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      The latest. What is happening with 0 A.D. Stay tuned...

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Latest updates

  • Newest Posts

    • Consider that a lot of players already expressed they wish that cavs in general get nerfed. Some ideas where to decrease speed as we're talking above but also make cs cav 2 pop and 3 for champs... Theses ideas would nerf cavs much more then making their counter actually works. I also agree with players saying that cavs should ideally be an auxiliary force of an army and rarely it's main force. So even if you invest more to make cavs, you aren't guaranteed to be able to take out a similarly sized inf army. Cavs can already choose what fights to take or not which is their core strength in the first place, and alone could justify a greater price.   Beside the fact cavs can hardly be caught by inf spears cav have a lot of extra hp: Cs melees cavs have x1.5 (1.6 with Horse breading) of melee inf Cs ranged cavs have x2 (x2.2 with Horse breading) of ranged inf These hp make them tougher to projectiles, but also spears x2.5 counter was making them barley catch up with the extra hp...   From here I'll be in favor of making melee cavs roles more defined. Spear cav could get their damage against other cav increased, and sword cav could benefit from more pierce armor for them to be more effective when trying to kill ranged units or raid enemy base.  
    • I didn't receive vladislavbelov's modified version of the A27 pyrogenesis.exe. Besides, I think that is for issue 1, the Alt+Tab issue, not issue 2, the crash issue.  
    • Good luck with this, although I would recommend you use one of the A27.1 RC version https://releases.wildfiregames.com/rc/ for this, because they are truly able to take advantage of all clock cycles whereas A27.0 idles the core.    From what i have observed in A27.1 and B28, they are both using 1 CPU core. But as Dunedan suggested, it might not be a bad thing. 
    • Hi @little Guest, for your "issue 2", did @vladislavbelov send you the modified test binary mentioned in the other thread? As far as I can see, Vlad went inactive before fixing this specific crash, so it is still an open issue. Thanks for the reports.
    • Most of what you're describing could be fine. But it doesn't match the resource cost of cav, which is 50% more than inf. Champ melee cav, especially, is very difficult to justify the cost of if they die so quickly and cannot effectively capture/kill CCs. Cav rushes will also be easier to defend (because CS cav is nerfed) and come with a heavier cost since cav cannot simply go back and go eco after a rush the way the inf can.  Also, I don't think the bolded was ever the intended purpose. The problem was always champ cav--not CS cav.  The community mod simply uses to blunt an instrument that nerfs all cav when a more tailored approach was necessary. 
    • It's a good think if CS cav aren't always better then inf. This counter effect is supposed to be a mitigation of cav strength instead of nerfing their speed or any stats. The way formation works make indeed hard to outmaneuver infantry back-lines with melee cavs, but they still have use cases too (mostly rushing and raiding, but forcing enemy to call formations multiple times make melee cav worth it). I like that cav remain strong and mobile, but have very hard time if they fight polearm inf.
    • I played several com mod games today. I basically only paid attention to cav balance, which I think is off.  Champ cav balance seems ok-ish.  CS cav dies way too fast to inf, though. Cav is very easy to counter by just making spear and using formations.  CCs seem to be much more difficult for cav to capture. I think this is probably a good thing.  I, again, state that I think the bonus multiplier should be added for champ cav but not for CS cav.   
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