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	I think we can do some better work on our modding documentation. Here are some things that ought be done IMO: Improve the wiki. This is a major thing and where I think the community (y'all) can help out most. We have some resources, but it's not very up-to-date or exhaustive, unfortunately. Modding_Guide is the main page: I think the tutorials aren't very obvious, the rest of the content seems quite good, but perhaps some should be split off since it's the main 'modding hub' page. Review Mod_Layout GUI_-_Scripting_Reference < this is still somewhat relevant, but should be renamed & updated & simplified. CreatingNewUnits < This should be really useful, but it's fairly outdated & starts with the command line, which is no longer necessary ModdingGuiAndSimulation < these are, in fact, two rather different topics. It'd be good to expand & create a simple tutorial on how to create a new component Edit: in fact there is https://docs.wildfiregames.com/pyrogenesis/writing-components.html We need a "How to debug your mod" page. There is no information on how to create your own messages. Edit: in fact there is https://docs.wildfiregames.com/pyrogenesis/writing-components.html I think the high-level overview of the project & its ECS is also somewhat outdated. Better C++/JS interface documentation: Some of it can be on the wiki: How to use the range manager? How to use the Modifiers manager? & all other system/C++ components. Some of it should probably go into improving docs.wildfiregames.com Maybe we ought to auto-generate a list of 'Engine.XX' functions, too. Or at least document what exists now. We could definitely use a list of messages somewhere. Some of this only developers will be able to do. Some of this you can help with (mostly the Wiki). I think it'd be great if people added their own frustration to this list, so that we can have a good idea what ought to be added.5 points
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	3 points
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	Arrows could have a morale status effect, as well as "scary" units such as War Elephants and Gallic Carnyx Players (an aura?). ======================================================== Y'all: Some new cursors for DE.2 points
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	Gameplay balance patches that have been accepted but are not yet committed: https://code.wildfiregames.com/D3565 https://code.wildfiregames.com/D3600 https://code.wildfiregames.com/D3671 https://code.wildfiregames.com/D3681 https://code.wildfiregames.com/D3685 https://code.wildfiregames.com/D3686 https://code.wildfiregames.com/D3697 https://code.wildfiregames.com/D3703 https://code.wildfiregames.com/D3706 More feedback is welcome (preferably on Phabricator, not here).2 points
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	Feel free to commandeer D2936, you have my permission. I don't know if I'll work on it when I get back.2 points
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	Sigo siendo partidario de añadir el estuco rojo a las construcciones, se que es por los colores del jugador pero eso mata demasiado la imagen real de la cultura, yo he estado jugando con el mod de los mayas preclasicos(que tiene las estructuras fieles y con el estuco rojo) y es perfectamente jugable y se ve increíble, los tonos verdes de la mayoría de los mapas con su complementario rojo se ven marivillosos, incluso podrían agregar un edificio de mercenarios marítimos de Tulum(el edificio era azul brillante) (adjunto imágenes de monte Albán, he visto que las cornisas de las estructuras están un poco inclinadas y con muchos niveles al estilo maya, las zapotecas son más planas)2 points
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	Same applies to foot swordsmen in a way. Aside from the obvious example of Roman Legions; Celtic warriors and Hellenistic Thorakites also carried javelins. In EB2 mod most swordsman units can throw spears before melee. Although there are a couple exceptions; like some of the Briton units and the Germanic bodyguard swordsmen. Interestingly the mod choose to give Britons sword cavalry. https://europabarbarorum.fandom.com/wiki/Markakoi_(British_Heavy_Cavalry)2 points
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	One change that I would eventually like to see is melee units being more viable for the main portion of your army as opposed to a small percentage. In the A23 I think you wanted to have your ranged units outnumber your melee units at least 3 to 1. Melee infantry are even worse off than before. So rather than seeing slingers and javs buffed (making melee infantry even less effective) I would prefer for archers to nerfed. I'm undecided on how I feel about the metal issue. It is adequate for a 1v1 but not for a team game. So maybe the new style of team play will have to prioritize trade and/or map control. That seems like an interesting strategic addition to me and I'll take a wait and see approach. By the way, the Spartan Hero Agis...why was he debuffed? He now has normal hero HP but still no Aura or bonuses.2 points
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	I've often thought the game could have an "Empires Ascendant" mode, which is what the game is now with territories, citizen-soldiers, etc. This is the mode that is standard for the game and the mode that's used in official campaigns and what is used for ranking in multiplayer. But.... there could also be a "classic" mode where the game plays more like an old-school RTS akin to Age of Empires or Command & Conquer. Building on my "Two Gender Citizens" mod (here: I was thinking of creating such a "Classic Mode" mod for Alpha 24. Specs: Citizen-Soldier concept removed. There is now a "classic" Citizen/Peasant unit for gathering and building, and Soldiers for fighting, with no overlap of roles. Include the Two-Gendered Citizens mod so that the new Peasants/Citizens have male and female forms. No territory restrictions or bonuses. Borders completely removed. Place all Champions back into the Fortress. Rename Metal to Gold. Adjust icons and terminology to match. Make Catafalques more like "Relics" from Age of Empires 2. Capture one, place it into the Temple to get a trickle of Gold. Heroes removed as trainable units (but still remain in Atlas for scenarios and campaigns). Adjust costs and stats to be similar to Age of Empires 2. Archery Range unlocked for all civs. 4 phases, call the 4th Phase Empire Phase. Remove automatic ranking and introduce unit Upgrades (light, medium, heavy). Create an upgrade progression for ships, like in AOE1 (light, medium, heavy). Make Gold the trading and resource, like in AOE2 and AOM. 1 gatherer per farm; adjust farming rate to compensate. Capturing removed, except with specific circumstances (Catafalque Relics, for example). Anything else, guys? ========================================================== MOD IS NOW PLAYABLE. COMPATIBLE WITH ALPHA 24. https://github.com/JustusAvramenko/0-A.D.-Classic-Mode Still a work in progress. Please report bugs and suggest balancing and gameplay ideas.1 point
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	1 point
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	In this analysis I will list out the strengths and weaknesses of each civilisation (based on my opinion). Each strength and weakness will be weighed and given a score. Each civ will have a total score for both Mainland and navy. However, this is only theoretical and things will vary in actual battles; with an appropriate strategy and adequate skills the lowest scoring civ has a significant chance of defeating the highest scoring civ. Skill and strategy matter more than which civ you play as! The weightings are based on my personal preference and I am open to suggestions. I am not taking team bonus into account yet. Civilisation Total score (Mainland) Naval strength Athens 1.5 3 Britons 2.5 1 Carthage 5.5 4 Gaul 2.5 1 Iberia (Lusitano) 3.5 2.5 Kush 5.5 1 Maurya 6 1 Macedon 2 1 Persia (Achaemenids) 4 2.5 Ptolemies (Egypt) 4 4 Romans (Generic) 2 3 Seleucid 4.5 3 Spartan 1 1 Mauryans: Strengths: Worker elephant helps with boom (+2) Archer civ - spam infantry archers and spearmen to protect the archers. There is also a champion archer (maiden guard). By the way ‘Visha Kanya’ means poison girl, they were not soldiers but more assassins or espionage agents. (+2) Asian elephants and archer elephant - new strategy. (+2) Sword cav + champion sword-woman = good defence against siege (+2) Weaknesses: Poor quality houses - need designated house builders and worker elephants can no longer build. (-0.5) Difficult to manage for new players - need to manoeuvre worker elephant. (-1) Rubbish heroes (-0.5) Kushites Strengths: Free Priest - can be used for scouting and healing wounded units in a rush - makes them better at rushing and better at defending against rushes. (+1.5) Quite fast boom (+0.5) Mercenary camps can be built in neutral territory - allows for sneaky strategies and diversification of army composition (+2) Temple guards (champ swordmen) can be trained from temples - allows for spamming (+1) Assyrian rams (does more damage than other rams) (+0.5) Diverse infantry (+1) Weaknesses: African war elephant (+0.5) Require a lot of metal if going for mercenaries or champ spam. (-1.5) Not sure why there is a mercenary javelin camel that has the exact same combat stats as a regular javelin cav (0) Achaemenid Persians: Strengths Kurush is a very good hero who can train immortals - use immortals as front line attack (+1) Asian elephants (+1) Diverse cavalry: Parthian archer cavalry combined with sword cav is strong. Also has 2 champion cavs. (+2.5) Assyrian rams - more damage (+0.5) Triremes can train marine cavalry (+1.5 navy) Weaknesses: Slow boom, vulnerable in early game (-1) Carthage: Strengths: Still a very good naval force (+3 naval) Good variety of siege: lithobolos, oxybeles, rams, elephant (+2) Diverse army from embassies (now you can build 3 of them!). (+1.5) Sacred band is very powerful (+1) Strong wall (+0.5) Spam archers and spears then outflank with melee cav. (+1) Weaknesses: African elephant (+0.5) Needs metal for mercenaries (-2) Slow boom (-1) Ptolemies: Strengths: Cheap buildings - saves wood - faster boom. Compared to A23 they are more durable and can be built faster. (+3) Extremely fast boom with slings and house spam (+1) Archer camels + pikes in syntagma formation is strong once in substantial numbers. This does not require any metal! (+1) Pikemen boosted by hero. Pikemen also rush resistant. (+1) Diverse mercenary available (+1) Diverse siege (+1) Overpowered in naval maps: lighthouse, Tessarakonteres, quinqueremes (+3 naval) Weakness: African elephants (+0.5) Pikemen and mass camels are slow to manoeuvre. (-1) Need designated house builders - slightly reduces workforce in early stage (-1) Anti-ram depends on elephant and mercenaries (-1.5) Dependency on mining (-1) Seleucids: Strengths: Asian heavily armoured war elephants with Seleucus Nikator (elephant champ) (+2) Decent siege (+0.5) Strong melee spam (+1) Mercenary swordsman runs faster than average (+0.5) Navy is still above average (+1.5 naval) Rapid expansion (+1) Strong cavalry: cataphract, Dahae horse archer, archer chariot (+1.5) Weaknesses: Mercenary archer + swords can only be trained from colony (-2) Note that Seleucids need a lot of food. Iberians: Strengths: Very strong defence, needless to say (+3) Strong melee infantry (+1) Fire javelin cav is strong against siege and buildings (+1.5) Fire ship is extremely irritating to opponents (+1.5 naval) Weakness: Slow boom (-1) No long range units - weak against archers protected by fort or pikes in field combat (-1) Athens: Strengths: Decent siege (+1) Sword cav brutality (+0.5) Scythian archers = 2 regular archers combined. Also gym allows champion spam (+1) Significant naval bonuses (+2 naval) Weakness: Requires a lot of mining - soldiers are working on mines instead of fighting (-1) Britons: Strengths: Celtic brutality. Sword cav + spam slings/spears (+1.5) Buildings cost only wood - saves stone (+1) Free war dog (+1) Weaknesses: Lack of diversity (-0.5) Removed bonus - slower boom Poor quality buildings (-0.5) Gauls: Same as Britons except no free war dog Naked fanatics not very useful because requires phase 2 Macedon: Full range of siege (+1) Champion crossbowmen are cheap, mobile options waiting to be developed Now has sword champ - has anti siege Companion cavalry and champion spears are decent (+1) Weaknesses: Mercenary Siege workshop does not stand out Romans: Still good siege options (+1) Hit and run cav (consular bodyguards effectively counter archers) (+1) Nerfed entrenched camp but can still sneak attack (+0.5) Good at defending Superior rams (+0.5) Navy is still strong (+2 navy) Weakness: No long range units (-1) Spartan: Strength: Strong infantry, especially hoplites and Skiritai (+3) Weakness: Weak cavalry (-0.5) Extreme reliance on metal (-1) No long range unit, but can counter with spearmen meat shield and champion hoplite (-0.5)1 point
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	Classic counters. limited resource farm starting units only citizen and scout. Scout available to the stable. Citizens can hunt (range attack) AoM heroes tier ( you know not OP) Slinger bonus vs tower (yes that idea again but more balanced with the numbers of 0AD unit limits.) No XP for soldiers. Transport ship1 point
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	I see. It is the same issue for Atlas. Existing objects in the world do not start the simulation with their animations synced with their props. This is true running the simulation in Atlas and running the simulation with the game. Definitely a bug. I only noticed it in Atlas, but it looks like you've noticed the issue in-game.1 point
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	I took a screenshot of the battle. During the battle with the AI, 500 "used arrows" are displayed in a small area. This is a lot for low-spec computers. I think it would be nice to combine this in the settings as "Displayed objects of the battle" (corpses, ruins, arrows) and clean it up within a single queue. This method will not affect small battles in any way and and will give a big profit for large1 point
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	hi, do you have this in game or in atlas? I remember props not being synchronized in atlas but would work in game.1 point
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	Skiritai could gather resources in a23 as well - idk spartans don't have -10%pop so that's good but i don't know, now that archers can kill boldshooters there is not much to help spartans out in later stages of the game, rome can still besige with millitary camp and garrison siege engens there so it still has potential you just have to drag the siege all the way down to the millitary camp which is not that ideal, also romans have better heroes to counter ranged attacks1 point
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	Hi. Fixed only 23.03 https://code.wildfiregames.com/D3725 In release version bug. You can change the value in a text editor { "Civ" : "athen" } to {}1 point
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	People asked me why i no play 0ad anymore why why and the answer is i was making my own MMO.1 point
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	Game changed a lot since I made this thread. Who knows maybe it will become good eventually? :O1 point
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	For now it's just injury and being near allied/enemy units. Still working on unit death effect on other units in range.1 point
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	Esto está buenisiiiiiiimooooooo, los detalles en el atavio y los sombreros geometrizados del arte zapoteca, es increible. Podrías postear más fotos del estado actual de las unidades y las estructuras??? Oh y otra pregunta, esto es para el "precolonial mod" o para "delenda east" ?1 point
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	(In the game as of http://trac.wildfiregames.com/changeset/25116.)1 point
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	@Angen crashlog.dmp of other people must be “unlocked”. To do so download the file, right click, properties, and at the bottom click unlock.1 point
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	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.1 point
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	I think I will do this to the mod and then bundle it for mod.io. Once again, lack of consensus will likely keep this out of the base game, but at least folks can play it in a mod.1 point
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	It seems like Italian and Iberian cavalry had small to medium shields, possibly influenced by Gauls. Cavalry shields didn't become prominent with Greek or Eastern cavalry until the Hellenistic age, possibly through the introduction of Tarantine cavalry and later Gauls who settled in Asia Minor (who then became known as Galatians). Due to the lack of a stirrup, most cavalry would skirmish with javelins and then close to melee range with their swords, rather than charge in headlong with spears or trampling. Macedonians introduced shock cavalry despite not having stirrups. They used long spears as their primary weapon, and a machaira or kopis (falcata) as a secondary weapon. It was less their armament and more about their tactics and speed that made them such effective shock cavalry force. Later a kind of "medium" cavalry was introduced in the Tarantine variety (who kind of dove tailed nicely with the new Thyreophoros "medium" infantry introduced at roughly the same time). In all cases, I believe cavalry would use a sword as their "side arm" or secondary weapon. Purely "sword cavalry" is almost a 0 A.D. invention for gameplay purposes (at least in this time period). I'm sure there are others who would correct me here with some nicely dug up obscurata.1 point
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	the problems about these are very complex. There are even people who are not interested in cultural identity. Also most people only like that are interested in making money and not in discovering the past, Therefore he does not dedicate his life to researching archaeological things. And people who enter the social sciences only enter to earn money in politics or with NGOs. In short it is always a cultural problem.1 point
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	Yep, this is exactly how every other alpha's release was handled as well. The only reason this one felt different or "unexpected" was the unusually long development cycle. Players were treating the gameplay as a "done deal."1 point
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	Already implemented in Delenda Est and it works great. Adds diversity back to the Carthaginian military buildings, and may give a reason for the base game to unlock their Archery Range.1 point
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	version 1.0.2 Added Options tab for autociv Smart chat autocomplete (from fgod) Stats overlay (from fgod) Small visual changes Map Skirmish: Volcanic Island (8) All chat commands now work except player reminder Special cyclic building placer for the same hotkey, see first page to know how to add them Removed Map flare Changed : you will need to remove old settings again :/ Hotkeys: they are now changed to reflect better the new meta, with elephant stable and arsenal building having more prominent positions in the keyboard Building hotkeys Building selection Mods compatibility Made it easier to have add special dynamic mod filters and be compatible with multiple mods @badosu @go2die look at file for more info. gui\gamesetup\NetMessages\GameRegisterStanza~autociv.js1 point
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	in some game I saw that the first technologies are global and later they are divided into specific example armor technology 1 = cavalry + infantry technology armor 2 cavalry technology armor 2 infantry or armor technology 2 ranged units armor technology 2 melee units So the technologies would not be so expensive and each player has to choose at least one tactic mmmm1 point
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	@Angen has the right of it: non-locked gates are "open" to the Long-Range pathfinder, which means units try going through. Because of that they get stuck, and then get into their "recovery" UnitMotion code, which uses the Short-Range pathfinder (which does see the gate as closed) to get around. The units should be able to unstuck themselves after a while (though in MP that could be several seconds), however if you keep clicking to order them to move, you'll actually make the problem worse since the "recovery" logic resets. This is something I failed to anticipate and ought to try and fix. I'm also not entirely sure that there isn't some bad cases where units do move a bit, which resets the logic also. All in all, this gate business is quite annoying :/ Another problem is that making the initial search range larger can lead to crippling lag. ---- All in all, this is a known issue but has no easy fix at the moment - Pathfinder threading & Unit Pushing would both reduce the load on the short-range pathfinder, allowing larger search ranges from the start (reducing the issue), & we could do some more unitAI work too.1 point
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	Forgot to mention: At the beginning of this annoncement, there's a strange word (gratis) instead of it's english version "free". Whoever wrote that part forgot to translate it lolol1 point
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	I managed to install on linux, for some reason I can't get the new official alpha, maybe it hasn't been updated.1 point
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	Lorgood videos are a kind of "making of 0 A.D" or testing 0 A.D Devs new features. I share with my community. this. I share mods development and this was useful.1 point
 
