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Grugnas last won the day on February 1 2017

Grugnas had the most liked content!

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About Grugnas

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  1. catapult stats

    nice program! Isn't it similar to the already existing python script in "~/0ad/source/tools/templatesanalyzer" in linux os? I am quite sure you can't apply modification to templates there though. About Civ Bonuses, I'm not sure if roman Ballista should really be better than other civs, nor persian rams. The most confusing thing is that the History page isn't updated and users often misread stuff. Perhaps civ bonuses may be at least highlight bonus related stuff with different color (e.i. green ) for easy comparison.
  2. [Request] 0 A.D. keychain

    hi. I really am not an artist and have no time to learn such a software. Since I got the possibility to print something with a 3D printer, I'd really appreciate if someone could make a keychain in the shape of 0 A.D. logo in .stl extension ( Cura software will be used ) and upload it on the forum. In that way more people will be able to print it too.
  3. A 23 Broken Surv

    he wanted to address at the woman downside not having vision range or even spawned into the textures (???), i guess.
  4. Desired gameplay(planned) features for A23

    About your last statement, won't the arrows in air have a chance to hit nearby units anyway? I tested that and this is totally right, i can't find a valid reason aside the fact that archers have to walk toward the new target to get in range. Matter of fact by focusing fire on skirmishers, archers should be able to remove the most of enemy army power because skirmishers deal the most of the damage and half the hp of spearmen who are obviously weaker to javelins than bows. I was wondering if it is doable something like the feature in SVN ( drag a lane and and deploy your soldiers in such a dragged shape ) with archers attack, where one is able to drag a lane where to shot the arrows without even need to select a target thus deploy your archers in order to have their fire reach the interested spot. This would be a workaround to manually queue targets with shift. While skirmishers were really used as hit and retreat soldiers and trained to such a task, archers use their high range as advantage and eventually retreat with almost the same effect ( skirmishers can use their movement speed for sneaky actions, while archers can retreat in time ). I kinda agree into slightly increase archer movement speed which is kinda low compared to others and unjustified, but in a situation where melee have secondary place perhaps those observation may also delayed.
  5. Desired gameplay(planned) features for A23

    Indeed skirmishers don't go alone, what I was talking about is to manually select skirmishers while moving archers in a way that archers will attack skirmishers instead of spearmen. This would be an interesting strategy requiring some skill by the player. The only issue with this is that units keep attacking the most near enemy unit after they kill the previous target.q
  6. Desired gameplay(planned) features for A23

    this is true, is it worth considering a bonus for archers against skirmishers? In the current status having archers being able to target back lines using their attack distance as advantage doesn't prevent skirmishers to be effective against melee in front lanes especially with few units absorbing some damage because of their high damage.
  7. Desired gameplay(planned) features for A23

    if we'd agreed, there would be 1 mod only. I will just say that in monkey wrench mod there is a limit to 1 cavalry only extended by barracks construction ( which will be stables instead, whenever they will be implemented ) and different approaches to cavalry stats dilemma.
  8. Desired gameplay(planned) features for A23

    of course we did ( at least me and barca tried out each other mods and DE in multiplayer ), it requires more time to convince relevant people about stuff they don't do than convince habituè people to do something different. The balance task isn't as long as you think if you don't introduce any new stuff ( which goes off topic ).
  9. Desired gameplay(planned) features for A23

    "nerf skirmisher cavalry" is too generic statement because it doesn't even describe the reason behind and in which situation it may have sense. If you are of the opinion that nerfing skirmish cavalry will make us happy, please refrain. Skirmish cavalry is just a type of cavalry that took the place of spear cavalry after accuracy rework ( rework with consequent buff because laziness, i guess ). This means that by nerfing accuracy of skirmish cavalry, spear cav will just take place again ( and personally i think that it is even harder to deal with in terms of eventual balance fixes). I swear some people tried SVN and even reported such an issue to devs, but nothing has been done, especially when reviews are needed ( i can understand that, since it is not easy to pick an efficient and quick decision before the commit phase ending ). There isn't a subforum for SVN specific issues/tests ( i assume that the forum main goal is to communicate about current release and not SVN stuff which is development related ). A balanced game would keep people interested to the game, especially when they play online and involve more people. Multiplayer "units abuse" can indeed be used against AI too, reason why i am pretty sure that AI behavior could benefit from emulating most used basic strategies, to keep at least a real-like experience when playing against players. I saw too many new players trying to imitate AI thus spreading man power in resources they didn't even need. There are many mods and threads focused on balance already, still i can't recall a proper test ( obviously multiplayer games/tests play a relevant role in this and it is quite difficult to involve people into downloading extra content ) nor relevant feedback ( for relevant feedback I mean multiplayer games where issues are quite evident ).
  10. Desired gameplay(planned) features for A23

    basically rushing is equal to raiding. High mobility units excel at raiding thus excel at rushing = cavalry excels at rushing. Cavalry is always been OP at rushing since champions nerf in a20, most of players just didn't notice it because only 2 civs have spear cavalry available in phase 1 and 1 civ only has archer cavalry available in phase 1 ( i recall ptolemies doing quite good rushes in a20 ). I recall to be one of the firsts to host few no cav games and they were fun but recently, after taking a break, i see more often no cav games. It is fun to mix units into different compositions and to try different strategies in games that won't insta-end. Battles seems more epic because expanding and defensive structures are more valuable. Some may argue that having lethal cavalry isn't that bad at all, perhaps a team with some coordination could really put an opponent into trouble with cavalry only.
  11. the game is over :)

    i recall COD modern warfare 2 used such a technique. It is a different kind of game tho. Even migrating the host to another user, the game would be imba, even with the AI replacing the disconnected player.
  12. the game is over :)

    Yes. Be the host of your games. There is no dedicated server thus a player PC works as host for all the joining guests since any room is a private game hosted by the creator of such.
  13. I guess that you posted on the wrong subforum again. Anyway, standing at the first lanes of the link that a user already posted on another thread: this means that you can modify the game as you fish as long as you say that Wildfire Games made the game and that your version is a fork of their game. ( basically it is like releasing a p2p mod )
  14. Early quitters

    in that way players accidentally disconnected would get counted in such a system. the host can just close and open another room and play with more trusty players ( which you can even add as buddy in order to get note of friendly players ). A black list system allowing to mark players as untrusty ( like happens with buddies ) and eventually blocking them from joining games hosted by you would be nice.
  15. is that even a gameplay discussion at all?