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Showing content with the highest reputation on 2016-01-07 in all areas

  1. I've tried to implement two changes in farms, which are available as a mod. 1) the first one is rather cosmetics, it gives to the farm the same ownership as the terrain on which it is. This doesn't change the gameplay as units can already gather from any fields. But this has 3 advantages: - there was no reason for enemy farms in our territory to not switch ownership after we have expanded territory - idle soldiers will no more try to destroy these farms which we could use - that will ease the job of the AI, which currently only tries to gather its own fields 2) the second change tries to make early rushes more efficient in destroying the enemy economics. Currently, an easy defense is to garrison its gatherers in the cc with a few arrows, and wait for it to kill the attackers. As units does not make significant damages to fields, the economy is usually not really affected. The proposed changes is that fields loose health when not worked on, and only regain health (very slowly) when having workers (i.e. they are no more directly repairable). Thus during a rush, if we succeed to kill all gatherers (or make them flee), the field will be severely damaged and eventually destroyed if the attack is long enough. As the goal is really to help rushes in early game, I've also added a tech (irrigation, thus fields need less maintenance) only available in town phase which decreases the health decay when not worked on (there is a temporary icon for it, but if anybody could provide a good irrigation icon, that would be great). Any feedback welcome. newFarms.zip
    3 points
  2. I'm pretty sure most of us are fans of the Age of Empires franchise, and some of us (myself included) hold Age of Mythology even more dearly. It was announced that Forgotten Empires and Skybox are developing a new AoM game: http://www.forgottenempires.net/age-of-mythology-tale-of-the-dragon-announcement My old prayers have been answered
    1 point
  3. Jan M. (implodedok) suggests we get a German hosting provider, Hetzner, for just under $130/month. Do we agree?
    1 point
  4. This may be unpopular among Britons players, but for the sake of diversity in strategy, I believe the champion units right now can use some balancing. Right now there is a dominant strategy, that is to use Britons and build sword champions spam. Britons' economy is quite advantageous for quick mass producing of champions starting in mid-game 15 minutes, and in late game once the market trade route is set up, the macro advantage is almost unstoppable. There are several factors that contribute to this optimization situation, and can be considered for potential balancing measures. Sword champions can be trained in barracks, and Britons' barracks are very cheap (300 wood, no stone) for mass training champions. Other civilizations can only train champions from fortresses or champion buildings, with severely limited production capacity. Possible balancing measure: increase the training time for champions from barracks.Swords champions have questionable unit roles. They have deus ex machina level stats, with highest attack, highest armor, highest capture power, fastest walking speed among melee infantry. They are the best at everything and tactically superior to any combinations of other units of equal costs, and they are extremely strategically maneuverable because of their fast walk speed. There is almost no point in making any other units. If the unit roles are properly designed, they should have weaknesses. What is the weakness of sword champions? The consequence of a single unit beating an army composition is greatly reduced diversity in economical and tactical strategy.To discourage creating an army of only champions and balance against the combat effectiveness of champions, a potential balancing measure is to make champion units cost two population.Melee champions should not be both the most combat effective and the most maneuverable at the same time. Their combat effectiveness should cost their maneuverability. This is also realistic, because heavier armor and weapon should make champion infantry move slower than their non-champions counterparts (while they should indeed move a lot faster if under-armored, e.g. Naked Fanatic, or Maiden Guard?). This principle is also represented in the weaker stats of champion cavalries because they have much better maneuverability.Melee champions should have a primary unit role of anti-infantry, not anti-building. Right now a bunch of sword champions can hack down a fortress without significant loss, which is not quite realistic. They should either be more vulnerable to defensive buildings' pierce damage with the same attack strength, or defensive buildings should have higher hack armor. Spear champions have half the attack being pierce damage therefore a lot less effective against buildings. If somehow sword champions are considered to be justifiably more effective against buildings, they should at least gain a weakness compared to spear champions.Finally, is the capture power of champions too high? 5 or 7 if boosted by hero, compared to 2 of normal units. This makes defense towers totally useless. 3, or 4 for champions seems more appropriate. But if champions gain vulnerability in other areas (slower, or lower pierce armor), this advantage may still be appropriate to their unit roles.
    1 point
  5. Well, and how exactly is the control?
    1 point
  6. My new 0 A.D. Youtube channel. I know its not much but i'm going to try and up the quality as much as i can. Please like and give me feedback! Thanks Plus i'm aware that the footage is a bit weird and i'm going to be fixing it in my next videos.
    1 point
  7. Silver Shield Pike's armor is irrelevant and formation buff will not help with that. Their extremely slow walk speed and low attack make them useless on a macro level. They cannot defend against anything. The enemies simply go around and they will not be able to catch up.
    1 point
  8. I see. Then if the developers team wants to keep champs in racks, fortress and other building, as xfs said, the production time needs to be balanced. If we consider wood = stone (just to start discussion) 10 barracks cost 3000 wood. The equivalent is 3 fortresses. So if producing time of champs from barrack is X sec, production time in fortress should be about (X*3)/10. What do you think guys?
    1 point
  9. All the maps being difficult to wall off, we can say that all the maps in 0AD are open so it is difficult to answer your question.
    1 point
  10. Hello, I recently found this game and I love what you guys are doing with it. I was not aware of you guys when you had the 2013 fundraiser, but is there anyway I can still support?
    1 point
  11. Our friend Mayorcette react:
    1 point
  12. Hi all, i have started a Greek fan page and forum in www.age4greeks.gr You can find it here http://www.age4greeks.gr/0AD.html I hope soon to have ready and Greek translation!
    1 point
  13. Yeah, was some revealed some moths ago, but now with a official announcement. I wish more expansions than this, one with Mayans( pre columbian myths) or Romans ( mythology)
    1 point
  14. Hello Plautius, Welcome to the forums !
    1 point
  15. Gun Chleoc = "without clock" in Scottish Gaelic. Now what was my GMT again?
    1 point
  16. i want a Alien ware desktop with video card . to run like that. i can see a video how see that oic in motion.
    1 point
  17. Rise Against - The Good Left Undone Is rap ok? Lowkey - The Essence Immortal Technique - Dance with the devil http://www.youtube.com/watch?v=M72zVuBNpEA
    1 point
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