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I actually fully agree with you there. That's why I love that this game is open-source. If you don't like some unit, you're free to balance it however you wish. You're also free to convince your friends that your balance is good and you should all play together with your fair rules. EDIT: You just have to change this one file.
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Animation for Auxiliary Cavalry Spearman
real_tabasco_sauce replied to manowar's topic in Bug reports
Because its an infrequently used unit. Typically when people go for the reforms, they will want to use infantry. -
Well they are not intended to be as expensive as champcav, plus re-introducing metal cost will make them just like a lot of the other champs, something we want to avoid. Diverse and unique units makes for a more enjoyable game. With that said, one thing to consider would be to reign in the gaul eco a little bit, perhaps by removing the additional farm technology. About the unit itself, I think the general speed balance complicates things. On the one hand, they need to be fast to act like a cavalry counter because cav are so fast, and on the other, they currently retain quite a lot of strength vs infantry. In general, super fast units should not get high damage and high armor, and melee champcav are the prime example of this. By banning champcav, players will understandably go for the next fastest (and strongest) unit.
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Well i believe only active op players who play or spec op games, able to balance the units not people who play vs bots and noobs Or people who are not in the op games. People who have experiences and talk based on observation not people who talk based on their imagination! Have you ever seen a noob abuse broken units? Of course not. because they have not the knowledge. Its the op players who abuse the broken units and we are here to report and lead the game to a balanced version.
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wedwilson joined the community
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Question about the recent changes to the capture system
real_tabasco_sauce replied to Dakara's topic in Gameplay Discussion
There was a PR that let building capture resistance be determined by the capture attacks of the units inside. Before, it was determined by the number of units, so women and champions defended equally well from capture. Now, since women don't defend at all from capture, a cc with 20 women can be captured very quickly. Players are saying capturing is too easy at the moment, especially civic centers. I do think the second of the two options is good, where civic centers and forts should be difficult, but houses can be captured without great difficulty. @Dakara I'm not sure if you will find someone to play with, but in the community mod current version, women receive a small capture attack and buildings have higher default capture defense. -
The problem with you is that we have to argue with someone that doesnt understand that 1 singleplayer is an entirely valid way to play the game if they're having fun 2 people that dont play often still have a brain and can compare unit stats and costs 3 the game should be fun for everyone, not just ValihrAnt and borg Sure, why not make it more expensive than any normal champion, after all its already weaker. Very logical... And then you would have the same problem with athenian marines and spartan hoplites, as after that change they would be cheaper and more powerful than fanatics. Iberians were famous for metalworking aswell, one of the most prominent roman sword designs was inspired by them.
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It's a counter cav specialist unit. It should be fast and dangerous for cavs. It's too strong against infantry. If you truly feel that something needs to be done about it, I'd slighty nerf it's damage against infantry and maybe make a slight adjustment on their resistance and will stil be a very strong unit and useful to counter cavs, which is their main purpose.
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Official no, there's a list of them. Let's see if they're still alive.
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I'm not talking about a development support server, but a real community for players.
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Question about the recent changes to the capture system
Dakara posted a topic in Gameplay Discussion
Hello everyone, I noticed that the capture system has recently been modified in the A27. (compared to Alpha 27). I would like to better understand the reason behind this change. What was the main motivation for adjusting the capture mechanics? (nerf the capture resistance) Was it mostly for balance purposes ? Are there any design notes or discussions I can read to follow the reasoning? I’m asking because the capture system is quite central to gameplay, and as a player I’d like to know the vision behind these changes. In the long run, what does the team (and community) want the capture system to be? A strong resistance mechanic (buildings being very hard to capture, taking time, mainly when base is empty capture is a nice decision)? A moderate option where some buildings are hard to capture and some moderate to capture? Thanks you -
There's no official Discord. You won't find the developers on Discord. They use IRC. https://gitea.wildfiregames.com/0ad/0ad/wiki/GettingStarted 0ad-dev on QuakeNet IRC]irc://irc.quakenet.org/0ad-dev. Usually there are some developers in IRC who can help you get started. Next, most development work (code review) is done here on the Gitea. One can look around here to see what things are currently in the process of being added to the game. For further information, check out GettingStartedProgrammers.
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We have a rather fitting proverb that comes to mind: "He who won’t take advice can’t be helped". Maybe this trick better stay exclusive to players who can appreciate it (and follow simple written instructions). So, mind telling me which part it is that you got stuck on?
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Is this Discord official? I just thought of that! Having an official Discord can multiply the number of users. I read this message (not entirely), it's really full of arguments... I'm not sure all the people chatting here are mature... And would they be the admins of the current Discord? PS: Sorry for my English, I'm French.
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I'm not sure that making everyone an administrator is a good idea, an official Discord would be more practical because it could be joined from the game menu, allowing more visibility and a more active community.
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But players on OP team laugh at you! One host even threatened to ban you on his game if fanatics get nerfed. They think it’s your antidote of your cavalry. The champ really looks good with its attributes no need to nerf, I’ll second on just requiring them metal as probably in previous alpha. I only played this game up to A24 and really did not see much of fanatics being used too often. Now it’s really OP.
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0 A.D. Social Media Accounts (We need you!)
Stan` replied to Sundiata's topic in Announcements / News
Mostly we don't have enough content to post regularly -
I don't think walls should cost less. It's going to get awful if that's the case. In the current situation, with a few hundred timbers, you can protect yourself from a disturbing attack quite early. Of course, you won't stop them if they're very motivated, but you'll buy enough time. Building + few palisade and you are ok Stone walls are quite solid and balanced in their construction time. What bothers me most is how catapults are so tanky against melee units. They should melt more if attacked in melee.
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The problem in this forum is that we have to argue with three group of people 1 people who never player multiplayer games 2 people who rarely play multiplayer games 3 people who play multiplayer games, but not op games. Only noob games What we say is based on experience and observations and what they say is based on their dreams
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0 A.D. Social Media Accounts (We need you!)
Khadappe replied to Sundiata's topic in Announcements / News
I'd be happy to help post content or manage replies. Got some experience with community pages and keeping things active, plus I check in pretty often throughout the week.
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