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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
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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.
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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?
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I think in games where champ cav are banned, the civs with the cav mercinaries in mass have the same dynamic as the champ cav previously had. Only available to some civs which are the ones that usually didn't had champ cav. Last time camels worked great against the fanatics. Just back them up in time. Use 2 groups supporting each other. Occasionally use citizen soldiers when they are nearby - but don't chase. As the game progresses one should move away from only citizen soldiers. Elephant archers or siege towers in mass are good too. Just because a tactic can be applied successfully doesn't mean it's OP. One could make some game specific balance like here, but I don't think it's that bad. I would even include champ cav in games.
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Civ: Germans (Cimbri, Suebians, Goths)
Ultimate Aurelian replied to wowgetoffyourcellphone's topic in Delenda Est
Tacitus says the ships of the Suiones did not have sails, the over all description is similar to the Hjortspring boat. It's possible sails might have spread through Celtic influence, but this is pure speculation. -
Besides the champion cavaliers, Fanatics are by far the most broken units in the game. Seriously, these units are insanely overpowered and hard to counter. Can anyone name a unit that can reliably stop Fanatics? I bet you can’t. They run fast, deal massive damage, and don’t even require metal to produce, which makes spamming them nonstop super easy. The only thing the developers could have done to stop the spamming of this unit was to add metal as a required resource. Unfortunately, they didn’t do that There are players abusing this by spamming Fanatics in P2, and it’s ruining the game for everyone. I wouldn’t be surprised if some ecobot or clever Celt player designed this unit to exploit the game by spamming them relentlessly for an unfair advantage. What do you guys think? Any ideas on how to properly nerf or counter these broken units? I believe adding metal as a required resource to build them would be an effective way to balance this unit. Moreover all cav champs should be nerfed for sure. We’ve already banned Champion Cavaliers from our games, and Fanatics definitely need to be banned as well. If the developers don’t nerf these units in the next alpha update and keep introducing unfair, broken units, we’ll have no choice but to keep banning them from our matches to maintain fair gameplay.
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Civ: Germans (Cimbri, Suebians, Goths)
Genava55 replied to wowgetoffyourcellphone's topic in Delenda Est
The issue with sails is that they are a weak point on boats and ships, especially for warfare. The Nordic Bronze Age collapsed and the trading network changed considerably with the transition to the Iron Age. Sails could have been used only in long distance trading during the Bronze Age for example. And indeed during the Iron Age, the context changed. Finally, rock arts were mostly located in Sweden and Norway, not in Denmark. -
0 A.D grand crossword puzzle !
Gurken Khan replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
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Team based border line style
Stan` replied to ffm2's topic in Game Development & Technical Discussion
I don't understand, even if I made the path not hardcoded it would only point to one place, so that would be the same as just overriding the file no? -
Civ: Germans (Cimbri, Suebians, Goths)
Ultimate Aurelian replied to wowgetoffyourcellphone's topic in Delenda Est
Is not the rock art from the bronze age? It's possible they would have abandoned the sail at some point (the Nordic bronze age seem wealthier and more connected than the later iron age cultures) and it was reintroduced later. -
0 A.D grand crossword puzzle !
ffm2 replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
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0 A.D grand crossword puzzle !
diagonalo replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
I'm not quite sure how to use spoiler tag in combination with an image. I can only attach one I think. -
0 A.D grand crossword puzzle !
Boudica replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
Who'd have thought that @diagonalo would do well here when the words are all just vertical-o and horizontal-o. Anyway, I think the missing words are still the main part of the challenge. -
ResetSeed - A patch for fixed Seed and MapScript bug
Deicide4u replied to Atrik's topic in Game Modification
Oof, that's potentially game-breaking regression. Should be fixed upstream. Good thing I avoid that map like a plaque. -
A better part of "Gold Rush" scenario. It's a fun map full of action...when you finally get some resources, at least. Gold_Rush_a23.zip
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ResetSeed - A patch for fixed Seed and MapScript bug
Atrik replied to Atrik's topic in Game Modification
I'll just add that the mod also fix the related map-scripts bug, which: can't often not be mitigated by changing map settings can be mitigated by disabling persistent match settings (I think?) This bug for example triggered water levels rising on any map after you player the Flood map. -
0 A.D grand crossword puzzle !
guerringuerrin replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
darn he just spoiled -
ResetSeed - A patch for fixed Seed and MapScript bug
guerringuerrin replied to Atrik's topic in Game Modification
I guess that's right, but I'm not sure -
duda sobre recuperación de cuentas. Y crear otra cuenta
Stan` replied to CesarDoce3's topic in Help & Feedback
That would be @Dunedan these days. -
ResetSeed - A patch for fixed Seed and MapScript bug
Deicide4u replied to Atrik's topic in Game Modification
So, all you need to do in vanilla is to keep the Biome setting random for this "bug" not to occur? -
ResetSeed - A patch for fixed Seed and MapScript bug
Stan` replied to Atrik's topic in Game Modification
Actually either Rename and let the game install it Rename ResetSeed.zip to ResetSeed.Pyromod Double click, the game should open Enable the mod, save, and restart the game Drag and drop the zip Open the game Drag and drop the zip on the game's window Enable the mod in the mod selection Copy the zip into the right location Copy it to mods/ResetSeed/ResetSeed.zip Extraction (Least recommended) Extract the mod Put the contents in : mods/ResetSeed/*
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