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  3. In theory, tunnels are a point A and a point B.They don't always appear as such, but they are more common in sci-fi or magic RTS games.
  4. Good point. 5-6 teams may be useful, if using different ai levels though
  5. Today
  6. So, isn't the advantage of cavalry their high health? They cost extra due to their superior speed, but they also have a massive amount of extra health.
  7. Is it? I can remember proper tunnels one could make only in Earth 2150, and an underground level in Heroes of Might and Magic… but then barely anything else, the Zerg tunnels in StarCraft, which I don’t think 0 A.D. should aim for (to avoid a teleporting effect).
  8. I guess you didn't understand what I said in the first place, which was: no unit should be so OP as to have some gentlemen's agreement not to produce it, and when there's a misunderstanding regarding that, to have people whining about it, as it happened recently. So, if you say "champ cav is nonsensically fast", "naked fana has capture speed of a champ despite not having any of the drawbacks of a regular champ", and what you now added, I'd assume you agree with those complaining that they are OP, so I was agreeing that they should be nerfed, at least to the point of no ban needed to even be considered.
  9. What's the point of more teams? When there are more then 4 teams at least one player is a lone in a team. So it has the same effect as to assign no team to that player.
  10. Yes,I agree with your opinion.
  11. This is a good way of reasoning. Is neutrality a kind of cosmic chaos in nature? There should be capture conditions for those buildings. That religious buildings contribute "morality" or "loyalty" The Houses too, the family that lives in the houses, and the gods are also part of the land.
  12. there's not one right now @diagonalo as I've been very busy. I'd like to make a release, but I can't guarantee when.
  13. I'm not sure where else to find this info but will there be a community mod where one could preview any of these changes for R28 ?
  14. yep, the fact that map size and playable area so strongly affects cavalry balance is good evidence that their speed is too great a share of their balancing. I think it would be good to bring them closer to infantry units and differentiate their roles (as opposed to just being faster, better infantry for the most part). This is made much more difficult by the fact that CS infantry are economic assets while CS cavalry are not, but improvements are still possible.
  15. You forgot to add a well or some central element. I'm looking for references and ideas and doing research. There's always a central object, like a well. Houses of different sizes. Sheds and warehouses. Pens for goats, sheep and chickens. Orchards and small cultivated fields. Wooden fences and low stone walls. Simple workshops (carpenter, blacksmith, potter). Bonfires, benches, carts and piles of firewood. A composition needs to be made.
  16. Hey, @Itms I just submitted my mod to mod.io and was wondering if you could approve it. The mod adds a unique Māori civ to the game. Thanks, Zach
  17. Definitely the fana should not be exclusively a counter-champ cav unit nor be stripped of its cav damage multiplier. Reduction of unit stats will suffice. HP and or a little speed and maybe one more armor value. Speed nerf for cav would be great. People are trying to play 7v7s right now and its definitely even more clear that the speed of cav could be nerfed substantially and the mobility advantage would still be enough.
  18. Not 100% true. We add pop bonus to ssystion before it was added into base game. We also used ram garrison to add speed/acceleration to rams before it made it into base game.
  19. its actually been good, i have already played some matches. Few players disconnected some times, but overall the game was smooth
  20. Yesterday
  21. @Nicolaus_von_Kues If the pathfinding issue could only be solved - which appears to be quite complex - then we can define these features: bridges, that block ships, allow passage of any civilians or troops, can be built up to a limited length, but also destroyed, e.g. by ships (also by whales?) ramps (iirc there might exist historical evidences of this being used in siege tech) - can be built up to a limited height and destroyed tunnels/portals/secret passageways (you discover an entrance and when entering it, reappear at another place on the map, must work in both directions, could start somewhere in a mountaineous area but never ends in or under a building). This needs to be defined when creating a map. Alternatively short passageways could be built by the player himself with a limited radius from his CC or fortress.transfer capacity shouold be limited though (cannot send a whole army through). roads that have an accelerating aura for everyone, inlcuding enemies - pathfinding being particularly complex here as roads can be entered and left anywhere, as opposed to the other structures that have an entry point and an exit point. Still brainstorming...
  22. It’s also largely a function of map/setting observation bias. Play 200 pop normal mainland circle every game and you’ll see that cav, in general, is imbalanced because it can run across the empty middle to create 2v1s. Play the 250 pop medium stronghold continent and suddenly you lose if you try to make champ cav even playing 200 pop medium mainland circle is going to yield different conclusions People should play more settings, especially when minimal setting changes create very different conclusions. But people don’t want to learn new build orders
  23. Multi-layer / Multi-level Pathfinding. Pathfinding: Grid-based (CCmpPathfinder) with passability classes tied to terrain. Bridges must support land units on top while blocking naval units below. Dynamic changes: Construction, destruction, or damage must update passability in real time. Performance: Avoid full global recomputation on every change. It would be a huge problem to be constantly destroying and building bridges. Other ideas with bridges and walls. Portals / Vertical Links: Define connection points (ramps, stairs, ladder zones) between layers. When a bridge is built: Mark upper tiles as walkable for land units. Keep lower area impassable for ships. Destruction: Remove the upper layer passability and force path invalidation/recalculation. This is similar to how Stronghold, Age of Empires IV, or modern Total War titles handle elevated walkable structures. ii- Dynamic Navmesh + Grid Hybrid Use a grid for fast coarse terrain movement. Use a recast/detour-style navmesh (or equivalent) for precise dynamic obstacles and walkable surfaces. On bridge build/destroy: Locally re-bake or update the affected navmesh region. Add/remove off-mesh links for vertical movement. Advantages: Handles complex shapes well; good support for dynamic environments. Many modern engines and assets (e.g., Unity's A* Pathfinding Project or Recast) support this. Another interesting alternative is: Passability masks / cost maps + obstruction system. It sounds complex...
  24. Stronghold , Praetorians anda AoE IV They have good concepts of how to make walkable bridges and walls.
  25. I'm not saying there aren't good ideas in mods, but they never make it into the base game. That's why I was going to sit down and draw and make sketches, because apart from giving opinions and designing mechanical concepts, I can express myself by drawing doodles.
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