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Showing content with the highest reputation on 2017-02-20 in all areas

  1. Hi, after playing 0ad for quite a while now I've noticed that a few units could do with some adjustments. 1)Spear Cavalry(citizens) These units are basically only good for molesting women and harassing small numbers of ranged units. They utterly fail in defending themselves vs their fellow skirmisher or sword counterparts, due to their extremely slow attack. While riding and fighting with a lance may be cumbersome, it still doesn't justify their snail-like attack. Light cavalry (their armour is minimal) are known for being fast(which they are) and for a reasonably fast attack due to the lack of cumbersome equipment like heavy weapons/armour. Currently these are the cavalry statisitics: Spear Cavalry Skirmisher Cavalry Sword Cavalry Attack: 6H(hack) 13P(pierce) /3.5s (seconds) 20P /1.25s 6.5H / 0.75s Armour: 4H 3P 15C(crush) 3H 1P 15C 4H 2P 15C Walk Speed: 22 17.5 20 Seeing that, spear cavalry has the best speed and armour but worst attack by far. Spear Cavalry shouldn't really be much faster than Sword Cavalry, since it is arguably harder to ride while carrying a lance than a sword. What i would suggest for this unit: 3seconds attack speed but 21 walk speed (currently they are already very efficient vs women due to speed, no need to make it much worse) 2)War dogs While we all agree that war dogs and kennels are a fine decoration in the Structure Tree, nobody ever really uses them. They are weak with a tiny vision range, they can't attack buildings (but somehow can attack siege, although it is hard to imagine a dog destroying a catapult) and they got a low attack bad armour combo. Also, kennels cost 200metal 50stone and 50 wood. Why do they cost so much metal?? War dogs were used by the Egyptians, Greeks, Persians, Sarmatians, Baganda, Alans, Slavs, Britons, and the Romans. Historically, they were formidable foes, useful for breaking enemy ranks to be followed up by an attack composing of other units. In my opinion, these hardly-ever used beasts could use a buff in armour and/or in attack. Also, kennel costs should maybe be 200 stone 50 metal and 50 wood instead. (Replay in which @Grugnas used war dogs in quantity but lost them almost instantly and causing few casualties is attached at the end of the post.) 3)Pikemen Pikemen, the weakest, slowest and most armoured units in the game. Amazingly, even the lumbering Siege Tower (would-be slowest unit) is faster than our slow friends here. Their champion version reaches a phenomenal speed of 7 (0.5 faster than Seige Tower and same speed as catapults or bolt-shooters). They have a hack attack of 1 and a pierce attack of 3 for every 2 seconds. Although their high armour makes them valuable "tank" units, they are too slow to be used in a battle in which maneuverability is needed. Due to their exceedingly low attack, even their 3x bonus vs. cavalry doesn't help them at all, cavalry (other than spear ones) can kill them easily. The difference between champion and citizen speed is just 1, while in other cases it is usually 3. What I would suggest is to make them as fast as catapults (7) and their champion kin to have a decent 9-10 speed, also to give them a 5x bonus vs cavalry (who they should rightfully skewer on those long pikes of theirs). Currently their slowness is extremely unrealistic I think. And finally... 4)Archer Elephants These units bear a great similarity to horse archers and have matching statistics in all but 1 point - speed. Horse archers have a speed of 17.5 while these are stuck at 8.5 (less than half) All through Alphas 18-21 these units have for sure never been used to much effect. They are slow(as mentioned above), bulky and low in armour (like horse archers). While I agree that their speed is realistic, I think this unit could use extra armour/attack/HP (note that their hp is 120) to compensate for it and to make some people decide to use them. 7_players_ffa.zip
    2 points
  2. Stronghold used signposts on castle builder maps to indicate where units would spawn
    2 points
  3. Read the map description
    2 points
  4. Since Spear Cavs are limited to Raiding Women and Traders, maybe have other factions get other types of Cavalry instead of rebalancing them? My suggestion would be similar to a Red Alert 2 Attack Dog: Insta-bite any infantry but also gets insta-killed by arrows. I dunno. Pikemen should only be slower when inside a formation? Two features I'm waiting for before proceeding with war elephants: Trample Damage, & Turret (You know. I think even Persians will gain the "Parthian Shot" technology.)
    2 points
  5. Also in the match setup change the assigned AI for each opponent form Petra to unassigned. Enjoy the Choice
    2 points
  6. You can still destroy buildings, it's just not the default action because we want people to discover the capture mechanic (Use Ctrl+click to attack rather than capture, and siege weapons will always destroy, also it's easier to capture a building when it's lower on health.)
    1 point
  7. "Deforestation is not just accurate." Wrong, flat out wrong... it is actually historically very accurate. The Lebanese Cedar used to grow all over the Levant region (think Syria, Israel, etc between Turkey and Egypt). Now it's barely found in the wild because it was highly valued for its excellent wood quality and the region became the semi-desert that people today are more familiar with. It's not an isolation happenstance because it did happen in North Africa too, the area around the Atlas mountains were a more fertile land in Ancient times than today. Same for Italy, it used to be covered in forests but the Romans changed it. For England, the results of various invanders are pretty interesting. The Romans and the Anglo-Saxons favored different parts of England. One had favored the hilltops, left the lowlands alone, but the other favored the valleys and left the hilltops alone. The patchwork of forests and grasslands formed the famous Downlands on that island, and it was that way until the industrial revolution then of course everything went through yet a lot more changes. Anyway, in the Ancient times, deforestation was a common occurrence, and it led to soil erosion to the extent where ancient harbors keep filling up with silt in the water. The port cities were often clogged up and then abandoned for a location on the shoreline that now had moved further away from the land throughout decades of cyclical booms and busts. So the RTS games definitely got this one quite accurate as a people do need to establish a new location in order to continue harvesting lumber, stone or metal.
    1 point
  8. We have a forum for balance testing, in case that's the sort of testing that you like to do: https://wildfiregames.com/forum/index.php?/forum/454-gameplay-testing/
    1 point
  9. The whole video is about pathfinding for massive armies and they don't go into to much detail so they can maintain a commercial advantage it's not an Open Source project Enjoy the Choice
    1 point
  10. First of all, thank you for all the responses, it makes a newbie feel welcomed ! I really couldn't say, the version I used first was 15 on Lin.Mint 17. This version is 20.1 (Lin.Mint 18). Thank you, this was extremely helpful ! The way I've been playing the game was to have the maps chosen randomly, along with my AI opponent, I wasn't aware they had descriptions. Of course, going to the map manually, I now see this: My bad, I've never manually chosen anything in starting the game, I had not guessed about this part of the game. I read your post carefully, and did go to the two links you posted. I can't guarantee I understood all of it, but I did get that it is an intended part of the game. I must admit I never saw the on-screen note your talking about? but I am guessing I was probably distracted at the time. Thank you so much for the fuller explanation of what is going on, I will certainly try to be more diligent before posting in the future
    1 point
  11. Sounds like a nice artist beginner's task
    1 point
  12. The problem is not really to add them. It's more about offering a correct game experience. Eight players is quite intensive for the computers due to lack of optimizations such as multithreading on computers. So unless someone fixes our game lag issue it isn't likely to happen. On a side note Mon resolution being 1024x768 it'd be quite annoying to get everything fitting for every language. Nothing prevents you to mod it though.
    1 point
  13. 1. I like this change for now, but think he should be more skillful. Maybe Pierce (7) (also would not kill women instantly as it is happening) Atack Speed (2) (With faster attack it would make it easier to micro) I agree on walkspeed 21. 2. I would like to see them in 2/2 or 3/3 armor, but that would be strange because have many quick units with 1/1 of armor, so why would a dog with no armor be more realist? In fact these hounds were slow, but strong and large, and almost always had armor, so I would like to see new models with armor, so we can increase their armor to 2/2 or 3/3. While we have no new models, we can increase you hp for 120. kennels 200w, 50s, 50m, seems more realistc for me. 3. They certainly need a speed bonus. I'd rather increase its overall damage, instead of just giving more bonus against cavalry. hack dmg 2 4. Need increase hp for 300 or 400.
    1 point
  14. I like an element of timing and economic management. Even Command & Conquer had some of that, you could build a refinery for $2,000 and sell it for 1/4 of its value (and keep the free harvester that came with it) or you could build a harvester from your war factory for $1,400. You either slow your construction queue or your unit building queue. There is also timing with regards to resource distances from your refineries. Age Of Mythology and some other RTS games go beyond the basics and involve multiple resource types. I see nothing wrong with that, if anything we need more of it! EA's interpretation of C&C is much faster than the original games, there is more rushing and launching cheap attacks, and less base building.
    1 point
  15. 1. spear cavalry: buff armour, and do critical hit only the first hit with a seconds to recharge the critical hit.(i think is planned to do "charge" for them), about speed : for slow to fast spear cav <sword cav<skirmisher cav 2. dont know how to improve this 3.pikemen need x5 against cavalry (it could be tested) x6 if is needed 4.archers elephants must to have around 300 hp
    1 point
  16. If you want to keep an opponent on the map to fight eventually you can set the AI difficulty to Sandbox (then it will not attack you). I think you could do that, and then set the victory condition to Wonder and you could still win the game when you want without having to fight (though I'm not 100% sure the AI won't build a wonder eventually, someone else will have to tell you about that). If you just want to build and don't worry about another player (and don't care about winning after you've built up your civilization), just use the developer controls (Alt+D to bring up), select Reveal Map, then Control all units, and then delete all the opponents units. That will give you a win dialog, but you can just select no and continue building as much as you like (I don't know how well it works with saved games, but at least for a single play session it should work fine, and there's no harm in testing -- apart from lost time I guess).
    1 point
  17. perhaps we could make the kushites the only civ that can build several less potent and more affordable wonders? otherwise we end up with a wonder vaccuum
    1 point
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