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CheckTester

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  1. Guys, am I the only one who thinks that suggestions for improvements and refinements to such a diverse game should have been posted in separate threads a long time ago, rather than in one kilometer-long one with... 173 pages! In my opinion, this is completely counterproductive!
  2. I have created a ticket to develop this feature: https://gitea.wildfiregames.com/0ad/0ad/issues/8696
  3. @Perzival12 > ...Maybe AresBot... Basaltum (the hardest rock) ? > ...but I need to know what should be changed? Is it still too strong? Or maybe it is too weak? Let me know any changes you think about it... To check the Pebble AI bot strength, could you please let us know how to install and use it and which version of 0 A.D. is compatible for this ?
  4. Why not. But this fail may be possible and without garrisoned champions on ram ship. Three ram ships also will beat one arrow ship, as I understand. The enemy may disembark units from the ship and give you a hard time. What does it mean ? This is war reality. When enemy have more units and use it with mind he will beat you any time. Try to find the solution! For example - sink his ramming ship with javelinners or archers. Small amount of distant units will sink one ram ship with ALL the champions for short period. Fastly! "The enemy will have more units and I will be defeated" — it is not the real reason to decline the feature. In case you lost the unique ship. And lost your shipyard. There are a lot of ways how to build new doc and new ship, even you have not gold and gold mines around. Just make a market and trade the food (or other goods) for the gold. By the way. The dock is also a market. But.. In other way. You may garrison some units to the trade ship as a garrison and capture any war ship without units. Only imagine... And this is also war reality. Defend your units. Be carefull! Use the tactics! Guard everything. This is real strategy!
  5. @Perzival12 Very interesting project! Let's give new bot the name - "Puer AI" (puer means Boy or child in Latin) - "Calculus" (latin. "pebble", small round piece of stone) - Pebble AI (pebble is small stone... and also opensource community brand for smart watch) I like mostly "Puer AI" and "Pebble AI" variants. Both starts from P (as Petra) and means small variant of something bigger.
  6. In this case, AI behavior during the game and replay viewing should NOT be linked in any way. I don't know the technical details, but for the user, replay viewing isn't a real game; they can't change anything; they simply follow the actions and analyze what was done during the match (and when exactly), for which the replay is saved. However, AI behavior in the match must be fair. That's all. When Shroud of Darkness and Fog of War aren't used by bots, but are used by real players, it's a completely unfair situation.
  7. @LienRag, @Grautvornix, only my opinion.... It would be nice if ship garrison information wasn't displayed in the interface. It would add an element of surprise... You attack a ship and want to board it, thinking it's "empty," but it's garrisoned (even more than yours), and everything goes wrong... The garrison is hidden below deck. It's invisible. And suddenly, during a boarding battle, it turns out it's there... Isn't that wonderful? And it's quite historical. But if they do decide to add information about the ship's troops, they could at least add a flag above the vessel (a simple small flag or something larger with civilization symbols) indicating the presence of a garrison. But in my opinion, that's not as interesting. The element of surprise would be lost.
  8. It would be better if Petra AI weren't an all-powerful know-it-all, but instead mimicked the behavior of a real player. It would definitely be more correct if the bot built scouts (land and sea) and scouted the territory. Or did so with any available unit (as real players do). And then, having found something, it would choose tactics to attack or contain. I'm sure it's not that difficult to get a bot to scout the territory. Many new players complain that Petra AI is too strong, even on easy difficulty. And the open map and lack of fog of war are precisely the unfair advantages of the "computer player." If you're unsure whether the bot will be too weak as a result, make it optional when creating a match, using a checkbox like this: [V] "Computer player simulates real player behavior" (slightly obscured, not explicit) or something like that "Petra AI can see the entire map always". Or, in other words, explicit options: [V] Map explored for all Petra AI Bots [ ] Fog of war for all Petra AI Bots
  9. The issue in Gitea: https://gitea.wildfiregames.com/0ad/0ad/issues/8666
  10. Friends, this topic is not about changing size of ships (BTW: I am personally against reducing the ships size, it looks good now). This topic is about simple feature — the boarding of ships. It is about possibility to add any ship with garnison the ability to capture (boarding) any other enemy ship without (or lesser) garnison, lilke the capturing of building. The simplification is linked the fact that possible boarding process no need animation, only capture point bar even. Or may be with "hand-on-hand combat on ship" sounds and some some flying particles to demonstrate the process. And, may be, the separation of garnisoned units between mothership and captured ship . That's all. So, as example the trade ship with garnison will get possibility to capture "empty" enemy ship. So, trade ship may be protected by garissoned war units. And so on Why not? It was so in history... Such element of surprising! This will be wonderful and very interesting concept to improve naval confrontation. Corvus add-on for Rome Ships (with or without animation) and some advanced technologies to support or counter the boarding will be good too. But, need to understand if it is possible realize boarding (capturing the ship) itself. Please note, if it is need to create a tickets in Gitea or something like that.
  11. Hello everyone. Does Petra AI have a hidden map under the fog of war when such option has been turned on for real player in match settings? It looks, that Petra Bot always knows where the opponent is located and no need to find anything? The replays also demonstrate this, that the bot directs his army directly where it is needed from the beginning of the game match. How is it possible, without opened map and without searching location of enemies ? May be I am wrong, but it looks so, that Fog of War is not implemented for Petra AI. So, it is some advantages for Petra and disadvantages for real players. Hidden map should not been revealed before exploration. It necessary to fix it in this case. Does anybody made such request before ?
  12. @wowgetoffyourcellphone, please let us know if there are some tickets in gitea for this idea or somebody should create it (for example me?)...
  13. Of course, one soldier on a fishing boat should not be able to capture a large warship. But 10 warriors on a merchant ship, capturing an empty ship (conditionally empty, i.e. without a garrison) with close contact - why not. If, of course, the boat can swim close and stay afloat for some time without being sunk. Very suddenly, one player's unprotected fleet (without a garrison) can be intercepted by an even weaker fleet (but with a large garrison) of another. In my opinion, this would be very interesting and generally corresponds to the historical outline, when ships were captured on board. Note: That’s why I wrote the idea about a two- or three-fold advantage of units in the garrison of a ship going on board, so that it would not be one soldier, but several. And of course, there must be technologies that improve boarding practices. For example, “grinding hooks on ropes”, which could significantly reduce the time required to capture a ship. And vice versa, the technology “high sides” and “military commandant” to reduce the possibility of boarding a ship (increases the time for interception) even if there is no garrison. And if there is a garrison on the ship, these technologies make it very difficult or almost impossible (as with towers). Moreover, “high sides” are only for wood. And the “military commandant” technology is only for metal. ..... But these are all dreams... dreams. However, maybe the developers will really like it and do it?
  14. Once upon a time, the idea of capturing a ship was presented on the forum. https://wildfiregames.com/forum/topic/104332-naval-overhaul-alpha-27/ In my opinion, it is a great idea to provide the opportunity to capture an enemy ship. My development of this idea is very simple: Let's make it possible for one ship to be captured or seizured (intercepted, converted e.t.c) by another player's ship with a garrison. For example: one ship that has no garrison (or fewer units) and another ship with a garrison (or two/three times more than the first) move very close to each other for a while, after which the ship becomes the possession of the player with a more powerful garrison. Much like taking over buildings. After capture, the first ship will receive part of the second ship's garrison. To do this, you don’t need to make animation, just add mechanics. Of course, it would be better to take into account the forces of the units located in the garrison, but only if it looked like hand-to-hand combat (without representing the battle itself, only capturing the line, as for buildings). And ships without a garrison could not be used for capture. Only for fights. Thus, the player can add units to the ship's garrison and go to capture another fleet. This will add dynamics and unpredictability to naval battles.
  15. Prologue: The Shadow of the Lion Setting: Pella, the new capital of Macedon. A realm of ambition, raw power, and simmering tension. Core Conflict: Alexander grows up in the shadow of his father, Philip II—a military genius who forged a formidable kingdom from a collection of quarreling tribes. The court is a place of constant intrigue, shaped by Philip's strategic marriages and relentless wars to secure Macedon's dominance over Greece. Alexander witnesses his father's brilliance and his flaws, while his mother, Olympias, a priestess of Dionysus, fans his ambition and resentment. This chapter is about the birth of a legend in a crucible of familial love, envy, and political calculation. Scenario 1: Seeds of Greatness (Tutorial Chapter) This scenario perfectly blends tutorial with backstory. Here is how it can be expanded with added drama and gameplay logic. 0. Introduction & State Management. Description: The player sees not a palace in the traditional sense, but rather a fortified capital-camp. Philip is absent—he is at war in the north. Mechanics/Idea: Instead of a standard menu, use Philip's campaign map and scrolls with reports. The player learns about the state of affairs through them: Economy: "The treasury is depleted after the campaign in Thrace. We need gold to hire new Companions." Diplomacy: "Athenian orators again call us barbarians. They must be placated or intimidated." Family: "Queen Olympias demands an audience." "Your half-brother, Arrhidaeus, requires a new tutor." Goal: Understand that governance is a constant choice between spending resources on war, diplomacy, and maintaining the court. 1. Construction & Resource Basics. Idea: Not just "build a wall." The task is given by the old general Antipater, left as regent. Dialogue: "Prince, while the king expands our borders, we must strengthen the heart. Soldiers need barracks, and the treasury needs mines. Choose where we begin: security or wealth?" Mechanics: The player chooses between constructing Barracks (increases unit cap) and a Silver Mine (increases income). Each choice is accompanied by a short comment from Antipater on its strategic importance. 2-3. Resource Gathering & Character Introduction. Scene: Alexander observes the estate with Arrhidaeus (his half-brother) and Cleopatra (his sister). Dialogue and Mechanics: Arrhidaeus: "Look how many people one ox feeds! Why risk cavalry on a hunt?" (Points to the "farm/livestock" mechanic—reliable but slow food growth). Alexander (inner monologue/player's thought): "He sees only food, not the lesson: hunting trains the eye and courage." Cleopatra: "Don't listen to him. Mother said a wise ruler uses everything. Berries are gathered by children and the elderly, without taking warriors from training." (Introduces the "foraging" mechanic—cheap but low-yield). Gameplay Decision: The player is given the task "Provide Provisions" and must choose one of three methods (hunting/livestock/foraging), each with different costs and speeds. Alexander's choice (most likely hunting) characterizes him as bold and valuing martial skill. 4. Military Tutorial & Father's Legacy. Scene: Philip's return. An evening in the megaron. He is grim, with a scar across his eye, but full of energy. Dialogue/Tutorial: "The Greeks think their phalanx is an unbreakable wall. Fools! They are too slow. I gave the Macedonian phalanx longer spears—sarissas—and taught it to move as one beast. And the striking force... (he claps Alexander on the shoulder) ...I give to the Companion Cavalry. Try it, son. Form such a phalanx against these dummies." Mechanics: A mini-game on unit formation. The player arranges "Hoplite" units in a line. Then they must correctly place the "Companion Cavalry" unit on the flank. Upon success—a cut-scene with an effective cavalry charge and breakthrough. 5. The Mother's Ambition (Key Plot Scene). Scene: A secret meeting with Olympias in her chambers, which smell of incense and where snake skins lie. Enhanced Dialogue for Greater Intrigue: Alexander: "Father... he is great. But he humiliates Mother by taking new wives." Olympias: "His greatness is an axe with which he chops the forest for his throne. But the throne will be yours. Arrhidaeus... (a dismissive gesture) is unfit to rule. The people will not follow him. And Philip... his wars are leading him to an end of which the gods whisper." Alexander: "What do you mean?" Olympias: "Be ready. Strength lies in the mind as much as in the arm. Aristotle will come from Athens to teach you. Learn. And one more thing... find a horse. Not just a steed, but one in whose eyes you see your own fire. He who can tame such a horse can also tame fate." Gameplay Goal of the Scene: To establish the main vectors for the character's growth: Intellect (a teacher will arrive soon, unlocking a skill tree). Charisma (the search for Bucephalus will become a separate quest chain, requiring courage and insight). Development for Subsequent Chapters: Alexander's choice in point 3 (hunting/livestock) may influence dialogue with Philip later: "I heard you prefer the hunt... that is good/reckless." Olympias's hint about Philip's "end" will create constant tension. In later chapters, the player might find clues (e.g., Persian gold among his father's enemies) pointing to a possible conspiracy. The phalanx formation scene will become the foundation for future, more complex tactical battles. Core Design Idea for the Game/Book: Make key mechanics and themes not only battles but also Charisma Management (balancing the army's trust with Eastern innovations), Logistics (supplying a vast army), Diplomacy with Greek City-States (perpetually dissatisfied with Macedonian hegemony), and Personal Dramas (relationship with Hephaestion, growing paranoia). The most compelling conflict is not between Alexander and his enemies, but between his genius and the human limits of his army, his culture, and his own body.
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