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This is achievable using Significance, which multiplies morale regenerate rate effect and death instant morale damage/bonus to nearby enemies/allies. However I avoid editing template files for now to keep compatibility with as many Alpha versions and mods as possible. I'd probably release template changes either as separate mod or as part of City Building mod.3 points
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Let's Fight 0 A.D. is an open-source RTS game (https://play0ad.com/) Let's Fight is a 0 A.D. gameplay balance mod for Alpha 24 (Xšayāršā) Motivation Currently the meta of Alpha 24 is skewed towards turtling via walls, towers, and forts. This problem is exacerbated by the advantage that archers, units that already have high range, have over other ranged units. This mod aims to provide gameplay that is more rewarding for aggressive players and roughly equalize the strength of civilizations to allow for a greater variety of strategies. In particular, there is an emphasis on encouraging players to utilize different strategies depending on the civilization and situation of the game. Several balance changes in this mod were based on discussions in the "Gameplay Discussion" and "Balancing Discussions" sub-forums. Installation Drag and drop the pyromod file over the 0ad start icon or open the pyromod file with pyrogenesis.exe The mod will be downloaded and you will be taken to the "Mod Selection" page (if not, then click "Settings" -> "Mod Selection") Click on the "letsfight" mod in the "Available Mods" and click "Enable" in the bottom left Click "Save Configuration" in the bottom right Click "Start Mods" in the bottom right If you have an older version, go to your local mods folder (https://trac.wildfiregames.com/wiki/GameDataPaths) and delete all other versions of the mod before downloading a different version If you're still having trouble, see https://trac.wildfiregames.com/wiki/Modding_Guide#Howtoinstallmods Updates Thanks to the 0ad community for their feedback. Some people have had questions about the changes or wondered about the justifications. The reasoning behind each change is placed in brackets behind each bullet point. v0.2.3 Gave auras to Chandragupta Maurya and Agis III Buffs to auras of Pericles, Arakamani, and Alexander III Increase damage of melee infantry and cavalry [Thanks @borg] Decrease armor of pikeman [Thanks @borg] Increase crush damage of catapults [Thanks @maroder] Fixed fortress, civic centre, and military colony minimum distance [Thanks @Nescio] Limit of 1 fortress and 10 towers for each civic centre [Thanks @Nescio] Group armor of buildings based on economic, civic and military, and defensive classes [Thanks @Nescio] New stable technology for Britons to increase vision range of war dogs Buff to team bonus of Britons All Changes Thoughts, Comments, Suggestions? Discuss! I've tested this mod against the AI, but the best results are from real players. Try some games with other players and then let me know what changes you liked and disliked. Feel free to make other suggestions that you would like to see in this mod after testing it out. letsfight_v0.2.2.pyromod letsfight_v0.2.1.pyromod letsfight_v0.2.pyromod letsfight_v0.1.pyromod letsfight_v0.2.3.pyromod2 points
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I won't disagree with you on this particular point. However, computer performances are telling you that you have to limit the maximum population in a game!! If you first reach the maximum population and start investing resources into turtling, then turtling doesn't really have an economic cost. Waiting for resources exhaustion is far from fun for me, I could make tea the first 2 minutes but then what should I do??? Turtling is a bit too effective in 0ad: you can repair buildings for free, with trade, resources might be infinite and there is only a fixed cost to defensive structure. I would find defensive buildings less problematic if they were taking some population space for example. If 1 tower takes 1 population space (corresponding to the default arrow of that tower), then you might think twice about the number of towers you want to add to your unconquerable city since you will have 1 less citizen worker on your economy. This would be a bit different than what is suggesting @Radiotraining since the penalty cost would mostly affect a player that has reached his population limit and refuse to engage in a fight rather than a player actually defending his base. We probably all agree with your ideal of having incentives rather than rules. The minimum distance restrictions is for me more like a temporary fix to make the overall balancing of the game a much easier problem rather than a perfect solution. It seems really difficult to design a good mechanics to discourage too much turtling without making balancing other part of the game really difficult. P.S. if you enjoy building unconquerable city, you should try playing games with a population limit of 50. Defensive buildings become much more effective2 points
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Massive no vote for me, if your unit doesnt have the vision range you dont get to see it. Both in SOD/FOW is a no for me. Seems like an oversimplification in gameplay to me and makes it even harder to be sneaky (because an entity in SOD/FOW being revealed really pops out from the rest). EDIT: Could make it a toggleable game option though, to satisfy both groups.2 points
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1. That terrain's ugly, but more importantly: 2. I think the feature is desirable yes. 3. I'll comment with additional ideas on the diff.2 points
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Look what I managed to build with your mod: I can't say I like the hard limit of only 3 fortresses and 10 towers: that might be sufficient for the tiny map size, however, some people play on giant. Nor am I fond of the wall changes, trebling the stone cost and build time of walls (long and medium have the same time) while halving their health. Also, it seems you ignored the differences in resistance levels when lowering structure health.2 points
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I only meant a small one, very small one..... such that people don't put their fortress just right next to the cc.2 points
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Overview This mod adds morale system to 0 A.D. Please read an overview of morale in Wikipedia page here. This mod tries to represent military morale and to some extent also employee morale (for workers). Morale system here is inspired from a mix between Total War and Stronghold style morale. So basically the higher the morale, the better your units at gathering, building, and fighting, and vice versa. Morale is influenced by unit's health, being attacked, being near other units, etc. On a very low morale, units will flee the battlefield. I originally develop this mod for Happiness system in my City Building Mod, however it became more complicated so I decided to release it separately as Morale system. Therefore, this mod is designed to be as bare-boned and customizable as possible, so it will be compatible to many mods, although the mod should be quite playable as it is. Features Every unit has morale icon to represent its current state. Some aspects that can influence unit morale: Presence of other units on viewing distance. Allies increase morale and enemies decrease morale. Being attacked. Arrow shots would decrease morale, even if it missed. Health increase/decrease. Morale would increase/decrease accordingly. Unit death would cause significant morale decrease to nearby allies and vice versa. Low morale can cause a unit to have decreased gathering rate, building rate, and attack rate. Extremely low morale cause unit to flee from enemy and became passive. Units reaching max morale would cheer and start becoming violent. Structures can also have morale. Structures with low morale can have reduced attacks speed and also slower training and research time. Garrison units with high morale inside for increased morale. Some variables that can be customized for further modding (mostly need to edit component variable but later planned to be customizable via template): Significance (the higher unit significance the higher influence it has on nearby units) Range (by default it uses unit vision but can be altered) RegenRate (default morale regenerate rate) etc (please look at Init function of Morale.js) Installation Clone or download the mod from GitHub page to My Games/0ad/mods folder. (I will add mod.io link later) Contribute This mod is very much a work in progress. Everyone is certainly welcome to contribute by testing the mod and tell me what you think! If you found issue or have some ideas you'd like to implement, feel free to discuss here or even create Pull Request to the GitHub repo. I also currently have no access to a better quality computer to create high quality screenshot/video preview, so you can share your screenshots here as well! Credits Thank you very much to: @Freagarach, @wraitii for helping out on problems I encountered with some components (see the discussion behind the scene here) @Grapjasfor letting me adapt his Wounded feature from Grapejuice mod (another interesting mod you should check) @wowgetoffyourcellphone for arrow morale damage suggestion and fear units (implementable by Significance, but not yet).1 point
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Honestly I could see the swordsman being purposed as an all-rounder, having a lot of pierce armour but lacking some of the ability to properly chase. Another change I would like to see is reducing line of sight, making it lower than even the maximum range of archers or slingers so that having a screen of units in front would be necessary to maximise the potential of the ranged units.1 point
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Yes, it is my preferred system, but it cannot be applied to 0 a.d. For 0 a.d I would use only necessary counter. How I think balancing for the future: Melee infantry with the same movement speed as ranged. This would already significantly help melee units to be more effective. Javelin cav/inf - It must be a unit with extremely high damage, but very vulnerable, changes that I would make: Range 30 > 24, Pierce Attack 16 > 20, Pierce amor 1 > 3. This makes them very strong with some melee unit in front, but the cavalry and also the melee infantry are more vulnerable if they are without a meat shield. It also makes it more durable against archers. Slinger - No changes. Archer cav/inf - Decrease accuracy 2.0 > 2.5. Spearmen inf - Should be more effect in battles. Pierce attack 2.5 > 3.0. Swordmen - Must be lethal when reaching your enemy, but more vulnerable to projectiles. Increase Hack Attack 5.5 > 6.5, decrease Pierce Attack 5 > 3. Pikemen - it must be very effective against melee infantry and cavalry, but very weak against ranged units. Increase Hack/Pierce Attack to 3.5, Hack Armor 10 > 8 and decrease Pierce 10 > 5. Spear cav - No changes. Sword cav - Bonus 1.25 vs ranged infantry.1 point
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I'm going to need that, what I know about Mesoamerica is basic, I live in a Mesoamerican country, but my attention is more drawn to Rome.1 point
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@Lopess Here are the Classic Maya architecture references for Terra Magna.1 point
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I used to book bands for a local venue. One night I thought I'd booked a Queen tribute act, but instead a group of Skiritai Commandos turned up in full armour. "Who the hell are you guys?!!!" I exclaimed. Their leader just looked up and said, "We are the Champions, my friend!"1 point
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I have an issue regarding different map trigger events suddenly appearing in my pre-game session; The appearance of the 'Sea Level Rise' event setting for the 'Extinct Volcano' map on a custom made map based on the 'Polar Sea' where only the arctic wolf spawn is the trigger event there. I was wondering if there is some kind of code to disable the 'Sea Level Rise' trigger on my custom map while leaving alone the wolf spawn trigger through the map editor?1 point
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While I understand the reason, I personally disagree with it very much. I hate being told what to do or not to do Especially in a less competitive setting, I want to be able to place my buildings wherever I want, to be able to build an unconquerable city. So I would remove all minimum distances and building limitations. IMO Turtling should not be prohibited by the game mechanics, it should be punished by the fact that you run out of resources in the long run and that you have a slower economy.1 point
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Hello, Here is my personal feedback about your change. V0.2.1: Automatically set mercenaries to rank 2 and halve training time [Thanks @Nescio] -> Why not Mercenary upgrade to rank 3 technology for Carthaginians [Thanks @borg-] -> Why not but doesn't work on your mod. Fixed health bonus to military units with each phase up [Thanks @Valihrant] -> I don't like it a percentage is mutch better. Instead of doing 2* +10hp, do 2* +10%hp (which means less HP for ranged infantry, same for melee infantry and more HP for melee cavalry) V0.2.0: Increase cavalry move speed [Thanks @Valihrant] -> Why not Increase turn rates for infantry and cavalry [Thanks @Valihrant] -> Why not, but the dancing is back. Added a minimum distance between forts and civic centres [Thanks @faction02] -> Why not but i'm not a big fan. All Changes Units: Cavalry and Infantry javelineers accuracy increased (spread set to a23 value since they became much less effective in fights compared to other ranged units) -> Why not Infantry javelineer walk speed increased (to allow skirmishers to chase slingers and archers and prevent formation laming) -> Why not Infantry slinger walk speed increased (to chase archers, but still be slower than javelineers and prevent formation laming) -> Why not Cavalry and Infantry archers attack rate reduced and damage increased (to unify with other ranged units as higher attack rates provide a demonstrable advantage in practice) -> I prefer to have unit not unified, but ok why not Melee cavalry health increased (to make melee cavalry more effective in fighting and rushing as they currently are underutilized and tend to lose to massed range) -> I don't like it at all melee cavalry is already very strong in A24, this will make cavalry unstoppable just like persia in A23. Rank up HP is enough, more over in your mod Phase 3 rank 3 cavalry have more HP than champion cavalry. Reduced training time of cavalry, infantry, and women (to allow players to make the choice of either rushing or a larger boom) -> Why not Increase cavalry move speed (to enable raiding as it is currently disadvantageous to attempt in all stages of the game compared to booming) -> I don't like it cavalry is strong enough for raiding in A24, this will make them too strong. More over currently on your mod cavalry have the same speed as champions cavalry. Increase turn rates for infantry and cavalry (allow better engagements for aggressors while still keeping in the intent of preventing dancing) -> Why not, but the dancing is back. Automatically set mercenaries to rank 2 and halve training time (since mercenaries have prohibitive cost compared to the value they provide as they do not have enhanced stats without this upgrade or the ability to gather resources) -> Why not, make sense Fixed health bonus to military units with each phase up (tradeoff of having more pop or phasing up for a hp bonus during a fight or push to allow for more variety of timing strategies) -> I don't like it a percentage is mutch better. Instead of doing 2* +10hp, do 2* +10%hp (which means less HP for ranged infantry, same for melee infantry and more HP for melee cavalry) Siege: Allow rams to hit fields and units (to allow for fast clearing of space and to prevent laming by body blocking) -> I don't like it, it feel useless to me, it make your rams behave stupidly. Reduce wood cost of catapults (to compensate for the inability to effectively fight units as area-of-effect damage was removed) -> I like it Buildings: Increase the resource cost and build time of palisades, stone walls, and Roman siege walls (to prevent abuse of walling) -> I don't like it a wall of farmstead is similar to a palisade ? It would be better to make longer palisade keeping its stats (like picture). Stone walls and Roman siege walls are fine. At least they are a little bit used now. Reduced arrow damage of civic center, sentry tower, defense tower, and fort (to prevent defensive structure abuse) -> I don't like it, why would you use garrison mechanics if your units becomes useless inside ? Defensive build are not that strong in A24 if you know how to deal with them. Reduced health of sentry tower, defense tower, and fort (to prevent defensive structure abuse) -> I don't like it, 4 houses have more HP than a fort ? Sentry tower are already extremly weak and can be destroy by archers. Theater buffed to have more territory weight and influence (since it did not provide a significant advantage for its cost) -> Why not Roman army camp can produce siege engines and cost 100 more wood and 300 more metal (to allow for greater variety of strategies at a greater cost) -> I realy don't like being able to build siege in Castra, you can loose a game because of 1 sneaky man, that's not an interresting strategy. Increase outpost vision when not garrisoned, but give greater vision when garrisoned (to make outposts useful while still rewarding garrisoned units) -> I like it Allow Macedonians to produce arsenals at the town phase (to allow greater strategic variety and compensate for the loss of the uniqueness of the siege workshop from A23) -> Why not but useless Phase 2 exept to go phase 3 Added a minimum distance between forts and civic centres (to force the choice of increasing territory via a civic centre or securing territory via a fort instead of allowing both at low risk) -> Why not but i'm not a big fan. Technology: Reduced city phase requirement from 4 to 3 (to encourage boom/earlier aggression and de-incentivize tower abuse) -> Why not Defensive towers do not count in city phase requirement (to discourage turtling and de-incentivize tower abuse) -> Why not Sentry towers do not count in town phase requirement (to discourage turtling and de-incentivize tower abuse) -> Why not even if it's not really usefull. Reduced metal cost of all farmstead and storehouse technologies by half and increased wood cost to compensate (since metal is scarce on popular maps and is required for many strategies) -> I like it Reduced metal cost of all forge upgrades by half and increased wood cost to compensate (since metal is scarce on popular maps and is required for many strategies) -> I like it Remove food cost for non-champion mercenaries (since mercenaries' high metal cost coupled with their inability to gather resources necessitates an advantage to compensate; also, since the intent was to have them be more realistic by costing gold or metal, then food should not be one of their costs) -> Why not Add cartography to market while keeping the option in civic centres (to still allow players the choice of taking cartography in the village phase, but also have the choice to take it in the town phase without sacrificing unit production) -> Why not Bring back carrier pigeons and stone foundations for outposts (to give the choice between achieving greater utility at the cost of a garrisoned unit or at the cost of time and resources through technologies) -> I like it Arsenals produced by the Macedonians count towards city phase requirement (to allow greater strategic variety and compensate for the loss of the uniqueness of the siege workshop from A23) -> ok Mercenary upgrade to rank 3 technology for Carthaginians (to give a differentiating trait to Carthage and an incentive to try a mercenary army strategy as Carthage has the greatest mercenary diversity) -> Why not but doesn't work on your mod.1 point
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Change is from rP24070 following rP24044. I have to agree, it's a bit unfortunate to have _only_ the subtype when both 'ore' and 'rock' are super generic, and "stone_rock" and "metal_ore" wouldn't have hurt much.1 point
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I don't log often this days due to heavy work, but man this deserves a medal!1 point
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Nice. You could make the presence of a hero give a morale boost, while his/her death would cause a morale decrease.1 point
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The idea is to keep the tech just for cartage to diversify the civ, rank 3 ofc.1 point
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A few proposals that could definitely use more testing: mercenaries: https://code.wildfiregames.com/D3699 camels: https://code.wildfiregames.com/D3735 javelineers: https://code.wildfiregames.com/D3755 Yeah, only few people have sufficient perseverance to set up the svn version. Mods can certainly help reach a wider audience.1 point
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Dancing was mostly done by abusing patrolling or with high hp units. Obviously you could still dance with any unit but that wasn't too frequently seen. Patrol dancing is now impossible due to set wait times, so what could be tried is having citizen soldiers with none to very little rotation times, then champions, heroes, siege, elephants with current rotation times. Basically rely on the much more frequent use of melee units to hide the issue. In regards to the phase up bonus helping cavalry, it could be just a set amount of hp, say +10hp for all citizen units. Alternatively, infantry and cavalry can just have different bonus values, say 10% for cavalry vs 20% for infantry.1 point
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Traders need a lot of time before equalizing their own costs - I don't see how they are supposed to gather resources for mercenaries well. Before this works the opponent can already overrun you. At least this his how I see it, as a top 150 player. But I agree that the metal distribution is problematic! Sometimes one player has all the extra metal and the other player none.1 point
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Hello guys I'm new in the community forum I really enjoy play this game and I want to contribute in any way I can, my background is web dev, I sent my first PR to the terra magna mod repo I play with some friends each Saturday night, we really enjoyed the game! Best!1 point
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That's why we don't have siege in military camps now, Romans soldiers became retards and cannot construct it XD. That's why we don't have siege in military camps now, Romans soldiers became retards and cannot construct it XD.1 point
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Maybe civilizations with great mercenary potential like carthage, can train level 2 mercenaries instead of 1 like other civilizations, it's just an idea.1 point
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A user suggested Yona or Yavana which was the term used by Mauryas? to designate the Greek. https://en.wikipedia.org/wiki/Yona1 point
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Everybody whines when alphas change significantly but players always adapt and learn to like it. Many people paved the way in a24 for future balancing with more frequent releases. We are lucky this time borg and nescio hear our cries about balancing1 point
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True. I feel like the unique gameplay mechanics that every civilization had in alpha 23 has been exchanged for a more generic version that is a fit-for-all that imho makes it less interesting.1 point
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I suggest the Greek hero Ὑάκινθος, mostly transcribed Hyacinth. The important Spartan festival Hyacinthia (Ὑακίνθια) is based upon this mythological persona. Hyacinth was one of Apollo's lovers. He was tragically killed by Apollo, but "revived" afterwards as a flower. This flower was regarded as the most beautiful flower in Ancient Greek Culture. The concept of decay and renewal (Spring) is linked to this hero and the flower named after him.1 point
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Hello, here are some suggestions that I have found on Wikipedia, they are mainly deities from the ancient Near East: Levantine (Canaanite) gods: Yam Yahweh Yarikh Arabian gods: Ya'uq Yaghūth Yarhibol Yatha Hope you find one of these names useful!1 point
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Game Chat. Yellow player: Why are we paused????? Red player(Host): Blue player has gone offline for a moment. Yellow player: WTF! Why????? Red player(Host): He said he needed the toilet. Green player: He was obviously in need of a Kushite! Yellow player: LOL! Song: Salt'n'Peppa - Kush It!1 point
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I am finally back to working on Empires Extended. Apparently, I hadn't updated things since Alpha 22. I have fixed the various tower templates, but it appears to be complaining about unit props and stuff.1 point
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Obviously the iconic Scythians should be really appealing. It is just more difficult to render a nomadic culture in the game (because historical accuracy). But I think Han China is in the most advanced state currently for an upcoming faction. So... yeah maybe there is the time to include it for A24.1 point
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