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I realise that not all champion cavalry are cataphracts. Normal cavalry could be weaker to ranged attacks, and chariots could be slower, as a way to properly nerf champion cavalry.
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Why is there no hero Arminius for the Germanic civilization?
manowar replied to Barade's topic in General Discussion
There is a merged PR here (for v0.29) that adds Arminius but as a name that will be used by any AI players in games not a hero: https://gitea.wildfiregames.com/0ad/0ad/pulls/8784 The (long) PR that added the Germans as a civ (v0.28) is here: https://gitea.wildfiregames.com/0ad/0ad/pulls/7104 That PR contains a lot of the discussion / reasoning. If you feel strongly enough I am sure you could open a PR. -
For a few days now I've had the issue that some old topics appear under my Unread Content, and they don't go away even after reading them. It started with one, then two, and more and more random ones appeared until now it's sitting at 22. I thought it could be some cookie issue, but I cleaned everything now and nothing changed:
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Cataphracts should be slower than horse archers. They are a counter, but not a mindless one, tactics must be used, like pinning them down beforehand, or coming from different sides, and should be quite effective in combination with faster and lighter melee cavalry. When collisions are improved hopefully all this would work better. This is the "base garrison" idea, proposed for siege engines, ships, and buildings (particularly fortifications). They'd justify their autonomous workings, look better, provide a default garrison, act as capture points, and avoid constant switching since their efficiency should depend on its numbers and would need time to regenerate. Look it up with the Search tool. The "base garrison" would also limit the constant capture of ships, since after the enemy base crew is killed, the mostly untouched crew of the attacker (rowers) would be divided between ships (as it was in reality).
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AndrewAnons started following ===[TASK]=== WONDER: Persians: Apadana of Darius and Age of Mythology: Retold
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Yes, multiplayer save stability is something the developers are actively working on, as desyncs and broken map terrain upon loading are known issues in the current builds. For now, it's best to avoid reloading online saves mid-game until a proper fix is patched. If you're tired of losing your progress to bugs like this and just want to bypass the broken grind, you can check out https://skycoach.gg/ to level up faster without dealing with server glitches, but hopefully, the devs will fix the host files soon. I hope this really helps. Let me know.
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It was interesting to see how it all turned out. Going with "Retold" instead of "Definitive Edition" actually made sense, since they upgraded the engine and changed some core mechanics. And luckily, Atlantis made it into the game, so the launch lineup worked out well in the end.
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AnaAsif joined the community
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Hi, I love the new Germanic civilization and I guess there is some reason why there is no hero Arminius (https://en.wikipedia.org/wiki/Arminius)? Maybe because it is different tribes than the ones? I was really wondering why you would not add him. I really don't know who the 3 current heroes are in history but the Battle of the Teutoburg Forest is probably one of the most well known events between Romans and Germanic tribes. For example, when I played Carthaginians with the game mode regicide I had Hannibal as hero as expected who is well known, too.
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中文字符显示问题 [Chinese character display problem]
Dunedan replied to Buildosaur_积木小恐龙's topic in Bug reports
https://gitea.wildfiregames.com/0ad/0ad/issues/8847 -
I think Fertile Crescent Game will be a good inspiration and Pharaoh ( Total War)
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Topic for cry and complain about balance
Nicolaus_von_Kues replied to Dakara's topic in Gameplay Discussion
I thought of several ideas, like defeating the crew to capture the ship. This would work for ships. -
agree sorry I don't think I understand this part. I thought I remembered their attack got nerfed but I'm unsure. The war horses tech only gives them more health. The HP nerf makes sense and I like it. That's why currently players with a not-so-perfect spam of less than 40 champ cav actually loose fights. But this applies to all champ cav equally. I tested it some time ago and cataphracts quite reliable win with a large numbers of survivors against other champ cav and the +2 resistances help against infantry too.
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Topic for cry and complain about balance
real_tabasco_sauce replied to Dakara's topic in Gameplay Discussion
this is because they have extremely high population efficiency, and their speed makes them hugely survivable. when combined with the HP nerf, they essentially have the same resistance. When you factor in the change to nissean war horses, its a net reduction in resistance actually. -
As for champ cav maybe one can make them even slower to train. The problem of champ cav being overpowered arises mostly when they are in large numbers 40 or more. However I still don't understand why you would add resistances to cataphracts when they already were the strongest ones before for essentially the same price. Yes reducing the speed is nice and it makes sense to do so for other champ cav too. Currently melee cavalry counters ranged cavalry and they are faster. So reducing the speed makes the fight more like infantry melee vs ranged where the melee has to chase the ranged. Given that champ cav is the best unit in the game that is the better way. I personally would propose to increase training time for all champ cav by at least 10 seconds. Interestingly some chariots already have more training time. I wonder if that's part of why they are so bad. If that doesn't help maybe one has to find other ways to limit excessive production or even impose a global limit like with for example war dogs. Fanatics are meant to counter champ cav and I think we can all agree that it's fine to make them to counter champ cav. So let's move them to P3 where they would be needed. Maybe we can try out some of the ideas in this topic in a new community mod ? Also some thoughts about the Germans here now that I had some time to watch players actually use the civ: - restore resistances upgrades affecting seeresses and maybe -15 cost. they are only very rarely used as healers and a giant death ball scenario like we tested seems unlikely - cimbri raider metal cost down from 95 to 80 like the Meroitic Temple Guard so 75 metal with the civ bonus. there is no reason to have a higher metal cost just because it's in P2; the clubman got already more crush damage in p1 and otherwise cimbri raider stats are identical to temple guard except 5/6 instead of 6/5 resistances swapped - for consistency update the territory tech to only apply to neutral territory not enemy
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Civ: Imperial Romans (Principates)
Nicolaus_von_Kues replied to wowgetoffyourcellphone's topic in Delenda Est
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Topic for cry and complain about balance
real_tabasco_sauce replied to Dakara's topic in Gameplay Discussion
imo cav generally is too fast but people are probably not ready for that discussion XD. I think catas being OP must be the Ambush map speaking. -
I've proposed to update them to mud-brick walls (for relevant civs), but stone walls would also do, I wonder why this is not already the case. I think this should be the default mechanism, no tech needed (unless there's some strong historical reason). Some have proposed some timer for the engine to be useful after capture, but I don't see this as too different from a longer capture time. Ideally, the default operators should be killed before the engine can be captured, and a mechanism of how to replace them implemented, to fulfil the "timer" role more realistically and separately from the capture itself, and avoid constant switching. This is basically the "base garrison" idea I've proposed before (although I've argued that capture points wouldn't even be needed in that case, to simplify things).
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Closing Old Issues
ShadowOfHassen replied to ShadowOfHassen's topic in Game Development & Technical Discussion
If you want you can try to finish some of the 70% done new animals here are a few https://gitea.wildfiregames.com/0ad/0ad/issues/1983 https://gitea.wildfiregames.com/0ad/0ad/issues/1993 https://gitea.wildfiregames.com/0ad/0ad/issues/2003 there's most of the info in the forum post that the issue links to. - Yesterday
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===[TASK]=== WONDER: Persians: Apadana of Darius
Nicolaus_von_Kues replied to Mythos_Ruler's topic in Official tasks
@wowgetoffyourcellphone -
Topic for cry and complain about balance
Nicolaus_von_Kues replied to Dakara's topic in Gameplay Discussion
Perhaps some technology could be implemented to create a mechanism to prevent from switching sides constantly. -
Topic for cry and complain about balance
Perzival12 replied to Dakara's topic in Gameplay Discussion
Yeah, I think being able to capture and use enemy siege machines (I don't know about building them) would balance their damage and health. Or maybe making them less resistant to Pierce damage. You can only have one hero at a time, I've never seen this as a problem. Their supposed to be OP. I think both are good ideas, Fanatics are WAY too resistant for being naked (IMO, they should have almost no resistance, but tons of damage), and champ cav maybe could be slowed down/more expensive. I play MP pretty frequently, (not on the scale that I know others do though), and I personally have only ever found Elephants OP. Walls are broken in general, but the best fix to this is to make palisades only build able in owned territory, and to maybe allow them to upgrade to real walls when those are unlocked. This would mean the player wouldn't have to delete them, making real walls more valuable as well. -
I totally agree, but there are some issues that maybe need some more thought: -"Spear 111 hp for some civ but 100 for other, no sense": I don't see a problem with this, it could be some civ equipment characteristic. Maybe it would be nice to specify why exactly. -"cata too much hp", "catas too op": it has been said that the whole siege stuff is messed up, and that engines were capturable at some point. I've argued that civs should be able to capture/use them after building the Arsenal. -"héroe OP": it has been argued that the unit represents the whole retinue, which would be composed of the most elite warriors (most units would actually represent a bunch of them). -"champ cav is nonsensically fast", "naked fana has capture speed of a champ despite not having any of the drawbacks of a regular champ": it doesn't seem ideal to have units banned from games (and people whining about if they are being produced or not). Can't champion cavalry be more expensive, and naked fanatics have less resistance, for example? Or whatever that doesn't give an unfair advantage, without making things bland. Personally I don't care about unbalanced factions, but plenty of people here are too obsessed with MP, so there's that. -"palisades are useless,but when spammed are somewhat annoying": I'm not a fan of the "territory" stuff, but given that's there, I don't get why palisades can be built outside of it, doesn't this just enhance spamming? It doesn't make much sense to build palisades in the middle of nowhere, considering that they needed maintenance (the wood would rot). On the other hand, making them a bit stronger but weaker against siege would make them useful in the early game and not annoying later. Maybe civs that have weak siege should have other advantages, like fire units, if even. Also, Towers should be able to be built just besides Palisades (while pressing CTRL), Walls don't have this problem. Ideally, but more radically (and needing new animations), Palisades and Walls should be strong but not very useful if not supported: some units could be able to slowly climb over them, but have extremely reduced resistance when doing so, making Palisades and Walls quite useful when combined with Towers or ranged units.
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nerf the Persia, proof: https://www.youtube.com/@SaidRdzRTS -20 = 200 pop
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I don't know if it's possible to add enemy obstruction(movement) when the enemy is already formed. Idea: Battalion simulation through group pathfinding blocking. Unified Collision Box: When a formation is activated, the engine should generate a dynamic bounding box encompassing the entire group. Environment Blocking: Both long-range and short-range pathfinding algorithms (A* and Flocking) must calculate the route based on the total size of this block. If a narrow pass blocks even a single corner of the box, the entire formation should search for an alternative route or halt, rather than breaking ranks Pivot Points: Turns should be executed using a central or lateral axis of rotation for the entire block, accurately simulating ancient infantry maneuvers
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Topic for cry and complain about balance
Perzival12 replied to Dakara's topic in Gameplay Discussion
Everyone think that game needs more balance! Too balanced! Not fun! Catas fine! Fanatics and champ cav fine! Stop ruining game! It's going to be boring! Stagnant! Old! Everyone leave and play mods only! No one wants to play same civ with different colors! STTTTOOOOOOPPPPPPPPPPPPP!!!!!!!!!!! -
Closing Old Issues
Perzival12 replied to ShadowOfHassen's topic in Game Development & Technical Discussion
I can animate and do a bit of modeling, but I'm a novice (most of my models are made by chopping and screwing other models together).
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