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damale88
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English below

Bonjour,

Avant de télécharger la nouvelle version de 0ad, je voulais m'assurer que je pourrais télécharger des versions plus anciennes (linux) en cas de problèmes avec alpha 27.

Une page sur le site de 0ad parle des torrents ( https://play0ad.com/download/bittorrent-faq/ )

Au point 2, il est écrit : "Download the small 0 A.D. torrent file from our site."

Quand on clique sur "our site", ça dit :"Nothing to see here folks."

 

Alors, savez-vous comment télécharger les anciennes versions de 0ad?

Merci

 

------------------------------

 

English

I wanted to install 0ad last version, but before, I wanted to make sure I was able to download previous version (linux) in case of problem with the new version.

On this page ( https://play0ad.com/download/bittorrent-faq/ ), we can read : Download the small 0 A.D. torrent file from our site

But the page "our site" doesn't work.

So do you know how to download previous version of 0ad ?

Thank you

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@Seleucids, Alpha 23 Ken Wood was such a major release, plus there's a major "Millennium A.D" compatible version for it.

What would you say is (or was) the most popular version for Single player? Also, which version introduced the % resistances? I want to try the game when it had a simpler attack/armor model.

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2 hours ago, Deicide4u said:

Also, which version introduced the % resistances? I want to try the game when it had a simpler attack/armor model.

It was SVN commit r13381 "Exponential Armor patch by Alpha123, with new updated armor values." https://gitea.wildfiregames.com/0ad/0ad/commit/e0a2e5790df414d3999e18cd52355526eff89bfe
By the way, from the simulation point of view, there was a first game which was rewrite in SVN commit r7259 "# Rewrite of the game's simulation system". https://gitea.wildfiregames.com/0ad/0ad/commit/7c2e9027c25561bc7c4d543b9921951211e5496b

Some part were never rewritten. Things in the game were probably different at that part of time too.

If you want to go deep in game design, you'll see previous discussion like:

https://gitea.wildfiregames.com/0ad/0ad/commit/40365ee8155ddee502df76f27035b7c5a304cdf4 (big rebalance)

https://gitea.wildfiregames.com/0ad/0ad/commit/d9fcebd4336dae00ab91546c26a37c92f7d23c3f (revert big rebalance)

https://gitea.wildfiregames.com/0ad/0ad/commit/13b229d50388e35a374f43fc7d430d49e4f1ef53 (another big rebalance, actually merged)

If you go even deeper, the game was more or less completly designed in 2001-2003 years, and there was something about: "*But my ideas are better!*".

;-)

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26 minutes ago, fatherbushido said:

It was SVN commit r13381 "Exponential Armor patch by Alpha123, with new updated armor values." https://gitea.wildfiregames.com/0ad/0ad/commit/e0a2e5790df414d3999e18cd52355526eff89bfe

So, this was added in Alpha 14, judging by the changelog. That's the only release mentioning exponential armor.

I might try Alpha 13 once I have some time to experiment, just to see how much different it would be. Assuming it'll work on Windows 11.

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9 hours ago, Deicide4u said:

What would you say is (or was) the most popular version for Single player?

This I cannot be sure. But personally I enjoyed A23 singleplayer the most, because back then, the AI games were sufficiently difficult and strategically interesting due to different mechanics. Furthermore, it had the biggest variety of mods available.  A25 is of a more modern style, very similar to what you have in A27 right now. You can first try A25 then move back to A23; there are many interesting mods available for both versions. 

9 hours ago, Deicide4u said:

Also, which version introduced the % resistances?

I think this has existed for longer than I have been player, probably one of the very early alphas. But before A25, the blacksmith (forge) upgrades were less prominent due to cost and limited efficiency. Infantry and cavalry had separate upgrades and nobody bothered to research everything. Maybe try A23 or A22.

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9 hours ago, Seleucids said:

I think this has existed for longer than I have been player, probably one of the very early alphas. But before A25, the blacksmith (forge) upgrades were less prominent due to cost and limited efficiency. Infantry and cavalry had separate upgrades and nobody bothered to research everything. Maybe try A23 or A22.

Thanks, but I've figured it out, it was alpha 14. So, Alpha 13 and below all had the simple damage - armor amount calculation.

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  • 3 weeks later...
On 13/04/2025 at 2:07 PM, fatherbushido said:

It was SVN commit r13381 "Exponential Armor patch by Alpha123, with new updated armor values." https://gitea.wildfiregames.com/0ad/0ad/commit/e0a2e5790df414d3999e18cd52355526eff89bfe

Was there any discussion on the forums for this major change? I can't seem to find it and the link leads only to the commit.

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On 15/01/2013 at 5:30 PM, quantumstate said:

The current health system does not have this characteristic, it is non linear, so if I increase the attack of a unit by 10% the amount of damage it will do varies dramatically. Taking a case study (carefully picked to exaggerate the problem http://www.wildfiregames.com/forum/uploads//emoticons/default_wink.png).

A Macedonian Foot Companion (basic)has 10 pierce and 5 hack attack. It can fight against cretan archers with P2 H3, itself with P9 H4 and thessalonian lancers with P11 H4. By default the damage done is 8+2 = 10 vs the archer, 1+1=2 against itself and 0+1=1 against the lancer. Now we have a nice tech which gives +2 pierce attack. This gives +20% vs the archer, +100% against itself and +100% against the lancer. Now lets add another +2 pierce, we get +18% vs the archer, +50% against itself and +100% against the lancer. Lets say instead that going back to the start we change the first +2 pierce bonus to a +2 hack instead. Now vs the archer the increase is 20%, vs itself there is +100% and against the lancer +200%.

This makes things really unpredictable for high armour units. It is quite noticeable with siege in current gameplay, since getting the third +2 attack on skirmishers suddenly doubles their damage vs siege. Or getting the +2 attack for cavalry skirmishers suddenly triples their attack vs rams.

The above is from the discussion. I don't see any issue with the previous system of simple calculations. The upgrade effects should not be uniform across the board, else they lose a lot of value. In ancient and medieval times, good equipment on a soldier meant the difference between life and death. Modern warfare shifted more towards external hardware (tanks, planes) and use of precision technology. A basic shell from WWII will kill anyone if it strikes near.

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The current system gives each armour type a value and is subtracted from the attack value of the incoming attack. Look at it like this: Each armour material in real life has its own tolerances. Linen armour will absorb X amount of force, while bronze armour will absorb Y amount of force. Beyond that, there really is no protection. If a sheet of bronze can, say, block 100 lbs of force from penetrating it, then if 110 lbs of force will penetrate, but 80 lbs will not (but will still cause some minor damage, I think 1 hp of damage in our case). If a rock comes sailing in at 1000 lbs of force, then your armour in this instance should be of minimal use (it only blocks 100 lbs of that 1000 lbs). If a percentage is used, then suddenly the amount of force that a piece of armour can absorb changes based on the amount of force being applied. What space-aged materials are our soldiers wearing?! 

Very good analogy. The Forge upgrades improve the quality of your soldier's weapons, allowing them to do more damage to material that they otherwise couldn't touch before (such as plating on rams). In reverse scenario, armor upgrades improve the armor strength, but that armor still shouldn't save your soldiers from massive burst damage.

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I have a crazy idea

why not have the percentile be a hit/miss chance instead of percentage damage taken.

seems kind of silly for some armored soldier to get run through with a spear and take 50% damage from it. I feel like a chance between all or nothing would better reflect a realistic combat mechanic

 

Got a chuckle from this one, but the man has a point. Armor 90% of the time deflected the damage, it didn't absorb it. It is too random for a RTS game, though.

The current system of exponential armor acts like a HP multiplier. This makes it indistinguishable from simple HP % increases. I am 100% positive that it won't be changed. Just wanted to say my opinion on this, however late.

Edited by Deicide4u
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