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  2. if you snipe with slingers you will win fight regardless
  3. Today
  4. I finally found out where to talk about 0AD. To the devs, I hope that you keep working on this game and making new and improved updates. This game has been lots and lots of fun, thank you for making something like this i couldn't find any other games like this that I like that are even close to this one. -Some random user who joined today.
  5. @Determina @Deicide4u The slings won because their range advantage allowed them to take a first hit at the jav team. At the end of the melee fight, the javs were running forward and having difficulty with pathfinding. This allowed the slings to take further free hits at them. However, with good micro, or if you place both teams at point-blank range, the javs will win. You can't nerf slings too much, otherwise javs are OP (A25). my approach would be a close order, charge straight in into point blank range, have a mixed fight. When all melees are used up, use skirmish formation on the javs. This will increase your opportunity.
  6. From your video, we can see that that javs are wasting time bumping into each others, while slingers continuously attack. If you make the same test with both groups locked in formation, the outcome should be favorable to javs (because formation allow units the almost ignore hitboxs of other units in their formation, therefor no more bumping).
  7. im not sniping btw, one can see that by looking at where the projectiles are landing edit: and no javs are dying while melee are alive
  8. @Seleucids see, I told you that slingers are OP.
  9. 60 Spearmen + 60 slingers vs 60 spearmen + 60 javs. Slinger team is briton civilization, jav team is romans. Why are slingers winning since they do less damage per second? slinger_vs_jav.mp4 commands.txt
  10. I've already raised an issue and made a pull request to address this problem. You cannot join the host because of their network configurations or very slow map loading (there are many points of failure in the loading process), but I will add a button that allows you to escape from being stuck there
  11. This is a really good idea! This is what I was thinking to begin with but I do feel like this might be a bit game breaking because of the amount of resources boost for the player and how those resources will just be available immediately, where as the units are idle to begin with and will have journey time etc. But what do you think about this; When a player gets defeated their units will be given to their closest ally, but their resources will go to Gaia then when the attacking player starts destroying buildings the buildings will drop treasure of the amount of some of the resources of the defeated player (maybe if they just destroy the civic centre's and forts because thats where historically treasury's would be?) I was going to make another mod with this idea and call it the "treasury mod" but do you think it should be in this mod? (the image attached would be the cover)
  12. The nearest ally doesn't have a mechanism, it's determined by the defeated opponent's next undefeated ally... essentially I just query the list of allies for the defeated player, check if the ally is defeated and if they aren't move all the units over! But this is definitely a place for improvement! I love the idea of the units being split up into the closest ally to the unit, or even a bigger ally revamp where you rate how good ally's are based on resources gifted or trade and base it off that! I love the questions, this really helps me, thank you!
  13. The game balance. The Romans already have a Siege Catapult, giving them the Onager for free as well would be too imbalanced.
  14. What is the precedent for incorporating the Onager in Marian reforms? They seem to have already been in use prior to Marius. With that in mind why not just have them already available like all the other siege?
  15. Further thought: if a mechanism to transfer population and resources is implemented, could that be implemented across games of the same campaign?
  16. Good point! Send resources and population to your nearest ally. BTW: what happens (in vanilla) to the resources of a defeated opponent? they go back to Gaia, right? Shouldn't they be part of the loot of the conqueror?
  17. So based on what I just read in that very Inciteful article we should really be calling them the Augustan Reforms
  18. To make the cool Romans even cooler, of course. I love suddenly having 150 elite units on the map.
  19. I did watch it and thought it cool hence why I brought it up. There was a mention of something akin to them in Caesar's time, and the so called Marian reforms that we currently have would be inclusive of that era, which is a stretch given the lack of info. Hence why I asked first if it was within the scope of 0 AD. Which as you have mentioned is not. I am aware that Marian reforms was a misconception, I was just working within the context of what is currently present in the Roman civ. Out of interest why do we have a tech labelled as such if it isn't really a major change as it suggests? Also thanks for sharing the historical information, I have been recently realising my Roman knowledge is much less than I thought it was
  20. Hello, I have a good connection, but since today I can not join a game in the lobby, it last long on 'loading map' then says on the top right that I lost connection, then it stays stuck on the same page I have to force quit the game. I am on OSX and I didnt update or anything. Thanks in advance
  21. Probably not, currently because 0 A.D. - Empires Ascendant is focusing on 500 BC - 1 BC. Have you watched the video? Nothing suggest a link to Marius. The first account of the Lanciarii is from the 1st century AD. By the way, the Marian reforms are the result of a misconception. Qualified scholars generally don't support the existence of a huge reform enacted by Marius.
  22. I recently came across this video on Lanciarii, link below for interested parties, and I was curious as to whether this fell within the scope of the current 0 AD time frame. I have two ideas for a Lanciari unit type, both assume a link with Marian Reforms. Eg unlocked by it and having the legionary keyword. The first would be either to revive the old champion skirmisher that used to be present in A23 but was cut entirely from A24 onwards, and have them as an upgrade to legionary skirmishers or a separate entity you train from relevant buildings. A second idea and more unique would be to utilise The Persian immortal template and make a champion unit that switches between javelin and sword. The idea of giving the ranged version a small multiplier against cavalry also came to mind.
  23. But it has to be consistent and coherent with other civilizations. Too often, there's the immature temptation to want to put everything in every new civ, and this quickly becomes absurd and unbalanced. The Kushites underwent a similar development. I think it is something to keep for a later version of the Germans. Currently, it is based on the Cimbri. When there will be the later Germans, we could add the Cherusci pikemen. But in the meantime, let's focus on the Cimbri.
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