As I threatened here I created a small mod to test some balance changes.
Attempt at a git repository:
https://codeberg.org/DesertRose/0ad-balance-mod
So far it only affect Citizen soldiers that deal Hack and / or Pierce damage.
Short Changelog:
- (Cavalry) Swordsmen became better against Spearmen, Pikemen and ranged units
- (Cavalry) Javelineer became better against melee cavalry, worse against ranged infantry
Full Changelog:
0ad-balance-mod.zip
Hi guys and girls !!!
My name is coming from
https://en.wikipedia.org/wiki/List_of_Boston_Legal_characters#Alan_Shore
I'm writting you from Belgium (near Brussels). Sorry for my english.
I'm 71 years old. Benear dead, but that's not really a problem. I had my time
I'm playing 0 A.D. about 2 years now, and i love it. I thing that my level is middle. Better than easy.
I love also to converse with AI.
Voilà, you know me now. My born language is french.
So long, perhaps on the network, if I understand how it works.
Please don't show me how I should feel during the game. If you give me your explanations, I won't stop considering it a bug.
I can cite analogies from the game itself, showing that these things are of the same order.
According to this logic, a unit should stop when it has cut down 1 tree.
The camel should stop after 1 cycle.
But it is the birth of new fighters that is highlighted in a different behavior.
For me, it's exactly the same when the creation of units continues with the availability of resources.
This is not logical, and does not coincide with the general strategy of the mechanics of the game.
And don't tell me, "To make it interesting for you, we're making the game harder.
Clicking on the barracks 100 times per game is not a game, but a battle with the UI.
This is an artificially created problem.
My conclusion is that the "queue" button should be pressed only by the user, and raised only by the user.
Do this in the general settings: "Queue Locking.
And let everyone choose the game mode for themselves, whether they want to take a break from the game or face 2 hours of battle with a wrong decision .
What's annoying that if auto-production stops due to insufficient resources the building switches back to no auto-production.
It would be nice if the game remembers auto-production, and if I order a building to produce units again I do not have to enable auto-production again.