me that error, with new error handler windows arriving every 2-3 seconds. until I select "exit" to stop them. And that's it: I can relaunch the editor, reload my map and work again like nothing has happened. -
Map Editor crashes when exiting. (Happens rather often too)
krt0143 replied to krt0143's topic in Bug reports
Well, no, that's why I asked. In this folder there is only the aforementioned "crashlog.txt", the "interestinglog.html", "mainlog.html", "system_info.txt" and "userreport_hwdetect.txt". That's all. I don't think it made a dump. -
How do you determine which mod is loaded first and which last? Also, I expected mods to be cumulative, but they replace each other: I have two mods that both make two (different!) changes to the civic center. When I load the game with both mods, I only get the changes of the second mod. I guess they sort by files, not features: If the file exists, the previous version gets replaced. Example to illustrate what I want to do: Imagine a "unit A" mod with the unit and the necessary changes to the building that creates it. And a "unit B" mod, with that unit and the necessary changes to the same building. In the game both units exist just fine, but the building only has the option to build one of those. Is there a way to do that, or do I have to condense all units into one single mod?
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Tried the instructions in https://trac.wildfiregames.com/wiki/Modding_Guide#Distributingyourmods ?
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Map Editor crashes when exiting. (Happens rather often too)
krt0143 replied to krt0143's topic in Bug reports
Only if you tell me where I can find it! -
Created my first unit from scratch! Excellent system, guys! Bravo!
krt0143 replied to krt0143's topic in Game Modification
As I said elsewhere axes were about the second oldest weapon mankind created, just after the pointy stick... Put a sharp stone on a hemp and you have a terribly useful tool + weapon. Unlike spears (and even worse, swords!) which were just for combat and thus a luxury not everyone could afford, axes were a common tool everyone used to chop his firewood. For this reason alone there should be lots of dirt cheap axe units in all those northern Celtic/Gallic/Germanic tribes: If you were to grab something to go defend your house, it would be your axe. Axes hit hard, but given their weight they are slower. They get a bonus vs. armor (chain mail doesn't protect you from axes), but also vs. buildings, siege weapons and ships (everything built out of wood). -
I'm working in the Map editor without any problem, save my map, and hit exit: At that point I often get the error handler which comes up with repeated errors. I get those crashes fairly often, I'd say 1 time in 4, with always the same error ("Assertion failed: "ms_singleton"") Here is the crash log in case it's of any use:
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Created my first unit from scratch! Excellent system, guys! Bravo!
krt0143 replied to krt0143's topic in Game Modification
As .dds? That's why I didn't find them... Thank you, I'll try to find something. I had a look on his "Delenda Est" project, and I'm afraid he's fully booked up until 2050!... Nah, it's just for me*, so I'll take something vaguely fitting, doesn't need to be spot on. * Making the game like I would like it to be, so I'm pretty sure there is little demand... -
Created my first unit from scratch! Excellent system, guys! Bravo!
krt0143 replied to krt0143's topic in Game Modification
Just a question: Where would I find a fitting icon for him? For the time being, being a "champion" unit, he wears "<Icon>units/brit_champion_infantry.png</Icon>", but that is confusing. Unfortunately Windows search has become over the years, totally useless, and now it only suggest searching in "Documents", "Settings" and other utterly irrelevant places... So where are those icons?