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spam Current trend in 0 A.D.: Hoplites spam.
AlexHerbert replied to AlexHerbert's topic in Gameplay Discussion
I know, that’s the loop „automate“ won’t fix. -
spam Current trend in 0 A.D.: Hoplites spam.
Deicide4u replied to AlexHerbert's topic in Gameplay Discussion
Easily destroyed by 300 Spartan Hoplites. I'ma see myself out, thank you. -
@wowgetoffyourcellphone Just in case this was the first rendering test i did before head's for bodie whitout too much detail: Mod file for testing, still work to do: New_heads (3).7z
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Thanks! How would I increases a unit's building rate in a tech? { "value": "Cost/BuildRate", "multiply": 2 }
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If you want the AI to use it as a dropsite, you’ll also want to make sure you add this.
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Observe the XML code of the Storehouse: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_economic"> <AlertRaiser> <List datatype="tokens">Civilian</List> <RaiseAlertRange>50</RaiseAlertRange> <EndOfAlertRange>100</EndOfAlertRange> <SearchRange>100</SearchRange> </AlertRaiser> <Cost> <BuildTime>40</BuildTime> <Resources> <wood>100</wood> </Resources> </Cost> <Footprint> <Square width="15.0" depth="15.0"/> <Height>8.0</Height> </Footprint> <Health> <Max>800</Max> <SpawnEntityOnDeath>decay|rubble/rubble_stone_3x3</SpawnEntityOnDeath> </Health> <Identity> <GenericName>Storehouse</GenericName> <SelectionGroupName>template_structure_economic_storehouse</SelectionGroupName> <Tooltip>Research gathering technologies.</Tooltip> <Classes datatype="tokens">DropsiteWood DropsiteMetal DropsiteStone</Classes> <VisibleClasses datatype="tokens">Village Storehouse</VisibleClasses> <Icon>structures/storehouse.png</Icon> <Requirements> <Techs datatype="tokens">phase_village</Techs> </Requirements> </Identity> <Loot> <wood>20</wood> </Loot> <Obstruction> <Static width="13.0" depth="13.0"/> </Obstruction> <ProductionQueue/> <RallyPoint disable=""/> <Researcher> <Technologies datatype="tokens"> gather_lumbering_ironaxes gather_lumbering_strongeraxes gather_lumbering_sharpaxes gather_mining_servants gather_mining_serfs gather_mining_slaves gather_mining_wedgemallet gather_mining_shaftmining gather_mining_silvermining gather_capacity_basket gather_capacity_wheelbarrow gather_capacity_carts </Technologies> </Researcher> <ResourceDropsite> <Types>wood stone metal</Types> <Sharable>true</Sharable> </ResourceDropsite> <Sound> <SoundGroups> <select>interface/select/building/sel_storehouse.xml</select> <constructed>interface/complete/building/complete_storehouse.xml</constructed> <alert_raise>interface/alarm/alarm_alert_0.xml</alert_raise> <alert_end>interface/alarm/alarm_alert_1.xml</alert_end> </SoundGroups> </Sound> <TerritoryInfluence> <Root>false</Root> <Radius>20</Radius> <Weight>30000</Weight> </TerritoryInfluence> <Vision> <Range>20</Range> </Vision> <VisualActor> <FoundationActor>structures/fndn_3x3.xml</FoundationActor> </VisualActor> </Entity> I believe it's the ResourceDropsite element.
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I have been trying to integrate a similar companion setup for my StarCraft and Call of Duty sessions, but I am running into major latency issues when the app tries to pull real time data from the game API. Have you found a way to minimize the sync lag between the desktop and the mobile app without triggering anticheat flags? Thanks.
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Newbie Questions - I can't beat Easy AI as Romans
guerringuerrin replied to Satevis's topic in Gameplay Discussion
In MP, some say it's always recommended. I do it if I have at least one extra fruit tree or berry patch. It's always recommended to assign only one gatherer per berry bush. On 5-berry patches, you'll get: Without Wicker Baskets: ~150 extra food With Wicker Baskets: ~100 extra food. (There are 40 seconds without Wicker Baskets while the technology is being researched.) You can easily distribute the gatherers using the "Order one unit" command. My conclusion is that it's always best to spread out the gatherers. After that, the choice is whether you want food faster or more food in the long run. That's a good practice. You'll save quite a bit of wood that can instead be used for buildings and technologies. Just make sure to have a smooth transition: anticipate when the berries will run out and start researching Iron Plow (the first farm upgrade) before or during farm construction, so the farms start producing at maximum efficiency right away. Depending on the playstyle you choose, if you want to go for early cavalry, it's best to scout the map to see whether there's plenty of hunt or not before deciding; otherwise, you'll run into food problems. If you're going for late cavalry, aim to have 10–12 farms and your food income should be enough. -
Newbie Questions - I can't beat Easy AI as Romans
Outis replied to Satevis's topic in Gameplay Discussion
It generally pays off in biomes with higher fruit yield like desert or when you have multipe fruit patches -
Newbie Questions - I can't beat Easy AI as Romans
Gurken Khan replied to Satevis's topic in Gameplay Discussion
I only research it if there are more berries than just the starting batch. -
Newbie Questions - I can't beat Easy AI as Romans
Thalatta replied to Satevis's topic in Gameplay Discussion
I wonder if I make a big mistake by never researching the fruit basket tech (basically the only one I don't), given that sources near the CC will be spent fairly fast, I prefer to put my resources anywhere else, and by the time I'm ready to gather other fruit sources I'm already drowning in food from fields... Haven’t tested if the speed difference you mention makes a big difference at the beginning. -
Newbie Questions - I can't beat Easy AI as Romans
Deicide4u replied to Satevis's topic in Gameplay Discussion
Civilians gather food faster from berries and bushes, when compared to the fields. As Romans, you didn't need cavalry against the AI. Cavalry is only useful for hunting and rushes. You need good micro skills for the rushes. Ranged cavalry is much more useful for hunting difficult animals (elephants, bears, etc.) -
Cartimandua would make an excellent non-combat hero, and unique. As Queen of the Brigantes, she was allied to Rome. Her bonuses could actually be tied to being allied to non-Celtic factions. If possible, say, something like being able to recruit a foreign unit/units, depending on the ally/allies (maybe she can have a unique structure that does it? No clue), representing things like when Rome sent a cohort to defend her from her former husband, or just some kind of broader generic bonus, but something the Britons otherwise wouldn't have access to on their own.
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Newbie Questions - I can't beat Easy AI as Romans
Satevis replied to Satevis's topic in Gameplay Discussion
Thanks for the tips posted in the thread. I beat my first game solo vs Medium AI (Random/Iberians) as the Romans. I still emptied the berry bushes around spawn before building Fields. (They lasted until the Town Phase.) Not sure how berry bushes compare to Fields. Add: I have a tough time building calvalry because they don't contribute to the economy much beyond hunting. - Last week
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Thats correct.
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Looks like the ones for the gladiators, in vanilla atlas-only unit and in DE trainable from the colosseum? Are you taking the pics from above in atlas with "ground" activated? Looks like they are cut off below the mouth
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spam Current trend in 0 A.D.: Hoplites spam.
AlexHerbert replied to AlexHerbert's topic in Gameplay Discussion
346 Athenian Hoplites, at least he made 33 ranged units. (Make these units use more pop cap like rams is also a possible way to mitigate, or maybe bonus for army diversity) However is up to you whether is done or not. Good games. -
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What does the tex look like now ? (My guess is the top corners can be used for props)
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A plain basic eyepatch or it is too modern? Btw i can make this facemask but i belive it will be only applyable to your mod. IIRC there was a rome mask helmet but idk if it was for Millenium AD or Imperial romans?
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So currently it looks a little like this: Hoplites start with +2 Crush resistance and +1.5 Hack/Pierce but 5% slower walk speed. P1 Techs Hack resistance: "Soldiers +0.5 hack and +0.5 crush resistance and 1% faster walk speed.", Pierce resistance: "Soldiers +0.5 pierce and +0.5 crush resistance and 1% faster walk speed.", P2 Techs Hoplite tradition: Hoplites -1 of reach resitance but −20% training time, −30% promotion experience, and 5% faster walk/run speed. Citizen hoplites 10% less food/wood cost. While Champion +25 Health. Hack resistance: " Champions and Heroes +1 Hack and +0.5 Crush resistance, all soldiers 2% faster walk speed." Pierce resistance: " Champions and Heroes +1 Pierce and +0.5 Crush resistance, all soldiers 2% faster walk speed. " P3 Techs Hack resistance: Citizen Soldiers -0.5 hack resistance, all soldiers 2% faster walk speed. Pierce resistance: Citizen Soldiers -0.5 pierce resistance, all soldiers 2% faster walk speed. So basically, they non hoplites lose out on 4H/P resitsance and 2 crush resistance for 10% movement speed... this could be rough. Hoplites only miss out on 3/3/2 I think if my math is right
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So we have the philologists Winfred P. Lehmann and Stefan Brink, who argue that this word and its later derivatives did not originally mean "village." I shared the excerpt from the dictionary by Joseph Bosworth and T. Northcote Toller, which clearly explains that the meaning of “village” came later and that originally it referred to an agricultural estate. But there is also Eilert Ekwall who said the following in his concise Oxford dictionary of English place-names : OE þorp, þrop is a rare word, and its meaning is doubtful. It was certainly used in the sense ‘farm’, possibly in the sense ‘hamlet’. There is no reason to suppose that it meant ‘village’. The places with names containing þrop are as a rule insignificant. The probability is that a þrop was a dependent farm, an outlying dairy-farm belonging to a village or manor. See Introd. pp. xvi f. Native names in þrop very often have a first el. meaning ‘east, west, south’ &c. (ASTROP, EASTRIP, WESTRIP, SOUTHROP &c.). Native names generally have the form þrop, whence THROOP(E), THRUP(P), THROPHILL &c., the second el. of HATHEROP, NEITHROP, SOULDROP, WILLIAMSTRIP &c. But þorp also occurs, as in GESTINGTHORPE Ess, SWANTHORPE Ha. The element is not common in purely English districts, but a fair number of instances occur in Gl, O. In some counties it is unknown, as D, K, Mx. OScand þorp is a common pl. n. element in Scandinavia, especially in Denmark and Sweden. It is comparatively rare in Norway and absent in Iceland. It is very common in the Danelaw, but very rare in the north-western counties, where Norwegians settled. Thorpes are a sign of Danish settlement. ODan thorp means ‘a smaller village, due to colonization from a larger one’. The latter was adelby ‘the mother village’. OSw þorp means ‘a farm, a new settlement’, more rarely ‘a village’, and in later Swedish torp has come to mean ‘croft’. A þorp was a settlement of far less importance than a -by. The original meaning of þorp was ‘newly reclaimed land, new settlement’. It should not be rendered by ‘village’, but rather by ‘farm’. In origin the Danelaw thorps were evidently as a rule outlying, dependent farms belonging to a village. This is indicated partly by the fact that THORPE alone is a very common place-name. A thorp belonged to a mother village and was often simply called ‘the thorp’. It is also indicated by the fact that a great many places with names containing thorp were named from a neighbouring village. Examples are BURNHAM and B~ THORPE, SAXLINGHAM and S~ THORPE Nf, BARKBY and BARKBY THORPE Le. BURNHAM THORPE was clearly a farm or hamlet dependent on Burnham. The first el. is frequently a pers. name, often of Scand origin.
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