Asger Posted February 22, 2021 Report Share Posted February 22, 2021 Hey everyone, I have been asking around in some matches about things that should be changed or that are unbalanced. Here is a short list about what I have so far: Hotkeys dont work (Hotkeys to build easier) Outpost useless because units placed inside are killed to easy (It seems more realistic but some players dont like it) Most of the time towers shoot further then their range bubble Resource gathering slower because of units movement (not sure if this is a problem or that we just have to deal with it) Auto formation is a bad thing until pathfinding is better (multiple complaints about this one Slinger being same speed as javileneers is a bad thing (most of the players say so) Archers are op (most players say so) Archers shot sound is very low compared to the rest. (I have the same problem) Indian war elephant is way to powerfull, one can take down a CC (Not sure if it is a problem, they are considered siege) Elephants are op (player told me) Please feel free to comment more feedback, we want to fix as many problems as we can. 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted February 22, 2021 Report Share Posted February 22, 2021 13 minutes ago, Asger said: Slinger being same speed as javileneers is a bad thing (most of the players say so) why? no real argument given. 14 minutes ago, Asger said: Hotkeys dont work (Hotkeys to build easier) don't work or missing feature? 15 minutes ago, Asger said: Most of the time towers shoot further then their range bubble nothing new 16 minutes ago, Asger said: Auto formation is a bad thing until pathfinding is better (multiple complaints about this one just disable it, there is clear tooltip how to do it 17 minutes ago, Asger said: Indian war elephant is way to powerfull, one can take down a CC one ram or any siege can also take down CC, bad argument Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 22, 2021 Report Share Posted February 22, 2021 28 minutes ago, Asger said: Outpost useless because units placed inside are killed to easy (It seems more realistic but some players dont like it) I agree with this one. A bad change. Maybe give back outpost vision and just make outpost cost 1 pop. 2 Quote Link to comment Share on other sites More sharing options...
Asger Posted February 22, 2021 Author Report Share Posted February 22, 2021 (edited) 3 hours ago, Angen said: why? no real argument given. Because Basicly a slinger should take more time shooting then javileneers. Slingers need more time to use their sling then a javileneer who basicly only needs grab a spear and throw. Correct me if i am wrong 3 hours ago, Angen said: don't work or missing feature? It seems to be missing, For example to build a house there was a hotkey, but now it doesn't show up in the tooltip anymoren and doesn't work. 3 hours ago, Angen said: one ram or any siege can also take down CC, bad argument That is very true. so thats no longer a problem. 3 hours ago, Angen said: just disable it, there is clear tooltip how to do it Thnx I didnt know that yet, so are some other players. Edited February 22, 2021 by Asger Quote Link to comment Share on other sites More sharing options...
Silier Posted February 22, 2021 Report Share Posted February 22, 2021 2 minutes ago, Asger said: t seems to be missing, For example to build a house there was a hotkey, but now it doesn't show up in the tooltip anymoren and doesn't work. @wraitii Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 22, 2021 Report Share Posted February 22, 2021 1 minute ago, Asger said: Because realisticly A slinger should take more time shooting then javileneers. Slingers need more time to use their sling then a javileneer who basicly only needs grab a spear and throw. Correct me if i am wrong In "real life", slingers would have large ammo capacity, longer ranges, and much deadlier ammo against un-armoured troops, but I think they'd be far less efficient against shields. Pilum and javelins are few, short-ranged, but you don't stop one. Quote Thnx I didnt know that yet, so are some other players. Yeah that's my bad, UI isn't great there. I think players will find out via osmosis. --- Overall I think archers & can archers remain definitely a bit OP. Elephants are strong if left unchecked, particularly since unlike rams they can't be killed by women, so you need real units. ---- No idea about the house hotkey. 1 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted February 22, 2021 Report Share Posted February 22, 2021 I think the building hotkeys were property of @naniautociv mod. 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted February 22, 2021 Report Share Posted February 22, 2021 3 hours ago, Asger said: Here is a short list about what I have so far: Thank you for the feedback. Getting the balance right is tricky and we certainly do not claim everything is perfect; 0 A.D. is very much a work in progress. Nevertheless, players such as @badosu, @borg-, @Feldfeld, and @ValihrAnt participated during the development and gave feedback, therefore we hope A24 is overall better than any previous release. As for war elephants, their crush damage has actually been reduced, from 150 to 120. As for slingers, they had a reload time of 1 s in A23, in A24 it's increased to 1.25 s. As for archers, their range has been reduced from 72+4+4 to 60. Moreover, ranged troops promote more slowly and advanced, elite, and champion ranged troops are easier to kill. That said, there will be further changes in the next release (A25) and more feedback is certainly welcome! 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted February 22, 2021 Report Share Posted February 22, 2021 (edited) sudo apt-get install 0ad join lobby select on of the games running in lobby error: this room has no address But Works with subversion versions: ==> no problem if i use Can connect games in lobby now (wit official public version, but works with subversion version). Yesterday i played TGs with: subversion version 24928 ==> no prob. and subversion version 24933 ==> no prob. https://www DOT youtube.com/watch?v=220rjvVvBNY maybe a prob with linux rights ? chmod or so? read https://play0ad.com/download/linux/#a0A.D.providedpackages : sudo apt-get remove 0ad sudo apt-get purge --auto-remove 0ad sudo add-apt-repository ppa:wfg/0ad sudo apt-get update sudo apt-get install 0ad ==> Lobby => Joun => This game address not valid read https://launchpad.net/~wfg/+archive/ubuntu/0ad.dev : sudo apt-get remove 0ad sudo apt-get purge --auto-remove 0ad sudo add-apt-repository ppa:wfg/0ad.dev sudo apt-get update sudo apt-get install 0ad ==> > Setting up 0ad (0.0.24~r24155-0ubuntu1~20.04~wfg0) .. ==> Lobby => Joun => This game address not valid use use subversion: ==> Lobby => Joun => no problem Edited February 22, 2021 by seeh other tried to get running the official version Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 22, 2021 Report Share Posted February 22, 2021 PPA is outdated. See it's missing the Alpha name. Quote Link to comment Share on other sites More sharing options...
faction02 Posted February 22, 2021 Report Share Posted February 22, 2021 Woodcutting behavior is sometimes "weird". IT seems that when a tree is depleted, the units are searching for the next nearest tree to the spot where the last tree was rather than the most efficient one (the nearest tree to the dropsite). As a result, units are sometimes drawn far away from the forest by a couple of isolated trees. 2 Quote Link to comment Share on other sites More sharing options...
Genava55 Posted February 22, 2021 Report Share Posted February 22, 2021 (edited) 10 minutes ago, faction02 said: Woodcutting behavior is sometimes "weird". IT seems that when a tree is depleted, the units are searching for the next nearest tree to the spot where the last tree was rather than the most efficient one (the nearest tree to the dropsite). As a result, units are sometimes drawn far away from the forest by a couple of isolated trees. I noticed the same. Animal slaugthering is impacted too I think, it doesn't look for the next animal if a bit too far from the last one. Edited February 22, 2021 by Genava55 Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 22, 2021 Report Share Posted February 22, 2021 1 hour ago, faction02 said: IT seems that when a tree is depleted, the units are searching for the next nearest tree to the spot where the last tree was rather than the most efficient one (the nearest tree to the dropsite). Yeah that's exactly what happens actually. I think there was already behaviour to do that in A23, but maybe it didn't work quite the same. My recommended "fix" is to simply make more dropsites, because efficiency goes down very rapidly with walking distance anyways. This is something I'd like to fix for A25, but it's not that trivial 2 Quote Link to comment Share on other sites More sharing options...
seeh Posted February 22, 2021 Report Share Posted February 22, 2021 (edited) useless. was not solution sugested by my Edited February 22, 2021 by seeh useless. was not solution sugested by my Quote Link to comment Share on other sites More sharing options...
faction02 Posted February 22, 2021 Report Share Posted February 22, 2021 57 minutes ago, Genava55 said: I noticed the same. Animal slaugthering is impacted too I think, it doesn't look for the next animal if a bit too far from the last one. I think I remember some cases in which it happened with hunts too in a24. In a23, there was often the issue of the starting chicken. Sometimes the cavalry unit wouldn't go from one to the other group of chicken. It happened frequently when the initial group of chicken was too close from the farmstead used for berries. The a23 issue could be easily tricked by merging the two groups of chicken or spreading them all around the cc maybe. 10 minutes ago, wraitii said: My recommended "fix" is to simply make more dropsites, because efficiency goes down very rapidly with walking distance anyways. Initially spreading properly units around the dropsite to collect wood become also important since the issue tend to "cumulate" over time. Although I didn't check what happen with the rally point? If units go to the rally point then search for the nearest tree it could reduce the issue relative to the case of keeping the same group of units on a woodline. 17 minutes ago, wraitii said: This is something I'd like to fix for A25, but it's not that trivial I agree, thanks for the great work! Quote Link to comment Share on other sites More sharing options...
seeh Posted February 22, 2021 Report Share Posted February 22, 2021 (edited) sudo add-apt-repository ppa:wfg/0ad [sudo] password : 0 A.D. (pronounced "zero ey-dee") is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. In short, it is a historically-based war/economy game that allows players to relive or rewrite the history of Western civilizations, focusing on the years between 500 B.C. and 500 A.D. The project is highly ambitious, involving state-of-the-art 3D graphics, detailed artwork, sound, and a flexible and powerful custom-built game engine. More info: https://launchpad.net/~wfg/+archive/ubuntu/0ad Press [ENTER] to continue or Ctrl-c to cancel adding it. Hit:1 https://packages.riot.im/debian default InRelease Get:2 http://security.ubuntu.com/ubuntu focal-security InRelease [109 kB] Hit:3 http://download.opensuse.org/repositories/home:/ungoogled_chromium/Ubuntu_Focal InRelease Ign:4 http://ppa.launchpad.net/wfg/0ad/ubuntu focal InRelease Hit:5 http://de.archive.ubuntu.com/ubuntu focal InRelease Hit:6 http://ppa.launchpad.net/wfg/0ad.dev/ubuntu focal InRelease Hit:7 http://de.archive.ubuntu.com/ubuntu focal-updates InRelease Hit:8 http://de.archive.ubuntu.com/ubuntu focal-backports InRelease Hit:9 https://download.docker.com/linux/ubuntu focal InRelease Err:10 http://ppa.launchpad.net/wfg/0ad/ubuntu focal Release 404 Not Found [IP: 2001:67c:1560:8008::19 80] Hit:11 https://dl.jami.net/nightly/ubuntu_20.10 ring InRelease Get:12 http://security.ubuntu.com/ubuntu focal-security/main amd64 DEP-11 Metadata [24,3 kB] Get:13 http://security.ubuntu.com/ubuntu focal-security/universe amd64 DEP-11 Metadata [57,6 kB] Hit:14 https://download.jitsi.org stable/ InRelease Reading package lists... Done E: The repository 'http://ppa.launchpad.net/wfg/0ad/ubuntu focal Release' does not have a Release file. N: Updating from such a repository can't be done securely, and is therefore disabled by default. N: See apt-secure(8) manpage for repository creation and user configuration details. ~$ sudo apt-get updatesudo apt-get update^C ~$ sudo apt-get update Hit:1 http://download.opensuse.org/repositories/home:/ungoogled_chromium/Ubuntu_Focal InRelease Hit:2 http://de.archive.ubuntu.com/ubuntu focal InRelease Hit:3 http://security.ubuntu.com/ubuntu focal-security InRelease Ign:4 http://ppa.launchpad.net/wfg/0ad/ubuntu focal InRelease Hit:5 https://download.docker.com/linux/ubuntu focal InRelease Hit:6 https://packages.riot.im/debian default InRelease Hit:7 http://de.archive.ubuntu.com/ubuntu focal-updates InRelease Hit:8 https://dl.jami.net/nightly/ubuntu_20.10 ring InRelease Hit:9 http://de.archive.ubuntu.com/ubuntu focal-backports InRelease Hit:10 http://ppa.launchpad.net/wfg/0ad.dev/ubuntu focal InRelease Err:11 http://ppa.launchpad.net/wfg/0ad/ubuntu focal Release 404 Not Found [IP: 2001:67c:1560:8008::19 80] Hit:12 https://download.jitsi.org stable/ InRelease Reading package lists... Done E: The repository 'http://ppa.launchpad.net/wfg/0ad/ubuntu focal Release' does not have a Release file. N: Updating from such a repository can't be done securely, and is therefore disabled by default. N: See apt-secure(8) manpage for repository creation and user configuration details. ~$ sudo apt-get install 0ad Reading package lists... Done Building dependency tree Reading state information... Done0ad is already the newest version (0.0.24~r24155-0ubuntu1~20.04~wfg0). 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. i reinstalled ( https://play0ad.com/download/linux/#a0A.D.providedpackages ): sudo apt-get remove 0ad sudo apt-get purge --auto-remove 0ad sudo apt-get install 0ad same results. its older then: svn up -r 24933; # <== this is working. Repository gives me: Setting up 0ad (0.0.24~r24155-0ubuntu1~20.04~wfg0) any other idears? Edited February 22, 2021 by seeh Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 22, 2021 Report Share Posted February 22, 2021 1 hour ago, faction02 said: Although I didn't check what happen with the rally point? If units go to the rally point then search for the nearest tree it could reduce the issue relative to the case of keeping the same group of units on a woodline. They do search for resources near the rally point (that hasn't changed). Really it's only annoying for trees on scarce maps, because units kinda move semi-randomly, but I wouldn't say it was great in a23 either - IMO 0 A.D. has annoyingly small forests on most maps. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 22, 2021 Report Share Posted February 22, 2021 (edited) 19 minutes ago, wraitii said: IMO 0 A.D. has annoyingly small forests on most maps. I would really like to change this for A25. EA should really adopt DE's forest groves. You don't even have to adopt DE's grove auras and traversability in case you're too scared of changing gameplay. Edited February 22, 2021 by wowgetoffyourcellphone 1 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted February 22, 2021 Report Share Posted February 22, 2021 2 hours ago, seeh said: Repository gives me: Setting up 0ad (0.0.24~r24155-0ubuntu1~20.04~wfg0) do you see that r24155? release is at r24937. That's almost 800 commits behind. Quote Link to comment Share on other sites More sharing options...
Silier Posted February 22, 2021 Report Share Posted February 22, 2021 @seeh you have this one https://launchpad.net/~wfg/+archive/ubuntu/0ad.dev release will be here https://launchpad.net/~wfg/+archive/ubuntu/0ad Quote Link to comment Share on other sites More sharing options...
seeh Posted February 22, 2021 Report Share Posted February 22, 2021 (edited) 2 hours ago, Angen said: do you see that r24155? release is at r24937. That's almost 800 commits behind. i don't understand your argument If I compile it myself from a repository everything works playing online in the Lobby. Only if it does as it is described in the documentation for Ubuntu (without compiling) it does not work. hmmm. I think you haven't read my post. This means for me your https://launchpad.net/~wfg/+archive/ubuntu/0ad (ppa:wfg/0ad) is almost 800 commits behind That means: it's not a (real or big) problem for me. Maybe others already use Ubuntu. Edited February 22, 2021 by seeh Quote Link to comment Share on other sites More sharing options...
Silier Posted February 22, 2021 Report Share Posted February 22, 2021 it's not our, we don't maintain what is in Ubuntu repository. and it does not work because what you get from Ubuntu is from development version old 800 commits, not release version, which you can get by compiling source from our release repository Quote Link to comment Share on other sites More sharing options...
seeh Posted February 22, 2021 Report Share Posted February 22, 2021 (edited) 25 minutes ago, Angen said: it's not our, we don't maintain what is in Ubuntu repository. and it does not work because what you get from Ubuntu is from development version old 800 commits, not release version, which you can get by compiling source from our release repository that it - exactly. so lets rewrite my recommendation/suggestion: rewrite your official docu (as you see below) or update your repo here - so no noobs player could use it: Edited February 22, 2021 by seeh Quote Link to comment Share on other sites More sharing options...
sarcoma Posted February 23, 2021 Report Share Posted February 23, 2021 When you rotate buildings with [ ], i guess the new snapping resets the rotation. Specs can't see player stats (f/w/s/m/p) in observer mode. If you sort the list of participants in lobby by some criteria, it resets to default after rejoining or leaving a game. I don't know if a mod prevented those behaviors in a23. 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted February 23, 2021 Report Share Posted February 23, 2021 specs could never see stats as observer until changing perspective Quote Link to comment Share on other sites More sharing options...
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