Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.
Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!
This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.
Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.
Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.
Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.
0ad-community-mod-0282-3tkp.zip.
With this version, the goal was to tackle some relatively simple balance changes, some of which have been in high demand.
Fanatics HP, hack damage, and hack armor reduced.
Persian immortal HP reduced (both melee and ranged), ranged version damage and accuracy were reduced.
Heroes may no longer be used to "bait" enemy units, as Heroes are removed from the preferred target class for all units.
Champion cavalry and ranged champion cavalry HP reduced from 260->220 and from 220->200, but wood and metal prices were reduced.
This, combined with speed reduction is intended to bring their population efficiency closer to infantry champions.
Cavalry speed was reduced by 15%.
Scout ship counter damage vs ships reduced from 3x to 2.5x, range reduced, and price increased from 50f 50w to 50f 100w.
Foundation pierce armor increased from 10 to 20. (Foundations take 66% less damage from pierce attacks).
Capture balance:
Civic center capture points increased from 2500 to 3500.
Fortress increased from 4000 to 8000.
"Sentries" tower upgrade now also increases tower capture points by 50%.
"Professional garrisons" fortress upgrade now also doubles fortress capture points.
Scipio's Capture attack aura removed.
(See https://gitea.wildfiregames.com/0ad/0ad/pulls/8892 for more.)
Germans buffs:
Champion axeman unit metal cost reduced from 100 to 80.
Seeress damage aura range increased from 15 to 20.
Seeress armor increased from 2->3 hack armor and 4->6 pierce armor
Seeress remain unaffected by blacksmith techs.
Wagon encampment price reduced from 350w, 150s to 275w, 100s.
Feel free to see the full changelog in game thanks to @guerringuerrin . As always, please give us some feedback about how these balance changes go.
@real_tabasco_sauce hope it's okay I copypasta your text
Britons had tattoos but there is no evidence for it in Ireland during this period; clubs dont seem to have been a common weapon either.
Warrior women appear in some later Irish epics, although they are usually supernatural figures who teach heroes.
Perhaps the promontory could train some allied units from Túathal's army like Romanized Britons, Gallo Romans, Britons
Depending on the timeline that was chosen for the mod you could have Irish pirates (Scotti, Attacotti) but they only appear in fourth century.
For dogs you could use the existing Wolfhound model (but probably not the mastiff, those are not native to the region)
Celtic chariot reconstruction from this article arguing for Irish chariots.
https://www.researchgate.net/publication/246543302_Iron_Age_chariots_and_medieval_texts_a_step_too_far_in_breaking_down_boundaries
Well, I recommend you to read what has been previously discussed (the last couple of messages for example). I think @guerringuerrin agreed on making a PR on redefining difficulty levels, but I forgot what's the status of this (I think something else was mentioned, but can't remember right now, anyway some PRs take quite some time). Some people have made nice progress with the AI lately, so I'm optimistic that "cheating" and difficulty inconsistency will be addressed at some point.