Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2018-08-21 in all areas

  1. @user1 or @Hannibal_Barca Oscarhc89 - he was unranked, left a couple minutes after the match started. commands.txt
    1 point
  2. Another idea I had about rams, is make them have to be manned to be able to attack. And when they're manned they still shouldn't be able to attack units other than buildings. By making them slightly more inconvenient they should be made harder to kill. But just like in real life a battering ram would never be used against ordinary people, and if a unit is attacking the battering ram and there are not other units there to fight them off they would have to get out of the ram and do it themselves.
    1 point
  3. One more examples of a bug that became a feature You missed a nice pun there
    1 point
  4. We had not reduced it further than archer range (72m) because we didn't want people to surround it with 80 archers and get 0 damage while taking out the thing 1HP at a time. Next you're gonna say walls could get 100% pierce armor then, maybe, yes. To be honest I don't see the problem with the current balancing (other than spamming wall turrets without walls as seen on the Dizaka screenshot, which can be addressed by having non-arrow turrets depending on the density, but even that can be torn down with siege engines easily if the enemy doesnt have an sustained economy). That's already the case that they have to be manned before they shoot arrows.
    1 point
  5. IMHO, wall models should all be adjusted to be standard lengths, widths, etc. Same for the palisade walls, which should be brought up to the lengths of the stone wall pieces.
    1 point
  6. @Trinketos look at the post above plus look at my pull requests.
    1 point
  7. Hi, You need to change skirmish default units (https://github.com/0ADMods/pre-colonial-mod/tree/master/simulation/templates/skirmish/units) because you are using not existed templates: ERROR: CCacheLoader failed to find archived or source file for: "art/actors/units/nahuas/infantry_spearman_b.xml" Also I am getting this, I was not able to locate error source: ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/mex_cavalry_javelinist_b.xml" ERROR: Failed to load entity template 'units/mex_cavalry_javelinist_b' Have a nice day
    1 point
  8. @user1 @Hannibal_Barca Proof Auditurus: commands.txt
    1 point
  9. Another insistance today with another player: PezDorado I destroyed him and then he just exit without resigning. @user1 and @Hannibal_Barca commands.txt
    1 point
  10. New commentary analysis. Feedback welcome, cheers
    1 point
  11. I'd call it an additional option, because we have some custom things. Brew can be an alternative option in case we remove these custom things.
    1 point
  12. I believe @wraitii is using brew though. Maybe there could be an alternative option.
    1 point
  13. Just my two cents on the pierce discussion. While spears do obviously have the same attack function as arrows, melee combat has enough nuances that I don't think that it qualifies for them to have the same type of attack. For that matter, the predominant way for a legionnaire to attack was by stabbing, but they don't get pierce attack. The basis for how easily units can defend against projectiles should mainly rest on the shield they use followed by their armour. If I were to calculate the ranged and melee armour of units, I would have a shield and armour value for them based on the type of shield and armour used. For melee attacks, the shield value would be halved and with melee attacks, the shield value would be the total amount for ranged attacks. Any attacks that get past the shield then make their way to the armour, which again detracts from the attack. If concepts like flanking are introduced on a unit to unit level, it could become even more nuanced. Also, I think that the wall use in that way demonstrates that there should be a change in how they function. I would recommend making the turret aspect an upgrade to wall connectors. Prior to that point, ranged units would have to man them like walls for any effect.
    1 point
  14. Why are they in a mod and not in the game? Yes definitely. A very important plant for the Egyptian maps.
    1 point
×
×
  • Create New...