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  1. Today
  2. Food is the slowest resource to collect, easiest to interrupt, hardest to defend, and most difficult to relocate. If you regularly have too much food it’s because your economy is mismanaged. I agree with @Player of 0AD here. Fana don’t do particularly well in inf fights. But they shine in games where the enemy goes cav. If i know anything about Reza, he’s complaining because a handful of fana were able to easily defeat his much larger cav army. This is at least what happened last time I went fana against him.
  3. I spectated a high level team game where I saw that fanatics are very OP. That player used 4 temple and attacking wave after wave of fanatics. Food imo is not really a problem on the game once you reached T2. In fact they are used to barter resources like stone and metal most of the time.
  4. See https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/.lfsconfig
  5. I was playing around with adding some new tips to the codebase on my own branch forked from the main repo. My push contains some images and when I try to push I get prompted for a username and password i.e. Username for 'https://gitea.wildfiregames.com': manowar Password for 'https://manowar@gitea.wildfiregames.com': Username for 'https://gitea.wildfiregames.com': manowar Password for 'https://manowar@gitea.wildfiregames.com': I have tried with my gitea username and email address, with my gitea password and with a gitea token. Am I missing something ? Can I use my SSH key to auth for the LFS support ?
  6. How many games have you lost to a swarm of fanatics? A once off curb stomp does not render any one unit OP. Also champion cavalry are nowhere near as OP as they where in the past, Selucids and Persians are an outlier on that point as they are a lot stronger than the regular, but that is by design since it has a historical basis. As for counters, basic spearmen are functional against them, you need a numbers advantage though and preferably some champions of your own to stiffen the line, whatever form they take. I have personally annihilated about 100 champion Macedonian lancers using just mass veteran Triari and consular guard, so it is quite doable. And sure they are speedy, but ultimately half of this is a skill issue and not the fault of the game itself. Learn to make the most of what one has to hand. If something is really obnoxious like those Iberian fire cav in previous Alphas then sure fix them, but otherwise just leave it alone as is.
  7. Wasn't there another tool someone made that was more visual and less overwhelming then templatesanalyzer to read and compare templates? I though I remembered seeing it but I can't find with any search.
  8. Why would fanatics be OP? They are very expensive due to their high food cost. Also, temples are expensive and otherwise not as useful as a barracks. Fanatics have low armor and are not that fast. Also, if they would be OP, we would have seen them much more often.
  9. As I see it, your right. It not that easy to load externally.
  10. Sure. Do you have any replays to share? EDIT: One subtle nerf would be to separate the upgrades into infantry-only and cavalry-only. Weapon upgrades would further be split between melee and ranged weapon upgrades. Additionally, make the upgrades more expensive. Essentially, as they were in A23.
  11. You should see how champ cav performs on a TG, and how is the dynamic we talking about. they really need a nerf or some kind of counter unit. its absurd that some of them can wipe out pikes like nothing
  12. Yesterday
  13. I was under the impression that a mix of sail and non-sail boats would be ok, given the previous reception. We have the scout ship as a somewhat faithful recreation of the hjortspring boat, and the fishing ship uses oars instead of a sail. For the merchant ship, it makes sense that sails would supplement trade vessels. As for the arrow ship, it needed a bit more distinguishment from the hjortspring boat, otherwise the ships would be difficult to distinguish quickly. I think there is a degree of plausibility in the use of sail which we can justifiably represent, while keeping a sort of replica of the real hjortspring boat for history enthusiasts to appreciate. Rock art shows a diversity of hjortspring-style boats, some complete with masts and/or sails, plenty of ship settings have single rocks denoting a mast, and north <-> south trade existed.
  14. They are broken because spearmen cant counter them U can get metal easily like how u get wood easily from trees Also with abit turtling u can spam them
  15. we don't play the same game i guess. You have easy 2 or 3 metal mine in your territory. Champ cav are broken and they have absolute no weak point! they are tank, high hp, high attack. They have a big cost effiency combine to mobility. Speciality persians and sélucid some civ can litterality don't play against them. we need nerf champ cav by one solution (cost, tankiness, damage, building training change or another idea)
  16. Yes I know. And as I mentioned there, the consensus is mostly supporting a late adoption of the sail: "The question of when the sail was adopted in the Norse homelands and how this affected the beginning of the earliest overseas voyages has been hotly debated. Some scholars support the idea that sails were used in Scandinavia long before the Viking Age, while a mid to late eighth-century date has been the generally accepted opinion (see Bill, Reference Bill and Klæsøe2010; Westerdal, Reference Westerdahl, Barrett and Gibbons2015: 18). One of the two vessels discovered at Salme in Estonia in 2008 and 2010, dates to around ad 750 and is the earliest evidence of a combined rowing/sailing vessel used by the Scandinavians (Price et al., Reference Price, Peets, Allmäe, Maldre and Oras2016). For Norway, the use of sail is not archaeologically attested before the Oseberg ship which was constructed in ad 820 (Bill, Reference Bill and Klæsøe2010: 27–28), although it is unlikely to have been the first sailing vessel in Norwegian waters. Nevertheless, the introduction of the sail and developments in shipbuilding technology during the Viking Age in this setting should be regarded as improvements and adaptions in response to new uses rather than the result of revolutionary inventions (Barrett, Reference Barrett, Anderson, Barrett and Boyle2010: 290)." Source: https://www.cambridge.org/core/journals/european-journal-of-archaeology/article/earliest-wave-of-viking-activity-the-norwegian-evidence-revisited/C2A3AB5F0C962CFB700EEAF24970BE49
  17. Every unit has strengths and weaknesses. Spearmen are basic units. Average speed, low cost and mostly pierce damage in melee but can counter cavalry. Trainable in the Village phase. Useless against rams and buildings, somewhat bad against other infantry. Champion cavalry are late game power units. Fast, mobile and powerful, but very expensive to mass. Requires City phase to unlock. Also needs upgrades to resist most of the bonus damage from spearmen, so it requires even more metal to work. Unless metal grows on trees in your games, I don't see how this unit can be considered broken.
  18. Here we are talking about countering units not game play. Any unit in 0ad should have counters.
  19. My post was mostly sarcastic...Oh, well Champion spearmen. Or mass regular spearmen with upgrades. CS spearmen cost 50 F/ 50 W. Champion cavalry costs a LOT more. Fight for map control and force an engagement. Champion Cavalry can pick fights, but not when you're the one who controls Metal mines on a map.
  20. Ok tell me with which unit you counter champ spear cavs of persian with hero and 20% more hp bonus? Yudha is for destroying buildings. It even cant counter normal units well.
  21. I don't support a hard counter style like aoe2 but right now meta is whoever masses champcav first wins (unless he bad micro/noobs ofc) turning almost every game in a champcav race, if you'd have some kind of counter or better soldiers to hold it, player would aim for other strategies. but we can disagree on that ofc
  22. I mention and emphasize again,fanatics and champ cavs have no counter. Some nave people say you can counter champs with champs. But its not that true. For example for sele/persian/gaul cav champs, there is 0 counter units ( or champs) in Maury civ. Other units like citizens or mercs ( even cav mercs) have counter in all civs, then they are ok.
  23. Hi, i don't like age of empire for this reason, too much counter of counter. 0ad fight are cool,you don't need too much knowledge. Yes, fanatics are strong. You have to know how to reduce their strength (remove their armor and shield?) or reduce their spam (increase the resource cost). We can even imagine the downgrade to a "mercenary" unit, I mean not champion but not citizen. So it would be a rank 2 unit that costs wood and food. They keep their strength against the cav and can harass a little but less. But above all, their control capacity with the high capture attack is removed. Banning units is not the solution so we have to find a solution, what do the people on the balance team think?
  24. Totally agree on this. But I'd say that every unit should have a counter unit to make the game more dinamically. If a unit doesnt have a counter at least from a good number of civs, then the game just turns into a champcav race. And thats make some kind of boring gameplays
  25. Except Carthage, which has both But yeah, 100% of the above. There will always be some strong unit that will carry the game, no matter how many OP units you ban.
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