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This is something not mentioned in literature, or something that widely proliferated, but never the less it does show up enough times. What do you think about implementing such a utility for a Maurya horse upgrade or tech? It's not attached to the saddle like a modern stirrup, but a long rope, leather, etc. of sort with a loop on the two ends. It could be a rather unique upgrade to the Mauryas supported by evidence. Some examples I've found. References are Sanchi, chandraketugarh, kulu vase, bhaja caves. I should say though not widely used across the board in each and every horsemen like later stirrup. It shows up in various parts of the subcontinent, so it spread widely enough.3 points
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Hello Folks, A24 has already a lot of gameplay changes and more a-coming, most of the time it's not feasible to test the change values before committing so playtesting plays a vital role in fine tuning the specifics. I am asking here who's interested in helping playtest efforts. The gold test usually is a competitive match between the best players, since they are the most probable to exploit the meta, but TGs are fine too, especially for the more general changes (boom, engagements, siege). Thanks!2 points
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link to valis video: Final version. This was supposed to be a random rant turned too long by me but it changed into something different. I spent some time to clean it up well grammatically and in terms of coherence. This should very easy to understand i removed 99% of all of the grammatical errors and all the incoherent or hard to understand parts have been removed or fixed. I also separated the sentences or groups of sentences by either general theme or just for simply making the parts maybe difficult to some to grasp have separations per sentence so you can think about and see each sentence more easily. DISCLAIMER!: I understand that just because you don’t follow these things doesn’t mean you don’t know them I know 0ad is mainly a sport about mental endurance ,multitasking, reflexes/micro and stability 0ad skill is very mildly related to the intellectual capabilities of a player. mentions not scouting (mortal ,stupid easily game ending ,irresponsible)mistake <3 mentions wood food balance fix basic idea (send units to lacking res from floating res) mentions too many units on wood line <3 don’t overload wood line to reduce units wasting time from bumping into each other and also the eventual walk/idle time caused by moving to the other woodline with so many units. depending on woodline size start a new one based on woodline size/men on that line. I guess that needs intuition. Here’s an easy to remember general rule of thumb: small woodline : get new storehouse placed on a different woodline for future woodcutters to walk to when spawned when unit count on that patch=20-25 med/large=25-30 and try to keep units on a single woodline for as long as possible. Do that so they don’t waste eco while walking to new one. Of course in extreme cases u might want to only keep 10-15 on woodline or even up to 45 but place 2 separate storehouses for the huge woodline u got 45 men on. prevent issues by following the heuristic above. mentions wood tech for nubz try your best to get the wood tech when you have between 20-25 units on wood. for experienced players from what I recall do your best to time getting the tech so that when its ready around 23 units are on wood. for food 6 farms for nubz and for experienced around when your going to have 6 farms or later. later is fine just get before placing the 7th farm) mentions "ego p2-ing" <3 which means p2-ing just to tell yourself that you p2-d at 100-120 pop and thinking like this is a very nub idea. pretty much almost literally only reason you p2 in the first place is that at around 100-110 pop or something approximating that spending the insane cost of 1000 food/wood to unlock the costly but very important p2 15% eco techs for food and wood is necessary for optimal eco development. you should be able to instantly get all techs you spent 1k for the simple privilege to unlock upon reaching p2. otherwise extremely wasteful to p2. if you messed up and can’t afford to do what’s mentioned above: balance out food/wood as fast as possible to p2 while keeping some wood/food to keep barrack(s)/cc active. Its wasteful to keep production buildings empty. In a standard build you need to float 550 wood and 200 metal so that upon reaching p2 you can get the food/wood upgrades asap. There are exceptions to this for example it’s often not worth getting food upgrade when pto because 25 food costing men so you need less farms. Less farms means less advantage gained from % increase of total unit productivity which makes it not worth it as since 200 wood 50 metal is worth it for 30 women on farms 300 wood 150 metal isn’t worth it for the same amount and you very likely won’t get more than 6 farms with your main solider unit costing half the food. Logically you’ll probably use a bit more than half the farms you’d normally use with the bit more being used for women and more food costing units you train in minor numbers. this is a relevant general rule of thumb everything is situational and can change based on various unique factors that occur during every match. Other important reasons to p2 exist, mainly if you are going to do a large rush it’s great to match phasing up to engaging the enemy as the 20%+ hp advantage added with unlocking the techs, more territory and more unlocked buildings can be a huge motivator which can easily allow you to p2 even at as insane pops as 60,70. mentions barrack overload one of the ways to balance eco when you already nubbed overdoing wood/stone is by slightly overdoing barracks but of course not good to be in that spot but it’s a good improvisation option (jc and wendy overdid too much though even with gauls needing to get more barracks for optimal eco because cheaper than normal barracks both build time and cost wise) mentions rotating buildings for efficiency (important should be auto in your mind) repeatedly cries about wood walk time reducing efficiency of like 20-30 units by 2x/3x XD talks about mine storehouse count there’s a square collision point on metal and stone in relation to the animation orientation that you can memorize if you are insane. Pay attention to that by looking at the shape of the collision line of your units mining and use that for placing the second and the third storehouse. if necessary I’d say eventual 2 per mineral is a must or 2-3 total if some storehouses are used by both metal and stone miners.do this for max efficiency especially if getting p3 techs for the minerals. Potentially you could place up to even 4 storehouses per mineral maybe this is viable when you are p3 with all wood techs with wood being cheap and want to maximize mine efficiency with this insane fashion in this case each storehouse would accommodate 8 units with virtually no bumping into each other issue. If you do the 4 storehouse strategy get 1 woman per 7 men so 1 woman in each of the 4 batches of 8 to perfect the mine rate. mentions proper fort positioning relevant AsF easy rule to follow is if your placing on risky spot get 1-3 towers like a defensive frame way ahead of fort placement spot first so you secure it. If you get on medium risk spot you can get outpost with vision upfront or put few units way ahead to just patrol around where enemy might come from to deny your fort. these units can be ranged infantry not necessarily cav. Place outposts that have vision tech at the obvious potential enemy attack line spots. Scouting literally all the time throughout the game so you can tell how many forts enemy has, the weak spots the enemy has ect. so you can predict enemy actions like a siege attack you can counter with prepped anti ram. This is extremely underrated. underdoing late game barracks also exposes you to significant risks from small attacks. You could’ve dealt with these attacks with extreme ease had you have had 7 or even more barracks at that time with 7 barracks you can make 14 cav in like 20 sec enough to counter several rams assuming they are alone or other siege guaranteed while with having 3 barracks you will never be in time. That’s assuming you had outposts and saw them coming. mentions wounded unit retreat to heal. Nice! I have "O" set pretty low like below 40% like 33% so you can select really wounded units without overdoing it. cata area dmg is insanely op. Cata cost per dps vs mass of units if an infantryman rate is "x" cata rate could be 10x or even 15x especially vs ranged inf and you can target ranged inf behind mele because you have to micro each attack with shift click anyway with cat as cat target buildings automatically. Catapults are far more op than bolts which would probably be 5x-8x or something but bolts are faster in movement and unload of course. You can also snipe ele/heroes to neutralize heroes early on during a fight or take out enemy crush dmg unit significantly crippling enemy capacity and removal of elephants allows for easier use of units weak to crush damage which deal crush damage as elephants are extremely resilient vs crush damage and deal a lot of crush damage. Anyone who thinks when seeing obvious stupid mistakes from someone that the player wasn’t intelligent enough to have thought of the issue should know that 99.9% of the time its just confusion from brain overload that causes the mistake. 0ad is a very intense game so it’s not surprising that some days you are much worse at playing than others. Even "good" players make insane mistakes because of simply low stamina(at that time)/brain juice. Maybe they feel tired that day(week’s ,month’s) or are feeling off and that’s an easy to cause skill drop cause. It’s true that top 3-5 players are insanely stable and competent physiologically in sustaining proper functioning for long periods of time in a stable manner but don’t think that everyone is like that. It’s a big mistake to assume that everyone functions in the same way you do. It is also extremely self centered and arrogant to think so. everyone doesn’t have same capacities ,weaknesses or potential. For those stable ones their gameplay in several matches skill wise is extremely similar they can’t really play much better or much worse than their average skill level although even they can get really weakened significantly from getting sick or in any other way suffer anything that weakens you physically. These types off people are the best at reaching the top of 0ad. number one issue stopping people from improving in 0ad is physiology. yes it’s fun to think of 0ad strategies and non-simple matters but what really matters for being a good player and nearly practically completely decides your skill is: physiology. Stamina 45%-self explanatory multitasking efficiency 22.5%-extremely low cost in stamina to be aware constantly, of many extremely simple variables. micro22.5%-reflexes in fighting and micromanaging basically anything that requires lots of clicks, timing or reflexes. then comes probably the (areal)awareness 5%- real time awareness of your future potential and theoretical plans: strategic building placement, enemy unit(s) theoretical position awareness based on units speed and last seen position, knowing all likely enemy’s future plan(s)(for example if they didn’t scout and they are a competent high rated player you know they won’t risk attacking a point that as far as they are concerned will be highly secure), mineral(s)/woodline(s) position awareness ect. key point awareness. (areal)awareness5% also includes the skills of "trapping" unit(s) with same speed units or slower, map control, woodline/working men positioning, attack planning, scouting, outposts, targeting enemy awareness(targeting enemy scouts/outposts). the % of relevant stats for a player might be mildly confusing but I think I wrote it quite clearly and it should be understandable .Of course not all pros are just good at those specific proportions for example Valihrant is highly reduced multitasking(10%+?) but insane micro his endurance is huge but slightly less than feld and borgs I’d guess 5%- less(5% of the borg/feld total stamina) although right now I’m sure his stamina is even larger than those 2s stamina as those 2 don’t play much recently. He is unmatched in micromanaging things and sustaining this insane micro use with much less stamina cost than anyone else in 0ad. Although you could argue that maybe he is just incorrectly using his stamina by exhausting himself with extremely costly micro abuse. In that case maybe his stamina is 50% larger than borg or felds and he’s just not using it wisely but I don’t think that’s the case people usually naturally intuitively lean in the most efficient direction as they progress and improve over time. You can tell while he plays he occasionally forgets houses ect. and during a game randomly keeps quickly turning to random usually multitasking tasks as if they were an enemy attack. An extremely high level multitasking player wouldn’t forget simple variables ever even in the most exhausted state as a high level multitasking player has such low multitasking stamina cost. An extremely high level multitasking player wouldn’t need to with such high speed/intensity manage his eco or adjust it as it would all come to him naturally. You can see in the way he thinks in commentary his style is really not about saving as much energy as possible with minimal micro/improvisation/high intensity and expending stamina in a calculated manner. Stuff like being aggressive, constant high intensity high harass often with small amount of cav exchanging your stamina for enemy’s stamina with the one with superior micro suffering far less in stamina loss but this has no other ulterior motive like a clear strategic plan towards victory) ect. The few cav often highly outnumbered by enemy woodline forces stands no chance of directly attacking the enemy or scaring enemy off the woodline making him lose position thru simple proportion of strength its simply human error based play not error of something relating to intelligence but of something simpler, micro. This isn’t multitasking as the tasks that are often optional but are still preferred. The tasks are too complex and frequent this is all conscious all on the surface of the mind at once functioning in conscious clarity aka micro. More like fighting or playing basketball 1 one 1 or a primitive FPS? than lets say umm what preserves alot of capacity for a calculated use? a caveman hunter gatherer? I’m getting off point... There’s a strategy style of defense : defend ,progress with perfect security and look for an opening, an advantage to expend your saved capacity through and there’s a strategy style of offence : keep attacking and exhausting the opponent wait for HIM to make a mistake you can take advantage of to secure the victory offensive style. Of course most players fall in the middle. If i get a total of 5$ worth donated here i'll write a 500 words of content relating to something interesting in 0ad in same or superior quality to this essay. For any requests also PM me here on forums. When you send an amount send a wierdly specific amount > pm me the amount and suggest a topic which i might pick based on donated amount and the subject suggested. Monero - 84iSSAx1H6mWG7z49sgcBe7ZWfLHoQp4TCMcpnq94KZpGPKqRehMZ8LeKMpADRaiCEMSJKmcueLU1HLtPTqu6nDQRQDNU9o Bitcoin - bc1qtgl8mr6f6fcdgj5x92vd37jhvceft7e4j06g3d2 points
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Balancing civs is trivial, just have a unit type, let's say jav cav, be OP enough and make it available to all civs and you are done. The above is a solution but it goes to show that balancing civs may well be undesirable or far from the only goal. So when is balancing even relevant and who is even qualified to talk about imbalance. Just recently I saw a match-up on yt where a much better player beat a weaker player and the conclusion of the commenter was civ a stronger than b. In my opinion the game would have ended the same even if you doubled the gathering rate of b by a factor of two and reduced build and train time by half. Except for pro players which can constantly play a good game a good run vs bad run is far more relevant than whether civs are balanced or not. I mean what's the point in talking about balance when you struggle to even reach pop cap 25 minutes into a sandbox game? So let's assume we have two players both able to reach 300 pop in well less than 20 minutes, one knows to dance the other not. Balancing civs is still irrelevant. My point is unless you are one of the few who know to use and abuse the game at it's limit you shouldn't care. What do those 2 or 3 dozen players which can be counted as pro players need for the game to be interesting for them as well? A few none identical civs which each supports multiple strategies at roughly the same level will do just fine. If for a release a certain civ is considered game breaking just ban the civ by convention from rated games or tournament rules and be done with. For rated games enforcing mirror match-ups on balanced maps might be another way. Going back to the original topic, why force tiers in the first place? If we check the earlier linked video those tiers appear naturally. So the act of introducing official tears with support in the code can be considered an act of over-engineering. The release cycle is also a reason why you guys face such pressure regarding balancing. If it goes wrong it will be wrong for the next 2 years or so. Let me delve a little into what I consider wrong about the release policy as it may be called. Alpha means it builds and runs for the most part. Basically what trunc should be at any point. Just any snapshot after minimal testing is worthy the label alpha. In my opinion a reasonable version scheme would be a major of 0 to indicate the intent of further enhancing the engine and getting rid of some major issues. Then the minor for the next release would be 24 and patch level 0. So the next release would be 0.24.0. There can be an alpha/beta release thereof. If so feature freeze trunc and publish the binaries and source release and give user and packagers time of like 2 weeks to report release blockers. If appropriate tag the release and create a release branch. Then do a patch release once it's evident that game balance is screwed. Other than balancing changes apart from the obvious bug and security fixes there can also be changes to art or even new maps could be added. A patch release just mustn't break mods. To sum up, there only needs to be a subset of civs that can be used for pro players in competition, which can just as well be empirically determined after the release and balance issues should they crop up should not be cemented for such a long time. Well, I spoke a lot in little detail about a rather complex topic but hope it a least shows a different possible take worth discussing.2 points
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Personally, I'm against the idea of combining civs and against the idea of civ brackets/tiers. I think we are all thinking about this is the wrong way. We don't need to be thinking about the factions as a group. In fact, that's the one aspect of this game we should be ignoring. Scenario Think of a matchup between Britons and Seleucids. Each faction is quite different from one another. However in this matchup, it is not very important to compare the two civilizations in terms of historical accuracy. We should be comparing them based on the environment. Each culture developed a style of warfare that best suited their environment In a heavy wooded map, the more flexible Britons have an advantage over the large and clumsy formations of the Seleucids, but in an grassland, the tables flip. Now the powerful Seleucid formations and cavalry would shred the Britons. Conclusion We need to be thinking more about the environment that we put the civilizations in. More deliberate map design, with areas that all factions can excel in. Currently, our maps are based on locales, which is hindering balance by favoring the native culture. Thinking about the scenario above, imagine a map with both heavily wooded areas, and open areas/ pathways. Now the question doesn't become which faction is better, it becomes a question of how well can each player utilize the map! How well can they force engagements on terrain that favors them? Obviously we would still need to keep an eye on the exact stats of techs and units for each faction, but if we build the maps right, we can still allow these unique matchups that make this game great! Open areas for the more formation focused civs, wooded areas/rough terrain for more flexible civs. Flat areas for cavalry civs, and terrain height for ranged based civs. Most RTS titles focus on how well you can micro your economy and armies, but map utilization is rather minor. Players usually play "on" the map instead of "with it!" This is what could give 0AD an identity and make it unique from other RTS titles! As an added bonus, it would allow for more factions to be added without making balancing a nightmare! Addendum Now, we still need to consider the factions as individuals. I'm of the opinion that we should make sure that each one feels unique. We don't need Starcraft-ien levels of unique, but think AOEIII WOL mod levels of unique. Each faction should have a preferred playstyle and a preferred unit roster, and it's out goal as balancers to make sure to emphasize these preferences. Spartans should be a infantry heavy faction, Carthage should play defensively, Kush can build tall, and the Seleucids can build wide. By emphasizing these preferences, players can really get a feel for the differences of each faction, and they can find the one that matches their playstyle. This can be done through more unique techs, faction bonuses, and possibly with re-thought rosters. Combining all these thoughts would make this game a great game of tactical skill. The player must not only take advantage of their civ's unique strengths and understand their weaknesses, but use the map and the environment to help make sure they fight on their terms.2 points
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I found .dev ppa and made this. Markdown file here0 A.D. a24 SVN Current Changes.md 0 A.D. a24 SVN Current Changes Build: Jul 26, 2020 (23898-development) General Credits is added to the main page. Many Languages are added. New Kushites background. Panel Slide has smoother animation. Structure Tree is smaller and centered. History is now called Civilization Overview. FXAA anti-aliasing, game-setup new player notification, snap to edges (3 people can stand between) for buildings and multiple control group membership is available in Options. Game-setup Now able to reset Team with one click. World population cap (shared between all players) is available to a maximum of 1200. Ceasefire setting is now a slider. Bot configuration shows the gathering rate and trading gain altered for per difficulty level. In-Game New appearance, sound effects and music. Champions are cheaper and prior to Heroes in production panel. Advance/elite techs changed. Gather penalty decrease from- 50% to -30%. Health decrease from +20% to +10%. Siege Workshop is available for every civilization. Fortress can no longer produce siege engines. Loot 20% the cost of structures (wall gate 10%) and 10% the cost of soldiers (mercenaries are looted as normal units). Heroes remain 10F/25M. Ships aren't affected. Expertise In War no longer causes +20% training time for mercenaries, but cost 600M instead of 200F/300M. It no longer takes the Greeks and the Hellenistics 10% more construction time. A maximum of 3 embassies can be built, up from 2. No Mills for the Celtics anymore. Structures Village Phase House The Loom increases women's health by 100%, up from 50%. The Loom research cost increased from 150F to 200F. Farm Every subsequent gatherer works less efficiently. Corral Gauls and Kushites get a 75F livestock (might be a bug that 75F only get 100F in return). Wooden Wall (a24 Palisade) Walls Cost changed from 4W~13W to 4W~12W. Build time changed from 5s~11s to 4s~12s. Health decreased from 275~1100 to 220~1100. Gate Cost decreased from 20W to 10W. Build time increased from 5s to 6s. Health decreased from 637 to 500. "Tower" Cost increased from 5W to 14W. Build time increased from 8s to 14s. Health decreased from 825 to 770. Barracks Non-Celtic or Mauryas' Barracks cost 200W/100S. Archery Tradition is altered and is now available for Kushites, Mauryas and Persians: Cost 500W/300M. -10% training time, +8 attack range, and -10% attack spread for archers. Town Phase Defense Tower Some civilizations can upgrade it in City Phase. Stone Wall Walls Cost changed from 15S~28S to 12S~36S. Build time changed from 15s~45s to 12s~36s. Gate Cost decreased from 60S to 20W. Build time increased from 10s to 12s. Health decreased from 2550 to 2500. City Phase Wonder Cost changed from 1000F/1000W/1000S/1000M to 1000W/1500S/1000M. Siege Workshop Available for all civilizations. Build time decreased to 180s. Fortress Can no longer produce siege engines. New buildings: Artillery Tower Shoot bombards. Available for Athenians, Carthaginians, Macedonians, Ptolemies, Romans and Seleucids. Can be upgraded from a Defense Tower costing 150W/100S and taking 200s. Cost: 200W/200S Health: 1400 Ranged Attack: 35P/25C, Range: 20~78(+14), Interval: 5s Circular Splash Damage: 25P/5C Armor: 25H/30P/3C Garrison Limit: 5 Projectile Limit: 2, Default: 1, Per Unit: 0.2 (garrison 3 units to get the second shot) Loot: 40W/40S Only armor upgrade works. Bolt Tower Shoot bolts. Available for Athenians, Carthaginians, Macedonians, Ptolemies, Romans, Seleucids and Spartans. Cannot be constructed directly. Only can be upgraded from a Defense Tower costing 100S/100M and taking 200s. Health: 1400 Ranged Attack: 55P/5C, Range: 15~84(+14), Interval: 4s Linear Splash Damage: 12P Armor: 25H/30P/3C Garrison Limit: 5 Projectile Limit: 2, Default: 1, Per Unit: 0.2 (garrison 3 units to get the second shot) Loot: 40S/20M Only armor upgrade works. Rampart Tower Archers can garrison to shoot on the towers. The rampart doesn't protect them from ranged attack. Only Available for Mauryas. Cannot be constructed directly. Only can be upgraded from a Defense Tower costing 150W/70S and taking 200s. Health: 1200 Ranged Attack: 12P, Range: 10~76(+14), Interval: 2s Armor: 25H/30P/3C Garrison Limit: 20 (16 exposed) only archers Projectile Limit: 7, Default: 2, Per Unit: 1 Crenellations doesn't increase the Projectile Limit. Units Woman Gather rate increased from 0.8F/0.7W/0.3S/0.3M to 0.83F/0.7W/0.35S/0.35M. The Loom increases their health by 100%, up from 50%. Infantry Citizen-Soldier Gather rate decreased from 0.6F/0.8W/0.5S/0.5M to 0.58F/0.75W/0.5S/0.5M. Infantry Archer Damage increased from 6.0P to 6.7P. Movement speed increased from 9.9W/16.5R to 10.8W/18.0R. Archery Tradition is altered and is now available for Kushites, Mauryas and Persians: Cost 500W/300M. -10% training time, +8 attack range, and -10% attack spread for archers. Slinger Damage decreased from 9.5P/1.0C to 9.2P/0.9C. Javelineer Movement speed decreased from 12.6W/21.0R to 10.8W/18R. Spearman Movement speed increased from 8.5W/14.2R to 9.0W/15.0R. Pikeman Movement speed increased from 7.0W/12.0R to 8.1W/13.5R. Swordsman Movement speed decreased from 9.4W/15.7R to 9.0W/15.0R. Cavalry Cavalry Javelineer Movement speed increased from 17.5W/29.2R to 18.0W/30.1R. Cavalry Spearman Damage decreased from 6.0H/5.0P to 4.0H/3.0P. Interval decreased from 2s to 1.25s. Movement speed increased from 19.3W/32.2R to 19.8W/33.1R. Cavalry Swordsman Cost changed from 100F/30W/20M to 100F/40W/10M. Movement speed increased from 21.1W/35.1R to 21.6W/36.1R. Cavalry Archer Movement speed increased from 17.5W/29.2R to 18.0W/30.1R. Siege Engines Bolt Shooter Movement speed decreased from 8.1W/13.5R to 8.1W/8.1R. Siege Catapult Movement speed decreased from 7.2W/12.0R to 7.2W/7.2R. Battering Ram Movement speed decreased from 8.1W/13.5R to 7.2W/7.2R. Cannot attack field or organic units. Siege Tower Movement speed decreased from 6.3W/10.5R to 6.3W/6.3R. Champions Infantry Now cost 80F/60W/80M. Movement speed changed to 9.0W/15.0R for melee and 10.8W/188.0R for ranged. Cavalry Now cost 150F/80W/100M. Movement speed changed to 19.8W/33.1R for melee and 18.0W/30.1R for ranged. Cavalry Spearman Damage decreased from 12H/10P to 8H/6P. Interval decreased from 2s to 1.25s. War Elephants Basic cost is now 300F/200M. +10% value (cost inclued) for Mauryas and Seleucids, -10% value for the others. Movement speed increased from 8.5W/14.2R to 8.5W/14.3R. Heroes Infantry Movement speed changed to 9.0W/15.0R. Cavalry Movement speed increased from 16.6W/27.7R to 18.0W/30.1R. Cavalry Spearman Damage decreased from 24H/20P to 16H/12P. Interval decreased from 2s to 1.25s. Civilizations Athenians ̶A̶l̶l̶i̶e̶d̶ ̶s̶h̶i̶p̶s̶ ̶c̶o̶n̶s̶t̶r̶u̶c̶t̶ ̶2̶5̶%̶ ̶f̶a̶s̶t̶e̶r̶.̶ Allied Warships -25% construction time. Artillery Tower and Bolt Tower are available. Britons War Dog Kennel is removed. Now trained by Barracks to a maximum number of 20. Health increased from 90 to 110. Movement speed changed from 14.4W/24.0R to 13.5W/27.0R. No promotion. Starts with basic rank. Carthaginians Hannibal's Tactician (+1 capture and +20% attack within 60 meters) now affects allies. Artillery Tower and Bolt Tower are available. Light War Elephant. Gauls ̶-̶1̶0̶%̶ ̶r̶e̶s̶e̶a̶r̶c̶h̶ ̶t̶i̶m̶e̶ ̶f̶o̶r̶ ̶t̶e̶c̶h̶n̶o̶l̶o̶g̶i̶e̶s̶ ̶o̶f̶ ̶a̶l̶l̶i̶e̶s̶.̶ Allied blacksmith -15% technology resouce cost and research time. Farmstead New Tech: Harvesting Machine Cost 400W/250M. Requires Town Phase. Workers +15% grain gather rate. Naked Fanatic Movement speed decreased from 16.4W/27.3R to 12.6W/21.0R. Iberians ̶C̶i̶t̶i̶z̶e̶n̶-̶s̶o̶l̶d̶i̶e̶r̶ ̶i̶n̶f̶a̶n̶t̶r̶y̶ ̶s̶k̶i̶r̶m̶i̶s̶h̶e̶r̶s̶ ̶a̶n̶d̶ ̶c̶a̶v̶a̶l̶r̶y̶ ̶s̶k̶i̶r̶m̶i̶s̶h̶e̶r̶s̶ ̶-̶2̶0̶%̶ ̶c̶o̶s̶t̶ ̶f̶o̶r̶ ̶a̶l̶l̶i̶e̶s̶.̶ Allied citizen javelineers -10& resource cost. Kushites No extra mine. Civic Center New Tech: Monumental Architecture Cost 600S. Requires Town Phase. Moved from Large Pyramid. ̶+̶2̶5̶%̶H̶P̶ ̶a̶n̶d̶ ̶-̶5̶0̶%̶ ̶b̶u̶i̶l̶d̶ ̶t̶i̶m̶e̶ ̶f̶o̶r̶ ̶C̶i̶v̶i̶c̶ ̶C̶e̶n̶t̶e̶r̶s̶,̶ ̶T̶e̶m̶p̶l̶e̶s̶,̶ ̶P̶y̶r̶a̶m̶i̶d̶s̶ ̶a̶n̶d̶ ̶W̶o̶n̶d̶e̶r̶s̶.̶ Civic Structures +20% buildtime, +20% health, and +20% capture points. Blemmye Camp and Nuba Village Can be built in neutral territory with a 0.5/s territory decay rate. Temple Meroitic Temple Guard Damage increased from 11H to 12H/4C. Interval increased from 0.75s to 1s. Armor increased from 7H/7P/20C to 7H/8P/20C. Armor-piercing Axes (+30% damage vs. Champions and Heros) is removed. Sword class removed. Small Pyramid Cost changed from 300F/300S to 300S/100M. Large Pyramid Cost changed from 400S/400M to 450S/150M. Meroitic Pyramids (Civic Center +10% territory influence) and Patriotism (+15% gether rate) is removed. Exhortative Presence now provides +1 armor level and +10% melee and ranged attack damage within 70 meters. Monumental Architecture is moved from Large Pyramid to Civic Center. Grand Temple of Amun Powerful Priesthood no longer stack, only -5% health for Heros. Light War Elephant. Missing % for Nastasen. Macedonians Hellenic League (attack bonus and debonus vs. different civilizations) is removed. Artillery Tower and Bolt Tower are available. Champion Crossbowman can now be trained by Siege Workshop. Theracian Black Cloak can now be trained by Fortress. Mauryans (a24 Mauryas) Elephants -30% training time. Worker Elephant Can no longer constructs buildings. Now provides workers +25% build rate within 15 meters. Training time decreased from 15s to 14s. Elephant Archer Cost decreased from 200F/80W/20M to 175F/75W. Training time decreased from 15s to 14s. Movement speed increased from 8.8W/14.6R to 9.0W/15.0R. War Elephant Training time decreased from 30s to 24s. No upgrades in Siege Workshop. Heavy War Elephant. Persians Barracks Can train Hyrcanian Cavalry. Stable Cost changed from 200S to 200W/50S. Cavalry movement speed upgrades are also available in Stable. Bactrian Heavy Lancer is moved from Fortress to Stable. Hyrcanian Cavalry Cost changed from 100F/30W/20M to 100F/40W/10M. Damage increased from 6.5H to 6.9H/2.3C. Interval increased from 0.75s to 1s. Sword class is replaced by Axeman. Ishtar Gate and Persian Hall are removed. New unit: Babylonian Scythed Chariot Can be trained by Fortress. Same as Seleucids' one. Ptolemies No loot from free structures. Artillery Tower and Bolt Tower are available. Light War Elephant. Romans Allied infantry -10% training time, down from -20%. Army Camp no longer cost metal. Artillery Tower and Bolt Tower are available. Siege Wall Walls Build time decreased from 15s~45s to 12s~36s. Gate Cost decerased from 80W to 20W. Build time decreased from 12s to 10s. Health decreased from 1912 to 1875. Loot decerased from 15W to 10W. Seleucids Artillery Tower is available. Heavy War Elephant. Spartans Skirital Commando Health decreased from 144 to 121. Movement speed decreased from 10.4W/15.7R to 9.0W/15.0R. Gather rate increased from 0.1F/0.2W/0.1S/0.1M to 0.29F/0.37W/0.24S/0.24M. Loot changed from 7.2F/7.2M to 7.2F/5.76W/1.44M. Bolt Tower is available. 0 A.D. a24 SVN Current Changes.md1 point
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D2806 was uploaded two months ago (June 8), D2875 a month later (July 12), and this poll has been around for a few weeks (July 18), so maybe it's an appropiate time for the team to make a decision? It's a visible change, but necessary for future additions, and helpful for mods.1 point
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On Dev branch, Imperial Roman's templates/structures/imp_wall_long & imp_wall_medium error out. Will need changed over to TurretHolder & TurretPoints as previously done for the other civs. ERROR: RelaxNGValidator: Validation error: structures/imp_wall_long:1: Element GarrisonHolder has extra content: VisibleGarrisonPoints ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'structures/imp_wall_long'1 point
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Only two handed sword I've seen from ancient India is this. I have seen in relief images that look like two handed hilts though. You have to be careful referencing later Indian blades for this era. I made that mistake back then. This is a outlier of sort though. Most Indians swords had tight hilts made to use with one hand only. That doctrine was the same from the Maurya or pre Maurya era till the medieval era regardless of the shape of the blade. Outliers do exist of course.1 point
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Indeed it would be good to have two handed swordsman for India (Specially since Briton Longswordsman will be removed); should it replace the current champion maceman/swordsman? Thread with general Mauryan sword references: Some references of later two handed Indian swords: Perhaps a bigger variant of the current Mauryan sword with a falx-like grip?1 point
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Hopefully so. I ended up editing the priest to give him build rights for the Wonder to work around it. Doesn't make much sense really, but it works for now.1 point
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Fixed it! For posterity: I followed the suggestion from this comment from 10 years ago - 1) Install MacPorts 2) sudo port install libxml2 3) build libraries again I believe the project is probably missing a dependency in the build process for mac osx - as it seems the team has made an effort to not depend on macports and include all dependencies in either the build instructions or build scripts. I will attempt to reproduce this on another mac, and if it happens again I will file a ticket to track it.1 point
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By the way I still remember this reference: Arrian, Anabasis Alexandri: Book VIII (Indica), XVI. The Indians wear linen garments, as Nearchus says, the linen coming from the trees of which I have already made mention. This linen is either brighter than the whiteness of other linen, or the people's own blackness makes it appear unusually bright. They have a linen tunic to the middle of the calf, and for outer garments, one thrown round about their shoulders, and one wound round their heads. They wear ivory ear-rings, that is, the rich Indians; the common people do not use them. Nearchus writes that they dye their beards various colours; some therefore have these as white-looking as possible, others dark, others crimson, others purple, others grass-green. The more dignified Indians use sunshades against the summer heat. They have slippers of white skin, and these too made neatly; and the soles of their sandals are of different colours, and also high, so that the wearers seem taller. Indian war equipment differs; the infantry have a bow, of the height of the owner; this they poise on the ground, and set their left foot against it, and shoot thus; drawing the bowstring a very long way back; for their arrows are little short of three cubits, and nothing can stand against an arrow shot by an Indian archer, neither shield nor breastplate nor any strong armour. In their left hands they carry small shields of untanned hide, narrower than their bearers, but not much shorter. Some have javelins in place of bows. All carry a broad scimitar, its length not under three cubits (approx. 138cm); and this, when they have a hand-to-hand fight -- and Indians do not readily fight so among themselves -- they bring down with both hands in smiting, so that the stroke may be an effective one. Their horsemen have two javelins, like lances, and a small shield smaller than the infantry's. The horses have no saddles, nor do they use Greek bits nor any like the Celtic bits, but round the end of the horses' mouths they have an untanned stitched rein fitted; in this they have fitted, on the inner side, bronze or iron spikes, but rather blunted; the rich people have ivory spikes; within the mouth of the horses is a bit, like a spit, to either end of which the reins are attached. Then when they tighten the reins this bit masters the horse, and the spikes, being attached thereto, @#$% the horse and compel it to obey the rein.1 point
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You are right in connecting the environment to balance. To some extent more game mechanics need to be built into the game to make this possible. For example, chariots and horses need to be able to charge, but they should be hindered, or break formation, or lose health, when attempting to charge through a forest. Stealth tactics, where units can become invisible in some areas, are also a feature that would help play to the environment.1 point
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They really need some anti-ram unit, ram is not a proper ram counter. It seems there were sword cav units (Paeonian and Thracian Cavalry), were there enough numbers to justify including them? It seems that swords were also used as secondary weapons by some infantry, but making this work would open a can of worms (many other units had secondary weapons or dual-mode usage) Any of our in-house historians know of any unit that could fulfill the role?1 point