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  2. #74 - Increase the default capture regen of structures - 0ad-community-mod - Wildfire Games something is plan for the roman camp ? or structures 0.5 to 5 is enough?
  3. did you remove the wall change? bcs it was too much op in my opinion i propose few change : reduce melee armor of cata , they tank too muchhh, impossible to snipe easy with melee unit. Balance heroe bonus , some civ have @#$% heroe with no bonus or one only good heroe.
  4. So like immortal you propose a cheap one version?Kush and Athens still have the gold version so? why not I already like the current unit but your change seems interesting In normal version : range is 60 , how much now? like crossbow han? i suppose it become skirmish archer champ. Do you think a expensive tech in castle could add a slow on enemy target for 6 sec with the poison ? for the swordman it was already the best one with ibere
  5. In the current configuration, the catas are powerful. We should not balance the game on this wall hypothesis. Especially when we can lose the allegiance of the walls if the enemy pushes its border. We should nerf the cavalry by choosing some of the ideas from the thread. It's important to keep in mind that a single Citizen Lancer shouldn't be able to kill a cavalry champion. So this won't be a miracle solution. We need to focus on the "invisible" strengths of this unit. Their ability to stack, take up very little space, and move in close quarters isn't really realistic. This way, they decimate enemies. Change this. And their ARMOR!!!! I think that if we nerf this unit too much, the cavalry mercenaries will be the new hell of the game so take care
  6. Building a second city center is equivalent to giving it to your opponent! Moreover, with the number of military improvements too high in the forge (I still don't see why there are two technologies at age 3) building a CC puts you behind from this point of view. On the other hand, the cc have a lower cost than before, now it is possible to make them.
  7. this is the best idea , specially for cav! chariot champ have already this kind of feature
  8. Well, larger maps are better for hit and run units, like cav archers, since you have more space to micro/run to. But jav cav doesnt really benefit since it cant hit and run (it gets outranged) and neither does melee cav. For both of those (jav and melee cav), larger maps just mean more time for the enemy to react or build up defenses in preparation. For early rushes, you might get to my base before I have my first additional soldiers out on a small map, but after I got them on a large map; similarly on a large map when approaching lategame, you can scout that your enemy has cav and build palisades/towers before he arrives.
  9. Today
  10. I suggest that after saving the settings, close and reopen the 0 A.D. program to ensure the game runs with the new settings. At least for rendering and GPU skinning.
  11. Just went through the Sunday Pro Games thread, really cool to see regular matches like that to keep skills fresh. I usually warm up with a quick round of Null’s Brawl before diving into anything serious. It helps get me in the zone.
  12. So basically the game only works with Vulkan if you have GPU Skinning off and you're playing in Windowed mode? The former is expected since there is a bug there, but the later I do not know.
  13. What is your driver version? When I have time, I'll try to see if I can reproduce the same situation.
  14. Disabling GPU skinning does nothing. What happens, when starting a game, it starts to load, then goes to windowed mode with the error message popping up to continue or exit,(clicking continue the game just closes after a few seconds). Just tried running the game in windowed mode, and it does finally work, but units have artifacts, which I found goes away if I disable gpu skinning and restart the game.
  15. How does it work with GPU skinning disabled? I guess it might be the same issue as point 2 in this post, except for the driver version — I only know it's older than Adrenalin 24.9.1. By the way, could you test whether you’re experiencing the issue mentioned in point 1 of that post and reply there? Vega GPU users seem to be pretty rare. Thanks!
  16. in my experience, larger maps are stronger for cav because there is more space to exploit the speed difference.
  17. Yesterday
  18. I agree. Melee cavalry needs to be faster than ranged cavalry if its supposed to be a counter. And if ranged cav already falls in that range, thats also good. But it might be better to equalize the speed of all ranged cav to a greater degree (so its not 1.3× to 1.6× but instead maybe 1.3× to 1.4×), then we could reduce the speed of melee cav while still having melee cav quicker than ranged cav (maybe at 1.5× to 1.6×)? Lastly I wanted to add two more things I think are relevant to the cavalry issue as a whole: For one the entire game is incredibly quick by the numbers; fast queue times, fast build times, fast gather rates. Thus, it feels like cavalry needs to be even faster to keep "the same advantage" as in other, slower rts. Additionally most games are played on "standard mainland settings" or even ambush nomad or pizza, all of which are very small. You can see this by looking at how often people build additional ccs to get more map control (it doesnt happen often, atleast not in my games). Small maps also make cav more effective, since the moment you see them coming, they are basically already in your economy, thus you need to be very quick in reacting to defend sufficiently.
  19. My first try as the Han dynasty. HanVSPtol_H.zip
  20. I just make the PR https://github.com/JustusAvramenko/delenda_est/pull/70 that enable the summary work again and the game itsel work in current development phase :), let me know
  21. Ranged cavalry are already within that range (x1.3-x1.6 of inf equivalent) melee cavalry have more and I feel it is smart gameplay-wise as melee cav intuitively can be used to: engage backlines be able to counter ranged cavs raid with comparable effectiveness as skirmisher cavs. All 3 scenarios require melee cavalry to have this additional speed.
  22. OK. Here are the files I'm guessing are the correct ones. I've reinstalled the game multiple times and same issue every time. Last install, I installed to USB drive, and after getting the same error/crash, transferred the USB to my desktop and Vulkan worked fine. crashlog.dmp crashlog.txt mainlog.html
  23. Yes, this is what is needed. Options. Cavalry can raid well, but it should 100% die to spears. At least, it shouldn't be cost-effective at killing it's supposed counter unit.
  24. but do they have to be twice as fast? wouldnt 1.5× or even 1.3× as fast be fast enough? I feel like this would be an unnecessary "unification" of playstyles across different civs. A civ with good defensive options could (if walls, forts, towers werent so bad) secure their eco without needing to keep troops at home and force the enemy cav to take a fight by attacking the enemy base. Then the cav die to normal spearman and no "quick" counter unit is necessary.
  25. Hi @Shafe, welcome to the forums. If you would attach the files as described in the error message people could actually look into it,
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