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0 A.D. Release 28: Boiorix

play0ad.com

111–120 of 123 posts

Re: 0 A.D. Release 28: Boiorix

#111
post #60

Earlier quoted context omitted.

Ya I don't really get elephants. They seem way too strong and always win. What is the effective elephant-counter?

When was the last time you played 0ad? Each release brings new changes to balancing and especially a27 contained a lot of them.

I played whatever is in the Debian 13 repos.

As far as I remember, elephants have always felt overpowered to me. Could be lack of skill on my part.

Re: 0 A.D. Release 28: Boiorix

#112
post #6

0ad is a fun game but the last few times I have tried to play it with my friends it lagged very bad once a few units were moving around. I actually was able to get it to play kind of normal by hacking the pathfinding code to give up after a fixed iteration count that was low. It worked kind of, but broke path finding a lot, obviously. The crux of the issue is that their simulation is single threaded. It's a complicat…

Two thousand years ago they'd barely have maps, I don't see why units need pathfinding anyway. In the Age of Empires series it had bizarre effects, like you could steer an enemy army around by building a wall across a forest path, forcing them to take a different path to their target (your base), since they apparently saw the wall with their psychic powers. Realistically soldiers should head in the right compass dire…

Pathfinding at scale is pretty much a solved problem. Spring. Recoil. SupCom. Starcraft. You can do that, for 10.000 units before you run into problems.

https://www.youtube.com/watch?v=2wxwIxz4PaY

Re: 0 A.D. Release 28: Boiorix

#113

Earlier quoted context omitted.

Two thousand years ago they'd barely have maps, I don't see why units need pathfinding anyway. In the Age of Empires series it had bizarre effects, like you could steer an enemy army around by building a wall across a forest path, forcing them to take a different path to their target (your base), since they apparently saw the wall with their psychic powers. Realistically soldiers should head in the right compass dire…

Pathfinding at scale is pretty much a solved problem. Spring. Recoil. SupCom. Starcraft. You can do that, for 10.000 units before you run into problems. https://www.youtube.com/watch?v=2wxwIxz4PaY

Why is it so bad on sandboxes like Minecraft? Modded Minecraft has struggled with pathfinding for years.

Re: 0 A.D. Release 28: Boiorix

#114

Earlier quoted context omitted.

Isn't this Mount and Blade?

With the RTS mod you can get pretty close, yeah.

It's simultaneously an RTS and a third person action game, during combat in singleplayer campaigns. You command your troops in real-time, but you have a limited POV.

Realtime Strategy doesn't necessarily require that you have a top-down perspective or a specific set of controls, right? Pretty sure Brutal Legend is also technically considered an RTS

Re: 0 A.D. Release 28: Boiorix

#116

I tried to play this game once and sucked at it. There are people out there who are legitimately good at this, and that's awesome to see for an open source game

I started playing not so long ago. Here's some good lists of tips that helped me. Although I had some headstart with SC2 experience :)

https://wildfiregames.com/forum/topic/22257-a21-multiplayer-...

https://gitlab.com/mentula0ad/0ad-tips-and-tricks

Re: 0 A.D. Release 28: Boiorix

#117
post #6

0ad is a fun game but the last few times I have tried to play it with my friends it lagged very bad once a few units were moving around. I actually was able to get it to play kind of normal by hacking the pathfinding code to give up after a fixed iteration count that was low. It worked kind of, but broke path finding a lot, obviously. The crux of the issue is that their simulation is single threaded. It's a complicat…

Two thousand years ago they'd barely have maps, I don't see why units need pathfinding anyway. In the Age of Empires series it had bizarre effects, like you could steer an enemy army around by building a wall across a forest path, forcing them to take a different path to their target (your base), since they apparently saw the wall with their psychic powers. Realistically soldiers should head in the right compass dire…

> Realistically soldiers should head in the right compass direction and hope for the best. But then you (the player) shouldn't have a proper map of your own, either.

It would depend where and when. An army on their own territory might know the terrain. An army on enemy's territory would try to send scouts ahead as opposed to wondering randomly, too.

So at the army level it would almost work out like the they have "psychic" powers because they have scouts. At the individual units it would depend. But it would also be kind of annoying to play if the realism is increased too much. Like they wander into the woods and get stuck in a bog and die of hypothermia.

Re: 0 A.D. Release 28: Boiorix

#118
post #29

Earlier quoted context omitted.

For me the main problem with 0AD multiplayer is that if any player loses their connection even for a moment for any reason, the game either halts completely or forks so that they can't rejoin. Quite frustrating, especially for longer campaigns. It's also impossible to save and restore in multiplayer.

This is one of the problems that BAR solves beautifully - a player could leave and rejoin later and the game would continue running just fine. An existing player can choose to take their stuff or not, or take it and give it back when the player rejoins. Truly elegant.

Are there any BAR forks or alternatives that don't force me into proprietary walled gardens for exchange with the community? I would even donate! Even regularly!

Re: 0 A.D. Release 28: Boiorix

#119
I'm really looking forward to playing this! The new logic in Alpha 27, where units don't try to capture enemy structures by default, caught me out, but it was fun getting familiar with siege engines until I worked that out.

As for the new capture attack for citizens, I imagine this could lead to some really risky endgame strategies where a player moves citizens from their base to attack the enemy's supporting buildings while the enemy is distracted.

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