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Would solve the main problem that champ cavs currently can slam into infantry formations, meat-shield, and even melt them by their own, which is prob what most people think is broken right now. Slowing heavy cav movement speed will mean they no longer counter ranged light cavs? Or at least ranged light cavs can escape them pretty easy? Could make sens for realism but this might have a lot of consequences balance wise.
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Hey @borg-, thanks for the replays. I wanted to comment on your macro game against stockfish on Mainland. Just curious about some things, as a noob. 1) You did not research any carrying capacity upgrades. Not even Baskets. Why? Is it because of drop-off frequency? 2) Out of the entire Roman combat unit roster, you've trained basically only 2. Swordsmen and Skirmishers. Some bolters and Siege catapults later. Why no champions, not even unlocking them? 3) You've ignored all tower upgrades. Makes sense not to get them, honestly. 4) No healers whatsoever. I guess they are a junk unit, after all. 5) Maybe I've missed it, but why no Army camps? I probably have more questions, but these will do for now. Thanks again for some great games.
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random troll idea : make unable cav to capture , delete tech +10% hp cav and slighty decrease the resource efficient (at least same as champ infantery)
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By real_tabasco_sauce · Posted
1.8 m/s difference for spear cav is just about as big as the speed difference between spearmen and skirmishers. It doesn't make for much of an apparent difference because cav are generally on another planet in terms of mobility. in another rts game, speed is very carefully balanced, with small differences in movement speed making substantial differences in perceived mobility: I'm not saying we should copy this, its for juxtaposition against our situation. If spearmen and champcav in 0ad had the same disparity as pikemen and knights above, champcav would only go 12.8 m/s. I just don't think its good for the only counter to champcav to be 0.5 to 0.4 times as fast, but absolutely massacre them if they end up fighting. We can experiment in the near term with palisades, walls, and buildings soon (as well as building walls over forests). -
By vladislavbelov · Posted
That's interesting. I'd say that's a problem on the driver side since it's related only to the VGA case. Do you have any other game that supports Vulkan? For example, SuperTuxKart. Nothing suspicious in the logs. Does the GPU skinning work with OpenGL? -
By vladislavbelov · Posted
Ducks are on their job. They're helping us - developers to write code P.S. https://en.wikipedia.org/wiki/Rubber_duck_debugging