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@s0600204 had a working patch for a library. BUTTTTTTT, back to the TOPIC of the thread. What I propose is something like this. @fatherbushido4 points
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Thanks so much guys gotta say the 0 AD community is so good. Is there anywhere I can make like a 0 AD blog i guess where I can ask all my relentless questions in one post?3 points
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Yes, I had this thought too. I think the information in the current "History" section of the game should be merged into "structree." And then "History" can be renamed to "Library" or something and given the Age of Mythology treatment, ala @s0600204's old awesome patch with the right-click ability to open Library entries on entities in the game. The layout of "structree" can be modified to include the information present in the civ.json files... I propose to do that with icons/portraits and tooltips. There would be a section each for Civ Bonuses and Team Bonuses. If they are auras, then give aura files the ability to have a portrait. In the Bonuses sections, the portraits would show and when hover with cursor, tooltips would tell you what you want to know.3 points
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I think the current idea is to refactor the "helper" Library functions so that they can be called from arbitrary places in the code, then create proper encyclopaedias and trees everywhere needed. It's basically planned, but progress is slow and steady.2 points
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Hmm, that is what we call "structree" in 0 A.D. and is generally already in the game. The "Library" is this thing: errr, all I'm talking about is showing the Civ Bonuses and Team Bonuses in Structree.2 points
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If you're talking about PvP: with Seleucids in the late game, you can mass 100+ Dahae Horse Archers. Get the cavalry hero that gives +2 armor and research the technology at the fortress that gives +20% HP. (also don't forget walk speed upgrades in the corral, and regular upgrades at the blacksmith.) Shoot their slow moving infantry with arrows, retreat the horse archers when their infantry gets too close. Garrison injured horse archers in temples to heal. If the game goes on very long you can gradually switch over to chariot champions, or alternatively get melee cavalry champs to raid their women/traders. If the Spartan does a proper Skiritai rush, you basically can't stop it once it gets going. Instead you have to rush them first in age 1. Also, general advice for any civ:2 points
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2 points
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Not complicated. Just a lot of work. What is complicated are the underlying hard working algorithms (performance) - nothing to worry about on the first hand in a 0 B.C.E.(mpire Earth or Universe mod). Also complicated is the overall design as in real life, "the concept" - e.g. what is needed, where to start [I am for stone age here until open end (future)], ... 0 B.C.E. employs the principles of time continuation and guided history (weak or strong needs to be determined, I personally favor weak, i.e. do not force historical events if out of context e.g. if Philip or his wife has been killed before giving birth to Alexander then no Makedonian Leader Alexander The Great). Isn't open cut mining what the stone piles in 0 A.D. actually symbolize? Coding snow is harder. And we need snow, rain, mud, ... (don't worry, I'm at it) IMO: No. Really. I was thinking the same back then when I was active. 0 A.D. is about pitched battle warfare - it's interesting, because high tech civilizations are pitched against each other. What counterdicts this design|concept is the evermore balance effort - which makes things boring (IMO! opinions differ!).2 points
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That's what is world developers' intent to fix by: * creating a real world base (living standard) for the active, contributing open source community (distributed food production, free(dom) emergency aid, ...) * showing that it's easy to switch between code project flavors (e.g. libav vs. ffmpeg, walker vs. roller, 0 A.D. vs. 0 B.C.E., mod public vs. mod public_mod vs. public_mod_mod, ...) fixing such quarrels that you quote (e.g. ffmpeg vs. libav package war of Debian maintainers). * creating a real world bot net to protect freedom of goodhearted, lovely, freedom peaceful fighters, ... (real world physical, psychological security) * hardening against crises (emergency trade one good type vs. another good type, maybe independent open source driven virtual currency for far distance trade of perishable goods that can not be sent easily). - - - - - - - - Hopefully D517 , then D295 and then your (@wowgetoffyourcellphone) changeset 19673 - related to ticket #3212 (structree equivalent for units) - gets in. Thanks for your work.2 points
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2 points
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@Lion.Kanzen I'm somewhat on it. See #657 and D557 I mostly fixed the duplicate code. @vladislavbelov raised concerns about STD deque and STD lists though Im not sure performance is would be really different. About unitai Im not sure what is broken. About formations I think I will get the center of it and draw a line to the target no formation either multiple lines or no lines at all over three units. Still remains the question of the animated arrows. I need to make them disappear with no hack at the end of the anim and clearly have no idea on how to do that. And last but not least I think it could be done for A23 But I clearly will need some help :/1 point
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Every option is designer's failure to make it right. Imagine, you want to play a game, you don't know much about the rules, you just want to play. So you start a game and screen with 20 options appears. Now what? Should you check this one or that one? Is it better to play for 30% or 80% of something? How long the timer should be? Try to answer these with only basic knowledge of the game. The game should provide only few options without unnecessary details. If the victory condition should be "control majority of land", then you as the developer or game designer, should figure out what "majority" means and how much it is for the best game play. If there is a timer, you should test how much time is needed to save the day. Don't be lazy, don't leave it to users. For advanced players and developers, there should be a custom mode with all options available. You, as the developers, will need theese options to test the game. But these options should be hidden behind an "advanced options" button, configuration file, or something like that. From the implementation point of view, it is a very good idea to keep all these values as configurable parameters. Even better is to keep them in a separate file (one file per game profile/mode; presets are loaded from two directories - game defaults and user's profile) which can be easily shared and discussed between developers/players. This way you can avoid the "advanced button" as you can edit/create a config file with many many parameters and tune them over time and switch between the files/profiles easily.1 point
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Many times when I play, don't pay attention to the civ, many time I'm playing as random. but me as player and AoE fan, I need study the civs , so.... Im talking session game. can be nice add to tech tree following information. bonus team bonus what kind of civ I'm playing , my selected civ is good in what? here an example. Kind of civ or special focus class : Infantry yer all bonus. champion units/unique unique technologies these are not obviusly in the tech tree. I haven't a way to acces to this info. I now about new meanin of color avatar, but the rest of players...1 point
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A list would be perfect I prefer to work that way. It's easier to keep track of everything that way as long as the list is maintained. Also if done properly it could work as a roadmap. Moreover if some props like scabbards and stuff can benefit the main game it's great.1 point
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For the sake of it, are you guys considering a Horizontal Scrollbar? Not only for my 1024x768 screen, but just in case there will be additions to the structures.1 point
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I like that ... I'm sure the team likes this idea. I'm not sure who, but some important member , @wraitii ? we discuss in another topic about this.1 point
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This is an updated and expanded version of The Road to Expert for the a21 balance. Don't fall into any of these early game traps: Farms go adjacent to your CC or farmstead, as close as they will go. I've seen many new players who put them a distance back. Don't do that. Don't use women for mining. Don't use men for food gathering. Use women or men for woodcutting. Cavalry are for hunting chickens or other animals. Only cavalry are good at this. Hunting is a very fast way to get food unless the animals are very far from the dropsite. If you have berries, build a farmstead right next to them and have some women harvest the berries. It's twice as fast as farming. Don't let your workers carry resources too far. Put the storehouse right adjacent to the trees when they chop wood. If your workers (except for hunting cavalry) are walking twice the width of a storehouse to return resources, they are walking too far. Don't make a barracks until at least the end of age I. A lot of new players make a barracks way too early, or even more than one. Your CC can produce enough soldiers by itself. Don't make walls in age I either. Good players generally agree not to use walls, anyway, and plus in age I it's just a waste of resources that the enemy can simply walk around. Sentry towers are good only if you are right next to enemy territory and you want to prevent him from building a sentry tower that can attack your workers. Don't start mining anything until the end of age I. You don't need it. Don't use formations. Especially don't gather your army in age I and set it in formation outside your base to defend. That army is composed of workers, and should be harvesting resources at all times, unless you are using it to raid the enemy (an advanced technique). Corrals are an advanced technique because they require more micromanagement and there is a long delay before you get any net food from them (for a minute or two after you start building cavalry and corrals, they just cost you food and wood). Instead of corrals, use hunting, fields, or berries. Practice until you can have constant production of units from your CC (Civic Center) for the first 10+ minutes. That means: You need enough food income to produce women nonstop until population 50-70. You can produce soldiers after that. If you're planning on having a big economy, you can go up to 70 women, which does leave you more vulnerable to early attacks. You can use fewer women if you expect raids. Of course, if you're actually being raided, you need to make soldiers to defend (usually spearmen and cavalry). You need enough wood to make houses - and you need to make houses far enough ahead of time so that you don't get stopped by the population limit. Batch Production: like the previous step, learn to maintain constant production, but now with large batches (shift-click on the unit production icon several times to produce multiple at a time). Batch production by 5 is 38% faster than producing single units. Batch production by 10 is 57% faster. Batch production by 15 is 72% faster. It is absolutely worth it to make a batch of even 15 or 20, if you have the resources and population. You need more food to batch produce women this way. That means more on berries (like 10), more hunting, or earlier farms. You need to plan houses more in advance, too, so that you have enough population open when it's time to produce. A rule of thumb on houses is that (except for ptolemies) in the time it takes you to create 10 population worth of workers at your CC, one builder can build 10 population worth of houses. If you need a house faster than that, use several workers to build it. However, note that using more workers on the same house is less efficient, so build with just 1 worker if you don't need a house faster. However, note that it's inefficient to build more houses than you need. Don't be at 30 pop with 50 pop worth of houses; spend the wood on something else. Produce as large a batch as possible, but don't delay more than a few seconds to make a batch. It's better to just be producing 1 unit if you don't have enough houses or food for a batch. Don't queue up more than 1 batch of units from your CC at a time. Wait until the previous batch finishes, so your next batch can be as large as possible. Minimum batch size is configurable in the settings. Use a minimum batch size as small as you feel comfortable with - a minimum batch size of 1 is "optimal" because it lets you produce as large a batch as you have resources for, but it requires more clicks to produce a batch of a given size. borg-, who is the best player, uses a batch size of 2. Practice not harvesting resources you can't spend. If you're ever thinking "I have more food than I need - but I wish I had more wood" then you need to transfer some workers from food to wood, and figure out some way to spend the food. (Actually, you probably needed to transfer the workers two minutes ago, but late is better than never). If you have 1000 of any resource in age I-II, you have way too much. This can be counterintuitive to some new players, who think that because they have 5000 wood banked up that their economy is strong. A strong economy means you have a high income, not a high amount banked up. Resources you aren't spending aren't doing you any good. If you have extra wood, a good way to spend it is on economy upgrades. The highest priority upgrade is berry gathering, then woodcutting, then farming, then mining. You want economy upgrades as early as possible so you get the benefit for longer, except for the upgrades that are super expensive. Adjust your typical build order so that you avoid having too much of the resource. If, last game, you had way more wood than you could spend, then this game, don't put as many workers on wood so early. And so on. This is the true mark of skill in building your economy. You know you're doing it right when you have just enough of every resource you need, exactly when you need it, and little excess, and are producing in large batches. Watch replays of good players! A lot of people don't know where replays are. From the starting screen, they are under Tools/Options. Switch to that player's perspective in the replay and follow what they do - what they build, when they build it, how many farms they make, when they get upgrades. Then try to copy them in your next game. If you're spectating a game with good players, you can switch to the perspective of the best player and watch them as they play, instead of going to the replay. A list of good players can be found in this thread: multiplayer rankings . The ones near the top of the list, especially if they are also at the left margin, are the best players. Practice using Shift to queue up actions. For instance, don't just tell your woodcutter to make a house - tell him to make a house, then shift-click back on the tree! That way he will go back to woodcutting when he's done building the house, and he won't be idle. I always do this whenever I build a structure. If you change your mind and want him to make a second house instead of going back to the trees, you should first select him, then click (without shift) on the house he's building to clear his work queue, then shift-click to build the new house. If you just shift clicked to build the second house, he would go back to the trees like you told him earlier after finishing his current house instead of building the second one. Work out exactly what you will do in the first minute, with low resources (the usual resource setting). This is a "build order." For every civ, you want to put the cavalry on chickens and the women on berries, and the men on wood. You also generally want the first batch of 6 women produced from the CC to chop wood (depending a little on your minimum batch size), and the next 5 women from the CC to harvest berries, after which you will be at 20 population. The order in which you make a storehouse, a farmstead, get the berry upgrade, and make your first house can vary. Britons and Gauls can build a farmstead at the berries, build a storehouse at the wood, and research the berry upgrade. They will have plenty of time to get 75 wood and make their first house, because they get a population bonus from making the farmstead and storehouse. Most civs have houses that cost 150 wood and grant 10 population. With these you can't get the farmstead, the storehouse, and the berry upgrade all at once, and still have enough wood for your first house. You have to pick between the storehouse and the berry upgrade. If wood is very close to your CC, you can get the farmstead and berry upgrade, and get the storehouse later. If wood is far away, you need a storehouse (and a farmstead), so you have to skip the berry upgrade to have enough wood for the house. With these civs you will need to use 3-4 workers to make the house once you have 150 wood, so that it will be done in time. With a civ that has a house that costs 150 wood, I batch 6 women and put them on wood, batch 2 women for berries, start to batch 2 more women for berries and at the same time start making the house with 4-5 woodcutters (I have woodcutters return wood prematurely to have 150 wood soon enough), make one last woman for berries, and now I'm at 20 pop and the house finishes just as the last woman is produced. Iberians and Mauryans occupy a middle ground since their houses cost 75 wood but they don't have the population bonuses of Britons/Gauls. You can figure something out if you want to play these. Mauryans have an elephant, which can do the job of a storehouse or farmstead and help build houses. Ptolemies need less wood, but at least two workers building houses (perhaps three or four). Work out more of your typical build order. After you're at 20 population, additional women should go on wood. "Five fields as fast as possible" is a good rule of thumb - make sure that you are already building your next house, and then if you have 100 wood, make a field and put 5 women on it, until you have 5 fields with 25 women on them. You can transfer women from wood to farming if your CC doesn't have a batch ready when it's time for the next field. If you have extra berry patches, build farmsteads by them instead of making farms. You can figure that one berry patch with 5 women on it equals two farms. You will need to make farms later when the berries run out. Be aware that berries leave you more vulnerable to cavalry raids, but they're still usually worth it. If there's plenty of hunting, you can build some extra cavalry to hunt instead of women (usually, start hunting sometime after population 20). Shift-click your cavalry beyond the animal, and then shift-click on the animal, so that when the animal runs it will come back to your base. Don't make too many cavalry; make sure you're getting enough wood in proportion to your food income. Hunting gets you a lot of food. To transfer women from wood to farming, select the women, then shift-click on the storehouse so they drop off the wood, then shift-click to build the farm. This ensures they do not waste their last load of wood when they stop chopping. You can also go up to six, seven, or eight fields, and indeed you should if you are booming your economy. Use hotkeys for at least your production buildings, perhaps also other units. Select your CC and press Ctrl-1, and now you can select the CC again just by pressing 1. Your barracks can go on group 2. This helps you to keep production going smoothly even if your attention is elsewhere. Learn to use attack-walk. This is the hotkey "ctrl", combined with a right click. Units on attack-walk will attack enemy units in their way. If you don't want your soldiers to attack buildings automatically (usually you don't), you can use ctrl-q-click to have them target only units. I actually have edited my local.cfg file (see https://trac.wildfiregames.com/wiki/GameDataPaths ) so that ctrl-click targets only units. During a large melee combat, repeatedly select your units and ctrl-click. This makes them choose new targets close to them, and stops them from walking to targets far away. Doing this increases your army's DPS. Learn the difference between attacking a structure or siege engine, and capturing it. Ctrl-click on the structure for your units to deal damage to the structure. Bear in mind that most units are pretty bad at damaging structures, the main exceptions being slingers and siege engines, and swordsmen to a lesser extent. Otherwise, a regular click will make your units try to capture the structure, which may be impossible if the structure is garrisoned, unless you've heavily damaged the structure first. Usually you want to kill the enemy army before attacking or capturing any structures. Otherwise you will take large amounts of damage while attacking the structure. Rushes! Cavalry rushes are hot in a21. It's best to use melee cavalry, because they kill women faster: Macedonians and Romans have melee cavalry in age I, and many civilizations have melee cavalry in age 2. Attacking your enemy is a good idea if you've been using cavalry for hunting, after the animals run out. It's best to use at least 10 cavalry for raiding. That way, they kill things fast enough, and damage will be spread over the group so that fewer cavalry die. Target women preferentially, or enemy soldiers in small groups. Run away from larger groups of spearmen. Put your cavalry on a hotkey so you can control them more easily. To attack, run the cavalry (without attack-walk!) past the enemy units, until the cavalry are mixed with the enemy a bit. Then ctrl-click to have them all suddenly attack, or alternatively press "h" which makes them halt their current run order, and attack the enemy. If you're attacking and more enemy soldiers (especially spearmen) show up, run away just before they get there. You only want to fight where you have a big advantage. Keep running away and attacking a few times, until you notice the average HP of your cavalry is getting low (if the average HP is below perhaps 60% or 70%, that means many cavalry are on the verge of death). Then you should retreat your cavalry and put them in your CC or in your temple. After they've healed, you can attack again. You don't want to let your cavalry die if you can avoid it; you want to maintain a high kill/death ratio. If the enemy is chasing you with too many of his worker soldiers, you can just keep running around. As long as they are chasing you, they're not working, so your attack is costing him resources. If the enemy defends with cavalry, you should kill them with a large number of your own cavalry. If he has too many, you have to run away and think about your own defense if he counterattacks. If you're raiding in age 2, build a temple to heal afterwards. If your first rush is effective, just keep making cavalry to make it even more effective. You can keep two groups of cavalry, one in the temple healing, the other out raiding the enemy, and switch them so he is under constant pressure. They should be under two control groups. Your production buildings need to be on hotkeys as well so you can keep your economy going while you are raiding. To defend against rushes, it's first important to use the bell icon on your civic center. Click it when a raid is coming, and all women will try to hide in houses or your CC. This will prevent the enemy cavalry from slaughtering them all. There's another bell icon on your CC to end the alert and send your women back to work. Also mix spearmen with your women. If rushes are really bad, you can try farming with spearmen, or just leaving some spearmen idle by the fields. Building a solid wall of houses around your fields can help a lot. Getting cavalry of your own is also good. Sadly, towers are not that effective at stopping cavalry rushes. They do help, but cavalry can just keep running by them unless you really have a lot of garrisoned towers. It only takes a few seconds to kill some of your women, then the cavalry can go back and heal. It's better to rely on spearmen, walls of houses, and your own cavalry. Hold down alt and drag over your woodcutters or miners to select only the soldiers, and not the women. After you've used some soldiers to chase after the raiders, you can click the "back to work" button with the soldiers selected (looks kind of like a brown wagon wheel or maybe a basket) and your workers will go back to chopping or mining. Skiritai rush Play Spartans, ideally with a 200+ population limit. Boom to 60 population with only women (hoping you don't get rushed), then make 10 spearmen and put them on mining metal. Go to age II while making 2 barracks ASAP. Once in age II, start producing batches of only skiritai from your 2 barracks, with your CC idle. As soon as you produce each batch of skiritai, send it over to the enemy. You can use them like cavalry raiders to kill farmers, and you can also fight the enemy army unless they have greatly superior numbers, because skiritai are stronger than normal soldiers. Unlike with cavalry raids, usually just let the skiritai keep raiding until they die; they are too slow to walk back and heal. If all goes well, his army and economy are dead by 10-11 minutes into the game. Briton slinger spam This is a very powerful and common strategy. Boom a bit with women in age I, then start making slingers and mining stone. Go to age II, continuing to boom. Here you can make some celtic cavalry to go raid the enemy or just keep booming. Switch to making spearmen later in age II so that you have enough stone to get to age III soon. When you're going III, make sure you mine enough stone for a fortress, from which you make Cunobelin. Then select Cunobelin and all your slingers and spearmen (alt-double click on a slinger to select all slingers, shift alt-double click on a spearmen to select all spearmen, and bind the whole army to a hotkey), and send them at the enemy. Make sure Cunobelin doesn't die, because his healing is very powerful. It's good to keep making celtic cavalry in age III to raid or to kill enemy archers. Elephants and archers Boom to age III with any civilization that has both archers and elephants. For citizen soldiers, make archers. Once in age III, make a fortress (or persian hall, or elephant stables) and 3-5 war elephants. Select all your archers (should be 100+ archers) and attack (make sure you have temples to heal after). The elephants go in front. The enemy will be forced to kill the elephants, which are very tough, while the archers shoot the enemy. When the elephants are dead and the enemy is coming for you, send your archers back to your temples and heal, and make more elephants for round 2. The enemy usually loses more soldiers than you do, each time you attack like this. Also can work well with cavalry instead of archers, or cavalry mixed in. If the enemy has cavalry you might put some spearmen among your archers to defend. Seleucids can use massed Dahae Horse Archers, which become very tough with the Seleucid cavalry hero and the Seleucid bonus cavalry health upgrade. Caution! You cannot kill rams with archers. It's best to keep around some swordsmen or have an ally who can kill rams for you. Elephants can kill rams, if you manage to maneuver them into the same place, which is not easy. Trade In a long game, mines will start to run out. It's important in this case to start making lots of traders, to defend your traders, and to kill the enemy traders. 50 traders per player is a good number in a 200 population game. For both raiding and defending against raids, you want melee cavalry, and don't forget the walk speed upgrades at the corral. Having many fortresses and towers along the trade route helps as well, in part because you can garrison the traders in the fortresses/towers (also in houses or CCs). Long trade routes give more income, but are harder to defend. You want to set up the longest trade route that you can defend. Champions There is a difference of opinion on the value of champions in a21. I personally feel they are usually not that useful unless the game goes on for a long time, such as because there is a narrow chokepoint or it's a naval map. I prefer to get upgrades for my citizen-soldiers before I start making champions (except for war elephants, of course!). Massed archers, slingers, or war elephants can fight effectively against a couple dozen enemy infantry champs at a time, which is why you attack before the enemy has amassed larger numbers. However, there are some experts who swear by champions. An exception: Athens has champion archers which are basically the reason to play Athens. Athens can produce these archers from relatively cheap buildings, which makes it easier to mass large numbers of them. Use citizen-soldier spearmen to defend the archers against cavalry, and to tank damage when fighting enemy infantry. The downside is that Athens have no rams or elephants, only catapults which deal damage very slowly, so ideally you would have allies to send rams or elephants for you. Melee cavalry champions are effective at raiding later on, and can capture buildings and even CCs if the enemy army is busy somewhere else. Coordination with your allies Before doing a big attack, look around and see if your ally has an army that can help you. Ask him. A combined push is much better. If you are getting attacked, or if you see a large enemy army on the move to one of your allies, or if you see enemy cavalry raiders, don't forget to tell your allies what's going on. A simple "purple attacks mid" when you see the purple player send an army through the center, can help your team a lot. If an ally is getting attacked and needs help, one option is to help defend him. Another option is to counterattack and kill the enemy's undefended base. Which you do should depend on how close your ally is to you, how fast your army is (a fast cavalry army can defend allies better), and whether you have an army that can kill buildings quickly (slingers/rams/elephants). When the enemy is attacking (or when your teammates are attacking) is also a good time to use your cavalry to raid his women and traders, because the enemy's attention is split and he may not react in time to your raiders. Another possibility if an ally is under attack, is to send them resources. However, for this to work, the attack needs to proceed slowly enough that they have time to spend the resources. If you need resources, or have extra resources, don't hesitate to ask/offer. In a 3v3 or 4v4, it's good to have at least one player on your team who commits to making tons of melee cavalry for raids and for assisting allies.1 point
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One of the secrets for an efficient swordsmen cavalry attack is to surround enemy units by overcoming them, then press H to attack. Since cavalry swordsman is the strongest melee cavalry unit, most of the times enemy troops will try to retreat but the cavalry will body block them in the meanwhile maximizing your dps and slowing down enemy retreat. Btw i just noticed that causative already wrote that1 point
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imho you can't really counter skiritai rush. Your only hope would be to use Roman or Macedonian spear cavalry and wipe out women max at minute 5, otherwise it is GG already. If you mean "how do i counter spartan champions", you should be sure to have taken a civ with spearmen champions and citizen soldiers skirmishers/slingers or mercenary champion skirmishers like Macedonians / Athenians / Persia / Britons (they have really good champion skirmish cavalry, spearmen citizen soldiers or swordmen champion who can tank damage).1 point
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That's actually doesn't apply in our case since we release all the art in our mod under the CC-BY-SA license, explicitly allowing commercial use of the content. Though of course we could create exceptions for everything but that isn't too practical imo1 point
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You can ask all in here, or you can make a separate thread for some things you want to be specific about. However you want I guess.1 point
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Vanilla The Skiritai Commando Rush heavily depends on metal. If you can find a way to starve your opponent from having them, then you're good to go.... Just in case, destroy his Market as well. No metal, no Commandos, no Phase 3, no Hard-hitting Hoplites. On your end, if you can find a way to distract the main army so that your Siege Elephants can destroy his base, do it. Delenda Est Search and Destroy as many Mess Halls as you can. Keep those Hoplite population to a minimum. I think I'm going to present my answers in this format from now on.1 point
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Yes Spartans have a pop cap at 270 so you might have the edge on late game.1 point
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A thread each for: Weapons Helmets Typical building props1 point
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D295 (currently waiting on the review and acceptance of D517 (so as to minimise merge conflicts)), splits the Structure Tree code to make it easier to reuse the more generic parts of the Structure Tree code in other gui pages such as (as mentioned as an example in D295's description) adapting the "Civilisation Info" page to load civ/team bonuses, special technologies, heroes, etc. directly from templates which could thus lead to a purging of unnecessary information from {civ}.json files. Or, to put it another way, there are already revisions ready to be reviewed on phabricator that lead (in some way) to the proposed outcome, they just need to be reviewed. Now, admittedly we will very shortly be in feature freeze in preparation for the next alpha release, so merging of D295 will no doubt have to wait until after. But D517, being a bug fix, could make it in, so long as it is reviewed and accepted in time. @wowgetoffyourcellphone: As D517 was created in response to your remarks here, perhaps you would like to review it? Or at least confirm (on phabricator) that it fixes/remedies your problem?1 point
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Yeah, we need to make this civ. There's no question.1 point
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A quick tip regarding Delenda Est. Random Maps do not have farmlands, so farming will be considerably nerfed on random maps. Better to play the mod on Skirmish maps; I was able to add farmlands to every one of those. Oh, and Alpha 22's version of the mod is going to be so good. Much improvement over A21's mod. So much wow, you won't mind getting off your cell phone.1 point
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I have one such replay with Vercingetorix played on 2017-01-01(a21) 2017-01-01_0002.zip1 point
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Players: Grugnas, nigel87, LeGenDz, xPlague vs Liberty, imrobbyg, Achelao, maxticatrix Map: Mediterranean Size: Normal Pop Cap: 150 Duration: 56:36 Summary: Opponents were placed with an interesting pattern, alternatively one by one preventing any kind of help from allies without let their other flank defenseless. Despite the game quickly turned into a 2v4, as soon as the players had mutual knowledge of the placements in order to establish a profitable trade route (main source of resources in late game), the game had an unpredictable ending. Barrack trainable champions demonstrated again to provide most of the late game advantage, in particular Champions Swordsman Cavalry which as no rivals in open fields, at raiding and at capturing buildings especially when there are no infantry spear champions relying civs, erasing any players numerical advantage. mediterrean-0.21.zip1 point
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The problem you're having is with code added for D92 (which was literally just committed yesterday evening), that evidently wasn't tested fully. So, y'know, patch.1 point
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Actually I had started to rewrite all random map scripts to: Firstly remove their syntax errors (missing semicolons, whitespace, unused variables, unneeded variables, bad indentation) (see also RMS rewrite spam after some a21 freeze). Secondly remove code duplication hell (basically all old map were done by coping some other map, changing numbers and adding more code to it). For example adding a function to place berries, a function to render a city patch, a function to place the CC and initial units, a function to place initial stone and metal mines. (See also something stashed in some github repo). Thirdly fix resources collision bugs that can now be fixed in the new function instead of in every map individually. For example initial mines can be placed in trees, mines or berries (since the angle where they are placed is hardcoded and there are no collision checks at all ). On stronghold map even in the neighbors CC. Fourthly profit from the cleanup by easily extending the features. For example nomad and survival are very enjoyable gamemodes, but they only work on two maps each. Instead, we can add an individual gamesetup option for these two modes, so that they can be played on every map! (Checkboxes, not a victory condition dropdown choice, so that we can combine things arbitrarily). Survival mode would be similar to this proposed "capture the flag" / "capture the military colony" gamemode in that it's RMS implementation could be optional. The map may or may not place some TriggerPoints. If there are some, place the military colony / survival waves there, otherwise find a place that is far away from the players (respectively very close). See also the regicide gamemode script that places the hero near another unit of the player (and garrisons the @#$% if that unit is a ship). The nomad mode however needs RMS involvement to skip the placement of initial resources (and place proportionally more random mines). (Placing starting entities and them removing them after the fact sounds terrible). Scenario maps are supposed to be inflexible. The map determines the modus operandi, so it should also place these trigger points if it choses the colony / survival mode. (A scenario map could also come with custom survival / colony scripts and disable the generic scripts). The map would also has to decide whether it is a nomad map or not. Skirmish maps are created in atlas, but their gamesettings are open to changes. The SkirmishReplacer is used to switch the entities placed in atlas with the equivalent of the civ chosen by the player. We either completely outrule nomad on Skirmish maps or remove all replacable structures from the map. (Since the SkirmishReplacer part is done before the first turn, it wouldn't appear too bad). The survival / capture mode would have to be implemented by adding TriggerPoints to each map. So the lucky one to implement these three gamemodes has to rewrite about 70 random maps 4 times, edit 50 skirmish maps once and add 3 generic triggerscripts. Seems feasible in few sleepless nights.1 point
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The thread is only few days old an already didn't find it anymore. I think we should have some tickets, though we should figure out some details prior. Some gamemodes seem to be suited more for a specific map than a victory condition. For example for "King of the hill" you would have to add a building to the selected map - but how do you figure out where to place that? So either add one map with that building and move the defeat/win mechanism to a TriggerScript, or change all maps to optionally place that king-of-the-hill building (not sure how to do that with scenario/skirmish maps, but likely possible as the civic center / iberian walls are placed there as well). The "invasion" mode has the same issue.1 point