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Showing content with the highest reputation on 2018-09-19 in all areas
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I've mentioned it before, but I think every civilization needs a battering ram as the standard close range siege-equipment. It's not some kind of technological marvel that only the brightest thinkers of the ancient world could figure out. It's just a glorified log to smash down a door... (see the Xiongnu ram) As with many civ-specific details in this game, the fact that some civs have rams and others don't doesn't seem to be based on anything tangible/not based in history. It's rather a cheap way of differentiating civs. The reason this annoys me, like starting walls for the Iberians or free houses for the Ptolemies, is that they not only seem to be poorly thought out, but actual historical nuances between the civs that make sense are continually shunned for "balance" concerns.6 points
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I'm going to make some changes to rams and eles in DE based on some of the discussion here. Rams will be rarer and slower. An individual ram approaching your walls should cause you a bit of anxiety, while for the attacker their anxiety comes from using such an expensive unit. The same thing should occur with siege towers, but those are a completely different discussion and need custom code, imho. One thing's for sure: the era of massed rams should and will come to an end.4 points
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As I said in a previous thread, there is a hypothesis that Basque and Iberian languages are related. Basque has known some evolution to unify the dialects in one language. But the structure of the language and the etymological roots are definitely pre-indo-european. I think it is an acceptable compromise for the game to use it for the Iberians. And anyway, the Celtiberians had a different culture with a different language.3 points
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That's the point You don't understand units in Age Of Mythology If you don't know ancient Greek and Latin you won't understand what units in the game are saying. It's an historical game so we try to get the closest to reality Farsi will be fine for the time being But the end goal is their original language.3 points
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This would be so nice... The first slow projectile representing the actual digging of the tunnel, would generate a moving decal of disturbed earth until it hits the wall. The following projectiles could generate dust at the base of the wall, representing the actual sapping. Maybe this could be done by specialized one-time sapping units trained at the siege-workshop. Like, three grimy guys with shovels. One-time units, because, let's face it, those poor saps probably didn't have a high survival rate, and I assume it would make coding a little easier if they just die at the end of the attack. They would build a simple tunnel entrance, and then enter, disappearing from sight. Then it would be like 4 slow "bullets": one bullet for digging, generating the decal, and three bullets for each of the sappers. The first bullet only generates the decal. The following three bullets generate dust at the base of the wall. After the final "bullet" hits, the wall collapses (and your sappers die/disappear under the rubble, a worthy sacrifice). You would just task the sappers to attack a wall or any other structure of choice, and they would automatically construct the tunnel entrance at the same site siege-equipment would choose to unpack, out of range of the towers of whatever it's attacking. The entrance to the tunnel (looking like a small mine entrance) can be destroyed by the enemy, thereby killing the sappers (lack of oxygen). (the disturbed ground decal would slowly dissipate over time) So we need a code-charmer huh... Anyone feel compelled? I think most people want this. Also, units specialized at taking out rams, like sword units, shouldn't ignore rams on the battlefield. It's good that that ranged units automatically focus on organic units, but swordsmen should give equal priority to killing organic and inorganic units like siege and rams. This would do a lot to eliminate unnecessary/unnatural/annoying micro when there's rams on the battlefield.2 points
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Right, the ultimate meat shield, with trample and charge effects, etc.2 points
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Yes, it's a genuine problem for organic siege based civilizations. In fact, I know that whenever a elephant rushes, no one can stop it forcefully but in game, it always take a turn in response to a obstruction. Again, elephants can also cause a trample damage for nearby units (even the allies or own units), but this feature haven't been still implemented. So, it always seems to be disadvantageous to use Carthaginians, Kushites, Mauryans, Ptolemies, Seleucids. As, they have only Elephants for close sieging... Again, as the main topic of this discussion suggest that the excessive speed of a ram also make them more utilisable (probably more than the real history), so there should be a reduction in speed (at least, it should be less than the speed of a war elephant). On the other hand, a ram can't cause a momentum induced damage but an elephant can cause it. It will be better if the authority put such kind of modifications in their future releases.2 points
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Using hero to kill unprotected women in enemy base should not be the purpose of heros in 0ad ....2 points
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We should really feed our balancing changes into a ML algorithm in the future. Then add some KPI over the release the mods etc stating how good they were. And crunch all those numbers into something like you tried this and it messed up because of that. Could also find better numbers. Anyway about tunneling yeah an underground bolt shooter with what may look like a tunnel entrance as a special building could work We don't have animated textures with the exception of water which IIRC is a huge hack. That's one of the backlog tickets Of course one could animate a deforming tunnel but it will only look good on flat terrain.1 point
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I don't think elephants should be siege units per se. They should be spec'd as the ultimate battlefield melee unit rather than as a substitute for battering rams. Perhaps a bonus vs. gates, and then that's their only "siege" bonus. Sure, they could be good vs. buildings due to their high hack damage, but they aren't a substitute for battering rams.1 point
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@stanislas69 wow,I really loved settlers 5 also, the gameplay, the detail and even the storyline! I loved that one could build such an amazing town and also that there was fairly good combat too! I would personally love to see a battalion system similiar to that game in 0 AD (even as a mod). In my opinion the later settlers had nice town aspects but horrible combat1 point
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The former please. Patches are welcome (Which is the main reason it hasn't been done ) some people me included tried to add 4K support but failed.1 point
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I'd rather leave them as is. My point is that Basque is a language that hasn't evolved and that has no common roots with any other language and probably hasn't changed much for 2000 years it's a good choice even though it doesn't represent the whole celtiberian civilization it still represents a small part which is better than nothing IMHO. I totally understand your point though. Sure feel free to give a better name for that technology. Maybe @wowgetoffyourcellphone will have some ideas too. If there is a reasonable doubt we will see. Sorry for the long reply time I forgot.1 point
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here you can find replays of good players also you can watch replay of ur games with that guy who built ram in less than 14 min to learn how he/she did it https://wildfiregames.com/forum/index.php?/forum/468-alpha-23/ https://wildfiregames.com/forum/index.php?/topic/24650-0-ad-champions-cup/1 point
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so Hack the type of attack working vs rams? I thought its Crush because wiki says crush is effective for buildings and siege machines1 point
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althrough im new, i noticed typical game looks like players make a lot of archers for the back and a lot of melee for the front and they also include siege machines. my fav civs dont have battering rams so i send 5 elephants. my enemy sends 5 battering rams. battering rams take dmg from all archers and some melees and are alive. they crush building by building till they get CC. my elephants maybe crush one building then die from archers either ungarisoned or garrisoned in fortress (elephants are very vulnerable for arrows) (actually thats why i gave up on crushing fortress with elephants, its never worth it, all your elephant die just from 20 garisoned units, while one battering ram would be enough in this case to take down fortress). one battering ram can take as much damage as siege tower can or even more? and he has 5 of them, and they crush bases at insane speed. i also had 5 catapults in base just to counter rams but they deal much less damage than rams that i barely killed one ram with 5 catapults (and they were firing constantly). enemy dont even need to invest in infantry, they can use rams to block most of damage and no matter what you do you are in losing position even if you win the battle with him you wont kill 5 rams in time. (even if you win battle (i mean kill most of his human units) he will get your CC , next time he will get CC and barracks, progressing in each attack even if you had advantage in eco and army (and thats because you usually dont have enough firepower to kill even half of his rams, well I have the units but they dont do dmg)) maybe im missing something but my barracks have 0 swordsmen and pikes+spearmen+archers do very low damage to rams.1 point
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This would mean that inside the tower, a slinger clad in cloth and armed with a knife is equivalent to a champion swordsmen, armed and armored to the teeth. Sounds very wrong to me.1 point
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My suggestion: for example when you order your troops (lets say 100 warrior) to invade a tower which for example has 10 warrior garrisoned inside , and you already upgraded ladder option for your troops 1- it should takes time your troops put ladder on tower (lets say 10 second) 2- troops cannot go inside , fast and all together (lets say , 2 warior every 5 seconds ) 3- we dont need to show what happen to those wariors inside of building, for each warrior reach inside we kill a warrior inisde of tower ... for example for every 3 attacker warior 1 garrisoned unit reduce (killed - both killed) Actually this upgrade can help your troops to capture a building much faster when its garrisoned by enemy troops Tower also can have some upgrades to reduce the speed of attackers, increase number of casualties for attackers , (boiling water etc) Elephant can garrison in tower ? i didnt know then , it is dangerous for themself , attakers can start a fire and all garrisoned units will flee .. kidding In reality , when you garrison a cavarly/elepant in a tower , bascially you are not using the horse for example horseman will stand and defend the tower as a infantry right? also archers also may not use sword inside of building , so we can say inside of tower we have man to man melee fight1 point
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