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  1. Hello ! I have seen plenty of feedback and complain about A24. So I will share with you my personal feedback, I hope it will be constructive and maybe help some people to understand the new Alpha. Some point can be redundant with other feedbacks; I just want to be exhaustive (As much as I can), I don’t want to insist on any point. Civilizations strength and weakness : Athenians: A23 : Used to be a strong civilization due to Strong slingers, very good hero Iphicrates (+3 overall resistances) and black cloak for siege sniping and raiding. A24 : Seems a bit weaker due to weaker slingers, hero permanent death and no more black cloaks. Strength: Stronger building +10% metal gather rate per phase Iphicrates Slingers for low wood map Archer champions Weakness: All ranged infantry are based on minerals (stone/metal). Sword infantry trainable only in docks. -> Athenians weaker in A24 than in A23 (It’s OK, they were too strong) Britons : A23: Top 3 civilization, strong economic bonuses (population space on every building/building faster to build/rotary mill), decent hero, strong early slingers rushes. A24: Better balance, small economic bonus with building faster to build, Dog phase 1 strong for rushes (can easily deny all food income of your enemy), decent hero. Strength: Faster building Dogs Rushes (Good micro mandatory) Weakness: Weaker building Only rams as siege weapon -> Britons weaker in A24 than in A23 but still decent, harder to play, not a beginner civilization anymore. Carthaginians: A23 : Decent civilization, strong cavalry, very strong hero, variety of siege weapon make them adaptable to situations. A24 : Strong civilization, very strong hero, Strong archer, variety of siege weapon make them adaptable to situations. Very good team play: Hannibal Barca + international trade bonuses. Strength: Cheaper docks Strong hero International trade bonuses Massive Stone Walls (good option now due to floating stone) Apartment Weakness: Swordsman only as mercenaries -> Carthaginians stronger in A24 than in A23. Well balanced now. Gauls: A23: Top 3 civilizations, strong economic bonuses (population space on every building/building faster to build/rotary mill), strong heros and fanatic strong for raids. A24: Decent civilization, economic bonuses (building faster to build/extra food upgrade).Very strong power spike at phase 2 due to extra damage on sword cavalry en cheaper fanatic. New champions, Heroes easier to reach. (Cheaper stable and barracks.) Strength: Building faster to build Extra food upgrade phase 2, helps for the sword cavalry spam. Strong Heroes Strong melee cavalry (+15% damage) Strong team bonus Weakness: Only rams has siege weapon Weaker buildings -> Gauls weaker in A24 than in A23 but still decent. Harder to play, not a beginner civilization anymore. Iberians: A23: decent civilization mostly played for its team bonus, decent hero. Very defensive civilization. A24: decent civilization weaker team bonus, decent hero, Strong cavalry champions. Strength: Good hero Very strong champion cavalry (fire damage) Extra sword upgrade Revered Monument Massive towers Starting walls Very strong fire ship Weakness: No economic bonuses Only rams as siege weapon (Ok there is champion cavalry) No counter to melee cavalry phase 1 -> Iberians are stronger in A24 than in A23, They are more independent and don’t need to rely only on their allies. Kushites: A23: Worst civilization, even with decent heroes, economic bonuses (pyramids). Team bonus not useful due to weak elephants. Weak unique mercenaries, costly rank 3 healers. A24: Strong civilization, Decent heroes Economic bonuses (pyramid). Strong team bonus, Strong unique mercenaries, free rank 3 upgrade healer. Strong unique Axeman champions. Strength: Small Pyramid (+15% gather speed) Large Pyramid (+10% damge +1 resistance) Rank 3 healers Stronger rams Mercenaries maceman Champion Axeman Decent Heroes Archery tradition (+10 attack range for archers) Weakness: None -> Kushites are way stronger in A24 than in A23, many gameplay possibilities. Macedonians: A23: One of the worst civilizations no swords, no spears, useless heroes, no economic bonuses. A24: A bit better thanks to champion swordsman, New champion crossbowman (a bit weak can’t be spammed due to massive overkill) Strength: Phase 1 spear cavalry Variety of siege weapons Hellenistic Metropolis (Civic center +100% Health points) Stronger buildings Weakness: No economic bonuses No spear infantry (except champions) -> Macedonians Slightly stronger in A24 than in A23 but remain as a bad civilization Mauryas : A23 : Decent civilization (Very strong in nomad games), Heroes a bit weak, economic bonuses (Elephant worker), +10% population limit, only elephant as siege weapon (except expensive champions maceman and tricky rams) A24 : Very strong civilization, Heroes still weak, economic bonuses (Elephant worker), +10% population limit, Strong unique champion maceman, Strong Archer chapions, Strong elephant archer, Indian siege elephant, access to rams.(cheaper barracks/stable) Strength: Elephant Workers +10% population limit Elephant faster to recruit Indian Siege Elephant Extra Sword upgrade Archery tradition Unique Champion Maceman Strong archer champions (poison damage) Strong archer elephants Cheap Walls Weakness: None -> Mauryas are stronger in A24 than in A23 Persians: A23: Good civilization, slow start and very strong late game. Extra population limit, over powered cavalry, no economic bonuses, Average heroes, strong rams. Apadana (resources trickle) A24: Strong civilization, balanced cavalry, extra population limit, double conscription, strong rams, Indian elephants. Apadana (resources trickle), average hero, huge trading bonus. Strength: +10% population limit Archery Tradition Double conscription Indian Elephants Strong Rams Apadana (Resources trickle 1food + 1wood +0.75stone +0.75metal/seconds) +25% trade gain Weakness: No early economic bonus -> Persians have a stronger start and weaker late game in A24 than in A23. Civilization way better balanced than in A23. Ptolemies: A23: Top 3 civilization, economic bonus (free buildings), good team bonus, Strong heroes, strong army compositions, large variety of siege weapons. Very strong navy: Lighthouse, Juggernaut. Camel Archer Phase 1. A24: Very strong civilization, economic bonus (cheaper buildings), good team bonus Strong Heroes, strong army compositions, large variety of siege weapons. Camel Archer Phase 1. Standard navy. Strength: Cheaper buildings (-40% cost for house, corral, storehouse and farmstead) Strong heroes (and in Civic Center) Variety of siege weapons Stronger Bolt Shooter (faster less overkill) Library Hellenistic Metropolis Military Colony Camel archer at phase 1. Weakness: Swordsman only as mercenaries All ranged infantry are based on minerals (stone/metal). Spear unit only as mercenaries -> Ptolemies are slightly weaker in A24 than in A23. A bit better balanced but still very strong. Romans: A23: Strong civilization, good heroes, good team bonus, strong siege, very strong military camps, spear cavalry phase 1. No palisade and no economic bonuses. A24: Decent civilization, good heroes, good team bonus, strong siege, weaker military camps, spear cavalry phase 1. Now they have palisade Phase 1. No economic bonuses. Strength: Castra (Army camp) Strong heroes Strong siege Good team bonus Spear cavalry phase 1 Weakness: No economic bonus -> Romans are weaker in A24 than in A23. (It would have been great to have other kind of unit in castra than only melee) Seleucids: A23: Decent civilization, medium heroes, variety of siege units, good army compositions. No economic bonuses. A24: Decent civilization, medium heroes, variety of siege units, good army compositions. No economic bonuses.(no change overall) Strength: Free champion infantry upgrade Military Colony Hellenistic Metropolis Variety of siege units Good army compositions Weakness: No economic bonus -> Seleucids remain a decent civilization in A24. Better balance overall now. Spartans: A23: Good civilization, good heroes, strong women, skiritai and black cloaks phase 2 (huge power spike phase 2),the Agoge (+25% health to spear units). No economic bonus and population limit penalty (-10%) A24: Medium civilization, good heroes, strong women, no more population limit penalty. No more black cloaks and skiritai 25% more expensive. No economic bonus. Strength: Good Heroes Strong women (stronger than javelineer with loom) Stronger buildings Weakness: No economic bonus Only rams has siege weapon -> Spartans weaker in A24 than in A23. The change on the skiritai is a bit too much in my opinion. Overall balance: Lack of Metal: The current overall metal cost is fine for 1v1 when you have access to several metal mine. Contrariwise for team games 90% of the time you only have access to your starting mine (so 5000 metal). Economic upgrades: 1600 Metal Wood = 600 Metal Food = 600 Metal Stone ~ 200 Metal (1 or 2 upgrade, more is useless cause not enough mines) Metal ~ 200 Metal (1 or 2 upgrade, more is useless cause not enough mines) Forge upgrades : 4000 Metal Melee = 1000 Metal Range = 1000 Metal Hack = 1000 Metal Pierce = 1000 Metal Other upgrades : 5350 Metal Cartography = 100 Metal Cavalry = 350 Metal Will to fight = 1500 Metal Towers = 1000 Metal Siege = 1100 Metal Temple = 750(+600)Metal Trade = 550 Metal Buildings: 700 Metal Civic Center / Military Colony = 500 / 200 Metal Hero Building = 200 Metal Units: Hero = 400/350/300/200/150 Metal Champions = 100/80 Metal Mercenaries = 60/80 Metal Siege = 150/180/250/220 Metal Trader = 80 Metal -> Just for economic and basic forge upgrade you don’t have enough metal on your starting mines. New forge upgrades: They are way better than it used to be. Having same upgrade for infantry and cavalry allow a faster adaptation to your opponent composition. For example, your enemy is going full archer then just go melee cavalry to clean is army. A bit too expensive. Due to the lack of metal. Mercenaries: Very expensive due to the lack of metal. (only 80 resources but all resources don’t have the same cost) Similar strength as standard units but doesn’t gather resources. Costly Rank 2 upgrade. (they should be rank 2 by default and upgrade for rank 3) Faster to train -> Expensive unit for panic situations. Never used technologies and building: Theatron: currently way too expensive a barrack on the border is the same and at least it produces units. Outpost: useless in A24 Naval Shipyard: Units repairing ships are better and less expensive. Edict Pillar of Ashoka: hard to reach, expensive, not very useful because buildable only on own territory. Monumental Architecture: too expensive for a bonus/penalty upgrade. Persian Architecture: way better than Monumental Architecture but still an bonus/penalty upgrade. Spying technologies: 500 food + 500 metal + 600 metal is way too much expensive. A standard cavalry do better it cost only 150 resources and it can fight. Ranged Infantry Balance: Without any micro archers are stronger than javelineers and slingers Bigger range makes units easier to micro Weaker units (less Health Points) makes ranged unit even stronger. -> Archer units are too strong. Maybe give back the A23 statistics to the slingers and give 2 or 3 standard pierce resistance to the javelineers making them stronger against ranged units and still weak against melee.(like this all 3 ranged infantry are unique) Catapults: Catapult are way weaker than they used to be in A23, they are useless against units (which is great) they are easily destroyed by archers, they deal very few damage. However they are a bit too expensive : they are more expensive than rams and elephants. I suggest to reduce their resources price and also the population cost, 3 is too much currently 2 might be better. “Turtling”: The consequence of many change made turtling (staying on your base waiting your opponent to suicide on your defence) too strong. Building are way more deadlier than they used to be. Demography: Hard to keep a high population: Units have less Health points. (impact the overall balance) Units are longer to train. -> HP bonus per phase was nice. Miscellaneous: Slingers now use their ranged weapon to attack wolves! Ambriorix now is worth it ! No more penalty it’s great ! Hero permanent death, it will be fixed on A25 apparently. (Am I right?) Units turning : It avoid dancing abuse, which is good, but maybe the better ranged accuracy was enough. Slow down the game. Retreat is now similar to suicide. Trading ships : They are clumsy, they can’t be spamed. The trader garrison bonus is not enough. A trader + a merchantman should carry the same amout of resources between two docks as a merchantman with a trader garrisoned. Wonders: Doing the population limit bonus as a percentage is really great. Celtic population bonus in every building was too strong but it was a great to have. Instead of removing it completely reducing it would have been nice. Bugs : DDOS: Finishing a game is really rare. (balance issue is nothing compared to this) Lags: currently the game lags way too much making it not very enjoyable to play. (I wonder if a smart person can make a “cubic” mod to replace all 3D design/texture/animation by cubic shaped volumes without animation with mono coloured texture. To reduce lags) Graphical issues example: destroying animation of mauryan barracks is broken, half of the walls disappear. Pathfinding issues : Units are clumsy Units disobey Units have their own will Units auto focus : Units are automatically focusing palisade, field and walls. This is game breaker your entire army can be killed because they hate fields. Example : Units don’t protect siege units when opponent ungarrison building because they are attacking field or palisade or walls. Also for ship, a shore fight between 2 ships, can be unbalanced by the presence of palisade on the shore. -> Unit should attack (capture aswell) buildings only if they are tasked to. Philip V doesn’t have full description on the learn to play panel. Rank 2 units in castra are not specified in the description. Rank 3 Healer in PR’IMN are not specified in the description. Wrong hero description for Caratacos in French. Personal feeling about the future: I have seen some proposition on the forum about gameplay “innovation” and I feel like it tend to copy similar RTS games such as Age of Empire 2. For exemple the food decay, the scout phase 1, cavalry not able to hunt anymore, stable, siege workshop... I am a bit sad about that, this game is wonderful and unique. It can be improved with real gameplay innovation such as regenerative fishes, trees and berries. There is no need to copy other archaic games. In the other hand lately Age of Empire tend to do the same and copy 0AD innovations: Soldier able to build Dock used as resources deposit Units can be garrisoned in houses -> I hope it is just a feeling. To conclude, in my opinion it is great that many issues has been discovered on this Alpha, it can’t be perfect the 1st time but it can always be improved. It is mostly the negative part pointed out but the work done is really great! Overall it is nice to play on this Alpha! Thank you everyone who contributed to this project! Post Scriptum : I have seen lots of complain about this Alpha but note that everybody has access to the next Alpha on SVN, you can test it and give your feedback before its release.
    11 points
  2. https://code.wildfiregames.com/D3565
    5 points
  3. I like these. What if by building a Wonder you unlock a 4th phase ("Empire" Phase, possibly), which unlocks these kinds of über technologies? Maybe each structure can have at least one 4th phase über tech, which is unlocked by building the Wonder.
    4 points
  4. What about instead of the population bonus, wonders allow you to research one of three (cf. heroes) possible endgame technologies that are designed to end a close match: economic boost: 1500 food, 1000 metal, 500 wood for women: +50% carry capacity and gather rate, +25% construction/repair/walking speed for citizen soldiers: +25% carry capacity and gather rate defensive boost: 1500 stone, 1000 wood, 500 metal for buildings: +25% HP, capture points and capture regen rate, +5 HP/s regeneration for units: +25% HP, +1 HP/s regeneration offensive boost: 1500 metal, 1000 food, 500 wood for units (including siege engines, ships): +30% attack and +15% speed
    4 points
  5. Don't wanna hijack the other post from @wowgetoffyourcellphone but it got the ball rolling. so decided to make a seperate thread instead. My suggestion something along the lines of: A: Make Espionage exclusive to village phase but reduce the cost. Expand vision to support units of the player you selected to bribe. B: Make the amount of times you can Espionage limited to something like 3 times a game. Expand vision to buildings of the player you selected to bribe. Make it have a timer till the vision goes away again <- currently cant be modded, it would require some work on the C++ side of the engine.
    3 points
  6. The most iconic units are already in the game. E.g. it would be stupid to have Spartan hoplites only with a wonder, but there is (and should) not a better unit for Spartans than hoplites. Furthermore, new special units for each civ would need much more balance tweaking. My point was that depending on the special circumstance you are in game, you may not even profit much of a new special unit if it doesn't fit your situation and playstyle... I understand wonders could be made more exciting. I assumed to find a relatively simple solution that can be implemented and agreed within a relatively short timeframe, ready for the next release. I agree we lack changes on an overall perspective that takes the whole gameplay into account, but any attempts into that direction failed in the last years.
    3 points
  7. I find government corruption interesting, my country knows very well about it.
    3 points
  8. D: You can bribe all units in all phases, because everyone has a price but make it so expensive it will only be used few times in late game
    3 points
  9. Exactly! A 4th phase and special über technologies should be considered a special bonus granted by that wonder as a reward. This does not make wonder victory irrelevant...
    3 points
  10. Sounds like something you would only be able to see if you have bribed enemy units, maybe players will actually start bribing units then, lol. EDIT: For clarification, i mean the Espionage tech from CC
    3 points
  11. From the name "wonder" one normally expects more than just a little pop bonus. So some extra technologies that really boost your game once you have the resources to build a them seem like a good idea to me.
    3 points
  12. I will build them occasionally. No one really bans them anymore like they used to. They are often necessary to break stalemates but this usually only occurs in very long games And to answer OP's question, yes. They can be very useful for the pop bonus. Although they are less useful in a24 than before because they no longer give the the auto +10 pop bonus, so no real benefit occurs for at least 2 minutes after building even if you assume resource scarcity isn't a problem (although it usually is). So now it takes a long time to get the resources to build the wonder, a long time to get resources for the tech, and a long time to research the tech before you get any benefit. I would re-add the +10 pop bonus and/or I would increase cost and make the +20% bonus automatic. I didn't even realize there was a resource trickle until I looked up stats just now, so I wouldn't say it matters (especially because no one builds wonders unless you already have a ton of res)
    3 points
  13. A variant that wasn't discussed so far is to make the time of disappearance configurable. For instance corpses stay for 5 seconds (use slider for slider sake!). This way the the information corpses provide remain reliable while avoiding the visual oddity of the corpse limit approach. The performance gain would also be similar in most cases.
    3 points
  14. Know how there is a "max gatherers" stat? There can be a "max attackers" component. For structures we can make it rather large, like 80 for a large structure. But for units we can reduce it considerably. We can base it largely on footprint size. So, melee attackers attacking a target won't mill around and run around trying to get to the target if too many are tasked to the target, they will find a new target instead. And then also, archers will seek a different target if too many are already targeted. We could even go a little more granular with it and divide it up between melee and ranged max attackers.
    3 points
  15. A24 was released a few weeks ago and development of A25 started with 24939. The purpose of this thread is to keep track of what patches that affect gameplay or balance are proposed or committed for the next release (A25), as this thread did for the previous (A24). Please refrain from discussing individual patches here. The correct place for that is on Phabricator ( https://code.wildfiregames.com/ ). Each entry (below) has a link to the relevant page. All open gameplay patches can also be found with https://code.wildfiregames.com/search/query/MwAW9pins9Vt/
    2 points
  16. I feel like the game could use more event notifications. Possible options: "Enemy sighted!" includes a minimap flare "{playerName} has started building a Wonder." "{playerName} has finished building a Wonder!" Any other possibilities?
    2 points
  17. Honest questions: How many multiplayer matches actually include the construction of Wonders? How many competitive matches? Do they have a clear gameplay purpose? Are their current effects worth building one? Do their current effects make sense? Can they be made to be more integral to the late game?
    2 points
  18. My point is that changing it to all units or something instead of just traders means you would have like a 1/6 chance of seeing a woman in a field. And a 1/2 chance of seeing a solider fighting your own army. So about 2/3 of the time you would get useless information. Current structure means you would never get useless information as knowing where traders are is always useful. Edit: a change would be nice as the tech is basically never used now and it's a cool idea. But the most common suggestion is a nerf that would make it even less likely to be used in the future.
    2 points
  19. The current bribe method is supposed to be a bit risky. Sometimes you get actionable intel, sometimes you don't. EDIT: Right now, the downside is too likely. That's why I proposed to extend bribery to more unit classes, to increase the likelihood of actionable intel.
    2 points
  20. I'd say a "standard" bonus or effect for all Wonders (because as a "class" of structure they collectively mean something special), and then a "unique" bonus or effect for each civ. Perhaps building a Wonder and clicking the special tech button launches a choice UI (similar to Delenda Est's hero choice dialogue or Age of Mythology's minor god UI) that the player can now choose their bonus. So, all Wonders = +10% to pop cap (or whatever), then if you click the special tech button in the Wonder UI you get a popup with these choices: Carthage = Choose Triple Walls bonus (all existing Stone Walls--except gates--+300% health) or unlock Xanthippus of Sparta hero that benefits mercenaries greatly. Athenians = Choose "Delian League" bonus, whatever that is, or "Iphicratean Reforms" whatever that is. et al. Point is, you get some choice and this choice is done in a special way that no other choice in the game is presented.
    2 points
  21. I got that. I just cannot think of 13 units where each of them is new fits to their respective civilization (maybe you didn't mean that by unique) is so game changing that they deserve a wonder to be built Agree, we could integrate more utility units into the game. But I would expect more from a wonder than utility... Maybe you can list some, then I won't guess and misunderstand anymore... If you talk about my badge - I am glad I received it, but I'm still no dev team member and independently from that it is a bit out of place to derive work obligations from that... Furthermore, under economic aspects (value to effort ratio so to speak): the proposed technologies could be provided in a matter of hours... Whereas designing 13 new units is only possible if there is collaboration of several people (with most likely at least 1 dev team member)... As I said I wanted to provide a solution that is feasible in the current environment of gameplay/balance development. I have seen too many theories, wishes, proposals that just added to the pile because no one was there to implement them.
    2 points
  22. An idea would also be to potentialize one or more existing bonuses for civilization.
    2 points
  23. "Metal/Stone Mine has been depleted!" "Hero_Name has arrived on the battlefield!" "Our nation's Hero has died!"
    2 points
  24. I like the idea of more special technologies, but not of tying them to the wonder. Make them available in city phase and give the wonder a boost (better: a few choices) that will benefit you no matter what your situation is. Finishing the wonder should mean something like 75% winning chance when before it was 50%.
    2 points
  25. C: Keep as is, just expand bribable units to all support units, not just traders Only 3 "bribes" can be active at a time
    2 points
  26. Indeed. The entire point of a Wonder is that it is the pinnacle of that civ's achievement.
    2 points
  27. if you ask me 0 A.D. should just incorporate Delenda Est totally
    2 points
  28. I like the idea of multiple one time choice but not the stats. +xx att speed type boosts are a little overused at this point imo. Something like produce champs faster or unlock a new special unit/building would be more interesting.
    2 points
  29. I am one of those who press for more technology in the game soon and that this serves to balance some things and why in the late Game they have super technologies in them.
    2 points
  30. On A23 i played quite some games that used wonders in them but they were mainly on games with low max pop limit. A24, idk though. But i agree they could use a more critical look on how they are atm.
    2 points
  31. @Trinketosque te parece si hacemos un mod aparte que introduzca el agua y asi dejar este como un mod de expancion solo para la parte de las civilizaciones?
    2 points
  32. They are worth it, but are forbidden in multiplayer games because more pop => too much lag. Or at least that was the case back in A21, players seem to just have forgotten it now.
    2 points
  33. I like this option as well. 0 (Off) 10 20 40 60 100 150 200 Unlimited
    2 points
  34. Most of our changes had a historical context. I have always made it clear here on the forum that it is very important to have a historical foundation.
    2 points
  35. see autociv/gui/gui.d.ts for more /** * Save a config value in the specified namespace. If the config variable * existed the value is replaced. * @param namespace - Configuration namespace * @param key - Name of the value * @param value - Value * @returns True if successful */ function ConfigDB_CreateValue(namespace: "default" | "mod" | "system" | "user" | "hwdetect", key: string, value: string): boolean /** * Remove a config value in the specified namespace. * @param namespace - Configuration namespace * @param key - Name of the value * @returns True if successful */ function ConfigDB_RemoveValue(namespace: "default" | "mod" | "system" | "user" | "hwdetect", key: string): boolean /** * Write the current state of the specified config namespace to the file * specified by 'path' * @param namespace - Configuration namespace * @param path - File path (file name included) * @returns True if successful */ function ConfigDB_WriteFile(namespace: "default" | "mod" | "system" | "user" | "hwdetect", path: string): boolean /** * Write a config value to the file specified by 'path' * @param namespace - Configuration namespace * @param key - Name of the value * @param value - Value * @param path - File path (file name included) * @returns True if successful */ function ConfigDB_WriteValueToFile(namespace: "default" | "mod" | "system" | "user" | "hwdetect", key: string, value: string, path: string): boolean
    2 points
  36. First of all, congratulations! While 0 A.D. is designed to be easily modifiable in principle, doing something the first time can be challenging. If you continue and become more experienced, you'll see many things turn out to be much easier than they might seem right now. Then some minor nitpicking: 0 A.D. is free and open-source software. You can do whatever you want with it, provided you comply with the relevant licences. Most assets (e.g. art) are released under CC-BY-SA-3.0, while most code is released under GPLv2. Your mod contains both art and code, however, you only mention the former. You can release code under CC or any licence you like, if you've written it yourself. However, if you've copied it from 0 A.D. (and I believe you did), then you have to release it under GPLv2 (or v3), therefore you should make that explicit in your mod. Furthermore, include the relevant licence files (you can just copy them from elsewhere). Although this is not really necessary, it is good practice (people can be lazy). See how it's done in https://trac.wildfiregames.com/browser/ps/trunk Also, when using dates (e.g. in your diary.md), keep in mind some Americans might interpret 10/03/21 as October the 3rd, therefore it's advisable to either use the ISO format (2021-03-10) or to write out the month (10 March 2021) or abbreviate it (10/Mar/21). And another suggestion: include https://code.wildfiregames.com/D3037 Many players are asking for this, unaware how to do it via the local user.cfg configuration file. You might want to partially revert D2875, if you've not done so already.
    2 points
  37. Massive update! Video covering most things: Untitled.mp4 DETAILS: * Added most official WildFireGames skirmish maps to the mod, to be played with player position randomnization (and everything else in this mod). Arrows, slinger & ballista stones, and bolts now have a (slight) trail. Redone flaming arrow/javs and siege particles (it was a fire trail, now it's more fireball with a smoke trail). New building: Field Camps. Available for all civs. They can only be build inside neutral and enemy territory (max 3). Max 10 (12 for some civs) can be garrisoned. Units will slowly heal while garrisoned and the heal can be boosted by garrisoning priests/doctors/surgeons and even more with the new added tech "Quick Thinking". The camp/tent can be destroyed easily even be a decent army of regular units, but cannot be captured. Reworked priests. They can now build (and also help build, with reduced effectiveness) the new Field Camps and can now attack, with weak power. They can no longer heal units on the battlefield, they instead now boost healing done in field camps. Limit = 6. Units now enter a wounded state when their health drops below a treshold. They will receive a movement and attack speed penalty while in this state. Units in this state will receive a bandage icon on them. (Originally @wraitii' s idea ) Some general changes to units: All units move a little faster. Slingers, Javelineers became slightly more accurate, archers slightly less accurate. Slingers received slightly more attack speed and damage. Ranged champions and heros now have the same attack speed and accuracy. Archers including hero's and champions: Attack damage is increased but they now shoot much slower, are less accurate, and take longer to aim. (Logic: Some bows require considerable amount of power to draw, especially longbows) Ranged archer cavalry (incl hero & champ) now have less range, accuracy and attack power compared to ranged infantry archers but higher attack speed. (Logic: Cavalry archers actually used lighter bows than infantry) Champion and hero archers aim/attack faster and have more damage (like usual but tweaked the numbers). Hero archers have the same aim/attack speed as champions but much more health (unmodded) and damage (tweaked). * A few skirmish maps are not included for randomnization for this mod for various reasons with them mainly being: The map is more a scenario type of map (extra units/structures). There is not much point in randomnization if the starting positions are or nearly are identical (or symmetrical), and would otherwise need slight modifications for the mod. Look for the maps with my mod logo on them, they are the ones that work with randomnization. Updated original post download links and very soon after this post it will be updated on mod.io and also ingame->mod selection. Ty all on IRC dev chat for answering questions
    2 points
  38. Maybe instead of only 1 person that gets bribed it should randomly bribe a handful of people, like 5 or maybe even 10 at once for 15s. Along with the escalating metal costs for each bribe or a hard game limit to make sure it doesnt get to spammy in case someone has good metal income from traders.
    1 point
  39. I do support the idea of all units being bribable and I also like the idea of escalating cost to do so. So if you really want to know if your opponent is going for a rush, you can invest your 50 starting metal in a bribe and see what he's up to. But then you have to delay the first woodcutting upgrade. The next time you want to get intel, it costs 100 ect. ect. But I also see the problem, that once you invest let's say 800 metal, you are very disappointed when you bribe a unit just to find out that the position of your opponents cc has not changed. Maybe that just needs to be tested in game, to see if it is enough of a improvement.
    1 point
  40. I think this one would only happen once, when a Scouting unit has first seen the enemy after X minutes. It wouldn't happen constantly. The Wonder notification would be for Wonder victory games and/or if Wonders are made more integral to the game as discussed in the other thread. I think if Wonders become more of a big deal™, then the notification would help add some drama to the proceedings. I like these ideas. Allied notifications would be nice. These are good. Especially since they can only be trained once, this means their training and deaths are more important events. Not sure about the mine depletion notifs though, unless individual mines are made more important (as I have proposed before).
    1 point
  41. When we click on the unit of any faction it says something. I don't speak Koine Greek nor Persian, and I would like to know what my units are talking about. Please can the developers put a translation of their speech in English and their original language? I am really curious about what the 'theisti raso' mean.
    1 point
  42. What about wonders increasing capture attack of all units and also unlocks the ability to capture enemy's women? Historically conquerors tend to use enemy citizens as slaves instead of murdering all of them.
    1 point
  43. well if they don't like the historical aspect of the game, they just need to find another game to play. there are different types of games and different things players enjoy, it just may not be the correct one 0 A.D. (pronounced “zero-ey-dee”) is a free, open-source, historical Real Time Strategy (RTS) game currently under development by Wildfire Games, a global group of volunteer game developers. As the leader of an ancient civilization, you must gather the resources you need to raise a military force and dominate your enemies.
    1 point
  44. The "Off" option has maximum performance. Supporting intermediate states means additional cost of support for graphics. We also could render only half of objects in reflection/refraction maps, but it also requires additional support. I don't mind for that solution. It won't help in the only case when many units are killed at the same time and many units have been already completed in queues.
    1 point
  45. @ValihrAnt@borg-We need to think less of stats balance in themselves and more on unit roles. In this case the melee role as meat shield or archer counter is preserved, it's still effective. The problem is that skirmishers now can't fulfill theirs (infantry support). So thereby I think buffing skirmishers in general in such a way that they can actually handle archers is better than nerfing archers, otherwise we just get back to that state where an army of 20 archers take ages to kill a single spearman.
    1 point
  46. things that should change in the A24 the Iberian ship needs to create fire damage the Iberian castle needs + 1,000HP the archers are op, they need a major nerf the Romans should have the castrum with siege and take away the workshop The civs only with a battering ram, I don't see it useful either, the workshop could be made in castles default formation produces troop suicide heroes needing bonuses: agis II and chandragupta the Athenians should have some champion in phase 2, or all the Hellenes the stoa phase up, you have to give bonus to units again
    1 point
  47. Then other civs should be improved and given bonuses that are actually helpful instead of something like walls that no one uses. The ptol and celts bonuses themselves weren't OP as much as other civs just didn't have useful bonuses. Also, celts and ptol were used a lot bc they of their unit composition (e.g. slingers and camels) bc those units were seen as OP as easiest to mass with celts/ptol. Those units should no longer be seen as OP and thus those civs should no longer be the only civs used.
    1 point
  48. Those would potentially be a fair choice, but think that it works around the key reasoning of why mercenaries were hired: the employers did not risk the lives of their citizenry. If mercs took up less space, it could represent that fairly well. On the other hand, if mercenaries cost less, it avoids one of the their key disadvantages. Mercenaries were usually expensive. The one other area I could see changing a lot would be giving them a massively reduced training time.
    1 point
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