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Showing content with the highest reputation on 2018-05-31 in all areas

  1. Rome and Sparta frequently deployed Cretan archers. At its peak Athens funded a standing corps of thousand Athenian citizens - all archers, of which two hundred had horses (the Scythian "archers" did not participate in warfare, nor did they fight with bow-and-arrow; they were state slaves who performed police duties and were equipped with ropes, sticks, and paint). It is well attested Gauls had foot archers who fought alongside (spear) cavalry. So who are left then? Britons and Iberians, although it's not impossible they deployed archers too (archery is a basic skill known by mankind for millenia). However, I disagree with your "without exception". Not giving a specific faction archers should remain possible.
    3 points
  2. Maybe when workshops are fully implemented? Set it as a requirement for siege equipment construction in the field.
    3 points
  3. Things that are possible right now: lower battering ram base damage and give it a bonus attack vs gates or defensive structures prevent battering rams from attacking non-mechanical units by inserting <RestrictedClasses datatype="tokens">Organic</RestrictedClasses> in their attack give all factions a battering ram in town phase enable siege workshops for all factions (they're already there) in town phase (and remove all siege weapons and technologies from the fortress) introduce a new, vulnerable unit, a siege engineer, which can train battering rams and siege towers lower battering ram and siege tower movement speed to about 50% of the slowest melee infantry give all melee infantry a restricted "ranged" attack vs siege, ships, and structures (and restrict their normal melee attack against those classes), to ensure they are all equally effective and probably quite a few other things I can't think of at the moment
    2 points
  4. IMHO, since the AI would be clueless about how to take advantage of the civ's features anyway, I don't currently see the issue with not having a dedicated Storehouse. Players of the mod should, for now, not give the Xiongnu to the AI regardless. Didn't Athens rely on grain shipments from Scythian-held areas?
    2 points
  5. Apparently there was a bug on modio allowing anyone to upload it mods without permission. The person basically took the GitHub repo and zipped it looking at the mod size.
    2 points
  6. A remove mod button could be useful too. Would be convenient for players, so that they do not have to go to the mod directory to delete mods that don't want to keep.
    2 points
  7. 2 points
  8. It doesn't make historical sense for a ram to have to unpack. They were built on the site of a siege, not transported in a packed form, and once built they could roll around on their own without unpacking. Same for siege towers. Better to make rams unable to attack biological units, and do something else for siege towers.
    2 points
  9. Archers is another one of those units that every civ should have, without exception. Even Sparta could have Helot Archers, mentioned before by @Hannibal_Barca. Even Vercingetorix massed Celtic archers at Alesia... Some civs should just have better archers than others (perhaps only after specific town-phase upgrade for archery heavy civs), but it shouldn't make a huge difference in village phase i.m.o. I don't see the logic behind limiting historically accurate units in some civs... Yeah, I get it gameplay, but this is a good example of how its actually messing with the gameplay. Where it is historically accurate, civs should have acces to those units that can help mitigate some of their weaknesses.
    1 point
  10. The main problem with Bowmen starting civs is that any civ starting with skirmishers has the advantage of having strong economy and attack power. Skirmishers high movement speed give them the title of best economy-friendly units. They grant fast expanding, fast resources delivery, fast raids. Usually players reach 60/70 population before phasing up, and 35% of that population is made of skirmishers if available at beginning, which can choose the time and the place for a battle. Swordsmen are effective against rams only if massed (20 sec each to train vs 30 sec each to train), as they are the first target of any ranged unit.
    1 point
  11. perhaps siege towers could just have a capture rate equal to a multiplicator multiplied by the number of soldiers garrisoned into it with the only role to capture buildings in safety and efficiently. Actually micromanaging units to make an efficient usage of siege towers arrows limit is annoying and really slow actions down. As it is the slowest between the other sieges makes the direction managing and the timing to perform such maneuver a matter of palyer skills. it seems reasonable to completly make sieges unattackable from ranged distance and have some kind of special attack like the Slaughter for animals giving the possibility to any kind of units (melee or not) to attack the siege on close quarter distance only with a custom animation or perhaps with knifes (like women already do).
    1 point
  12. And I've just written a mod to show my suggestions: siege.zip Feel free to try it out yourself A very good question! Because I had no idea either what would happen, I play-tested how 0 A.D. would handle it. It turns out the unit training is paused as long as the trainer is garrisoned; a sensible solution.
    1 point
  13. Lets steer away from the stereotypes. I'd like to reiterate, (I think wolflance or some one else already did), the wagon fort is Han-Chinese not Xiongnu, although it might be possible they also used it, I'm unaware of the references... Xiongnu (who are nomadic, yes) ruled over cities (Tarim Basin and Northern China)! Apart from that, they themselves also built square rammed earthen fortifications at some places, and perhaps even used stone for some of these constructions, they're just not widely known...: Xiongnu should be able to build simple rammed earth walls and perhaps even a simple rammed earth fortress... This is actually not correct. Mongolia has lush forests, and they used to be far more expansive than they are today... Mostly north, south and east of the Gobi desert. Just like the cities they ruled over, the forests don't fit with the nomadic steppe people stereotype, so people tend to ignore these very important details... We shouldn't do that as a historical game: For wonder, how about something similar like the Kushite pyramids, except Xiongnu used burial mounds (tumuli), known as Kurgan... Instead of 1 structure, you'd build up to three of them, or something like that...
    1 point
  14. Yes, basically. The workshop would also have the techs there. naw
    1 point
  15. 1 point
  16. Hello and welcome to the forums, Thanks for reporting. This bug will be partially fixed in the red release of A23 that's set to come out soon Sorry for the inconvenience.
    1 point
  17. I'd rather we figure out a way to allow soldiers to build these siege weapons in the field.
    1 point
  18. 1 point
  19. what_is_it_03.ogg my_lord_02.ogg my_lord_01.ogg what_is_it_02.ogg what_is_it_01.ogg @Sundiata
    1 point
  20. What he is upset about is that you exposed personal data on a public site very bad security practice should have used a PM. Enjoy the Choice
    1 point
  21. I can figure how can be such gameplay, with tribute wagon.
    1 point
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