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    1. Announcements / News

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

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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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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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      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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    4. Art Development

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

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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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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    7. 597
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  • Topics

  • Posts

    • Thanks for putting this survey together, @Atrik! Today we had the chance to play a 4v4 TG. The general impression was that cavalry was way too slow. I would try reducing it to 7.5/8%, half of what it is now, or 10% at most. If not, maybe get rid of acceleration (but i guess that would be a bigger change ) As for the other changes, it's difficult to draw any conclusions from just one match. I played as the Gauls and tried going for fanatics. My impression was that they were still strong (which is nice for the champion unit). However, perhaps the damage reduction is a bit too much, and we could try 10% instead. Regarding armor and HP, I think these changes are positive and might be the way to prevent fanatics from being permanently banned. I hope we can keep testing more games
    • If the mod has ignorecompatibilitychecks=true in mod.json, than nobody else needs it
    • 1; accidentally voted as IDK, meant to vote yes 2, 3, and 4; yes to all, especially naked fanatics. They're probably the most powerful from the list. Immortals I'm less inclined to agree but then again when I play persians, which is rare already, i just amass a ton of axemen, spearmen, and archers. Not that that makes it an easy win. 5; Voted no, kind of feels a bit cheesy? Like IDK why, just a bit worried. 6; Yes, already too expensive for what it is, and it doesn't have any way to shoot arrows when garrisoned and doesn't expand territory. Will have to see whether the price is reduced enough though. 7; No; I agree with the change to aura range, but not to resistance changes. 8; Yes; axemen should always cost slightly less metal than a sword counterpart. 9; Overall yes, but disagree on the range reduction; Leave range as is, decrease bonus damage from 3 to 2, cost change is good. 10; Yes; foundations are too easy to destroy. 11; Yes; Cavalry does feel too fast, though maybe just a 10% instead of 15%? Could try and balance it on a civ by civ basis, though that would require more work. Eg, good cav civs have less of a nerf, like persians or gauls. Less cavalry centric civs like rome/sparta have a larger nerf. Mostly to try and give them a bit more flavour between different civs. 12; Yes; Champion cav can be way too strong (glares at persians), a nerf to their health would make them less overpowered (in general, not just persians). 13; Yes; Just brings wall towers more in line with how walls work in general. 14; Hesitant yes; I haven't played too much with catafalques, but when I have, especially when you have a high number of them, some of them can make things snowball quickly. 15; Indifferent yes; Isn't that more of a bug fix?
    • That is a very smart approach, @Asher! Reusing the existing tribute code for the resource transfer and adapting a standard scenario trigger to spawn the allied units sounds like a much easier way to build a first prototype. Also, regarding your earlier ideas: making the Embassy act as a "lifeline" so an ally is only defeated once all their critical units/structures AND all Embassies are destroyed makes the system much cleaner—and it allows the host to simply send tribute resources to revive them! Having civilians automatically flee toward the nearest Embassy, Civic Center, or Fortress when a major building falls would also add amazing atmosphere and realism to sieges. Mentioning the existing survivors-mod is a huge help too! Looking at how that mod handles player defeat and resource/unit transfers could give you (and @Grautvornix) a great starting template for the scripts. Between your Embassy structure setup and @Grautvornix's ideas, we already have a great roadmap for a V1 test mod. Please take your time, and let me know whenever you would like to brainstorm further or test an early version!   That is a very smart approach, @Asher! Reusing the existing tribute code for the resource transfer and adapting a standard scenario trigger to spawn the allied units sounds like a much easier way to build a first prototype. Also, regarding your earlier ideas: making the Embassy act as a "lifeline" so an ally is only defeated once all their critical units/structures AND all Embassies are destroyed makes the system much cleaner—and it allows the host to simply send tribute resources to revive them! Having civilians automatically flee toward the nearest Embassy, Civic Center, or Fortress when a major building falls would also add amazing atmosphere and realism to sieges. Mentioning the existing survivors-mod is a huge help too! Looking at how that mod handles player defeat and resource/unit transfers could give you (and @Grautvornix) a great starting template for the scripts. Between your Embassy structure setup and @Grautvornix's ideas, we already have a great roadmap for a V1 test mod. Please take your time, and let me know whenever you would like to brainstorm further or test an early version!
    • A little, but probably not enough to get this working. Though, it may not be that hard, because you can already send tribute; if there is already a button to do that, then we could probably copy the code and use that, and, there is probably a trigger script or thing that we could modify to do the units. Maybe it wouldn't be that hard 
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