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  2. There are quite a few ways to do this but ideally first fix the limitations that this behavior tries to compensate for.. +8 is generally elevation bonus to range, aka the height of the turret itself. If you look into the selection tooltip it will show you total elevation bonus, which include how high on terrain the tower is (on a hill for example), however I found out recently that this wasn't correctly applied (see proposed fix for it). With arrow shooter tech it become 60base +8tech +9elevation total bonus (IIRC vanilla show them merged so +17). Stone towers also have higher base elevation bonus..
  3. Here's another idea. Capture attack -> Siege attack. Buildings can be captured only if they have less than 50% of total HP. Default action for units is now siege attack. Capture is possible as before, but only after a structure is below 50% of HP. Otherwise, the capture attack is disabled (has red X across the capture icon, to indicate it's disabled). Siege attack animation is the same as the capture animation, but units are holding the torches up instead of their weapons.
  4. Indeed, collisions solve that and other things. Cheaply massing troops becomes harder, as it should be, because the entry points to a fortification are limited. Still, capture points increasing with garrison could help. Another question to understand everything better: when saying tower range 10 to 60 (+8), what does the +8 mean? A change because of garrisons, or possible techs?
  5. They should, if you have other units that are to engage the enemy. But, the issue here is that currently there is no soft cap on amount of units that can capture one building. That soft cap should be the size of the building, and when the enemy surrounds it completely, that's it. How many units can realistically surround the Fortress? Surely not 150.
  6. Nice poll, @Atrik. Additionally, it would be good to address the exploit that allows capturing buildings in tight spaces using formations.
  7. I agree with everything you say up to here, since, for making better use of fortifications (and historical accuracy), they should be inside and make capture more difficult. Can capture points increase with garrison, same as ram speed increases with it?
  8. Today
  9. Or, and hear me out on this, we can actually fix the collision so that those 150 Marian Romans have to surround the building (thus exposing them to fire from multiple angles) in order to capture it? In the picture, I see that all units are on one side, and many are literally inside one another. The collision system was annoying and buggy in A23, but it worked. If you sent 35 cavalry against enemy's 3 archers, the cavalry would still have to surround the archers, so they got in the way of each other. In R28, those 35 cavalry would blend into each other, instantly vaporizing the poor archers with 1000% overkill rate. Current system is: - Physically impossible, - Historically inaccurate, - Looks terrible, especially with massed cavalry. I know that this is a separate problem, but you aren't exactly supposed to keep those champions inside the Fortress. They should be outside fighting. Losing one Fortress while 150 enemy units are exposed to fire won't hurt you as much if the collision worked. I voted for adding to base capture regeneration and for both added tech, btw.
  10. That base build looks insane—really creative use of vertical space and lighting to get that dramatic “Hall of the Mountain King” vibe. I’ve seen a few similar themed builds shared on ringz apk and this one definitely stands out.
  11. Why do the Germans have the Archery Training tec? Shouldn't they not have it, like the Britons who also don't have archers?
  12. I'm making this poll without knowing how relevant/appreciated it will be or if the proposed changes will be merged, but could still be interesting. The problem : In R28, the capture has been rebalanced to make harder to capture, especially for key buildings (civic center and forts). This was done by increasing drastically the base capture point regeneration of buildings. The resulting effects vary across scenarios so let's take 2 examples. A large army with high tier units capturing will still capture the building just as fast, the capture regeneration doesn't add resistance or delay in that case. So still rarely giving the defender the opportunity to react. Smaller armies that seems to be able to capture the building have a hard time estimating how close they are to actually capturing a building, because capture point regeneration have a exponential effect on the time/difficulty to capture... Humans are not very good with exponential effects so it generally result in frustrations. A gimmicky play is for example to get Marian reform with Romans and start capturing everything in a few second even if a whole army is attacking you, you can perfectly capture a fort in less then 5 secs.... Example bellow I had 3 secs before the fort full of champs had below 50% capture points vs 150 romans. Proposed change : Increase base capture point of key buildings instead (cc, fort), making it longer to capture across all scenarios instead of only when it was already the hardest. Make towers Sentry tech, and Professional Garrison add capture points, making the tech more interesting.
  13. I think this is generally a good thing.
  14. I am from Vietnam and would be happy to help if I can.
  15. Vietnamese during the Mod period. Then it will be from the end of the Hongbang Dynasty onwards. Since our mod is more flexible with dates, we'll even have the Trung sisters.
  16. What civilization does this image represent?
  17. Maybe a PR to base game for f_tunic_long?
  18. Honestly, it doesn't sound like a Delenda Est issue to me. Anyone else confirm?
  19. Yesterday
  20. @wowgetoffyourcellphone Delenda Est is your area of expertise EDIT: didn’t realize that this was already in the Delenda Est section
  21. This is the literal message. It appears when trying to connect to the created match via the game lobby and also via IP connection:
  22. Recently, I downloaded and played this wonderful mod. Until now, my experience has been mostly very positive regarding new features and improvements it brings to vanilla gameplay, including changes in the original civilizations' mechanics beyond the very welcome additions you guys made. First, I'm very impressed by your team's input in making this an even better experience. So first things first, and I am very thankful. Having said that, I wanted to expand the experience and play 0 a.d online with this mod with my friends. However, even after ensuring the mod was properly downloaded and active on both machines, my friend and I couldn't access the lobby, specifically the match page. The message reads as something like: "Failed to connect to the game server. Connection timeout". I wonder if this is a known issue or if there's something I am missing. I am posting this after trying to run the vanilla version online on both machines by turning the delenda mods off, which worked well. Can anyone provide some insight on this? Thank you!
  23. That's what decides how big a unit actually is, for pathfinding purposes (such as if it can walk between trees or buildings that are close together). Default is regular unit size, large is used by siege machines and war elephants, and then there's several naval classes.
  24. What does this do: <PassabilityClass> default </PassabilityClass> It was in the unitmotion in https://docs.wildfiregames.com/entity-docs/r28/components/unitmotion/?h=
  25. interestinglog.html Yes, I did update from git
  26. did you update from git? that was an issue a little while ago. But should have been fixed, I don't have the issue anymore. Also I usually use the "interestinglog.html" file to figure it out.
  27. I tried other maps, and they loaded, I think I played them in an older version of the mod, I also tried creating a map, and it worked, so maybe it was something with that map? Also, I remember there was an error when saving a map one time (it was after I had won), and it wouldn't save
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