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  1. 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
  2. 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.pyromod
    2 points
  3. 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 effective
    2 points
  4. 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
  5. Taking a look at the revision log of the 0 A.D. changeset, I found something like this... Where have you been for all that time, guys?!?!
    2 points
  6. 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
  7. 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
  8. 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
  9. There are many other smaller gameplay changes to grapejuice, i guess you have to find them out by playing For example, some units are able to promote to champions from elite. _______________________________________________________________________________________ Please report any bugs you find here or on Github(preferably) and feedback is greatly appreciated! mod.io | github | planned features grapejuice_R13_A28.zipgrapejuice_R13_A28.pyromod
    1 point
  10. Considering existing of capturing mechanic it looks like a Big Flaw. Set ownership demand for deleting up to 100%, prohibit deleting while enemy is near; replace deleting with demolishing with workers; set an irrevocable timer for deleting equal to average construction of that building. I've lost my town but had an army in the direction of enemy's empty town. And when my ownership was in few seconds civic center has been deleted. Inability to use this mechanic was frustrating. Surely will be again. I had to at least write about it. Sorry my english.
    1 point
  11. 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
  12. 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
  13. 1 point
  14. Yesterday I went to wash my car and see the architecture of a hotel in my city,I realized why it's called "Hotel Honduras Maya"
    1 point
  15. 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
  16. Seconded. Any number limits except for heroes and wonder, which could be labelled natural, I'd rather see removed entirely.
    1 point
  17. 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
  18. 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
  19. @Edwarf you tested the mod! Nice! Thanks for finding that bug with the Carthage mercenary upgrade. I fixed it with v0.2.2. I also agree that four houses should not have more health than a fort. That's ridiculous. So, I have lowered the health of all structures according to be in line with their costs. Generally a higher cost means more construction material was used and the stats should reflect that. The health stat of structures was also way too high as even civic buildings such as houses and economic buildings such as storehouses took upwards of seven hits by rams to destroy. With a fully garrisoned tower or fort or civic centre nearby, you could lose your entire army after only knocking down a single wall or a couple houses. @Dakara don't worry my friend. The minimum distance between a fortress and a civic centre is less than the minimum distance between civic centres. I played a pizza game (tiny map, 8 players) and was able to place a fort (it was uncomfortable and hard to do, but that's the theme for all buildings with pizza games). @faction02 yes, I had the same intent. Fortresses still cover each other the way that towers do in that if your enemy stands between them, they will be shot at by 2 fortresses or 1 fortress and 1 civic centre. There is just some distance between them to have players make the choice of increasing territory via a civic centre or securing territory via a fort instead of allowing both at low risk.
    1 point
  20. Added a minimum distance between forts and civic centres , no plz !! What the problem with fort area the CC? u can't twice buiding in same time, and imagine if you play little map? no spot for build fort
    1 point
  21. It might be useful to also extend the written manual. Because sometimes you just want to look something up. Also, some aspects are better explained with words, such as the difference in damage / resistance types and how to deal with that. If the text manual follows the structure of the in-game tutorials, the texts could also be used as explanations alongside the tutorial instructions. As a somewhat experienced RTS player I found 0 A.D. quite accessible. For pure recreational use it is easy enough to just have a go at it IMO. The economic tutorial is very good and complete as I see it. Some more advanced things are not self-explanatory though and to accommodate different learning styles this could help.
    1 point
  22. 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
  23. I don't log often this days due to heavy work, but man this deserves a medal!
    1 point
  24. Happy Sunday everybody! This is actually the 40th consecutive Sunday I've broadcast since I started the channel. We're getting within site of the first anniversary!
    1 point
  25. The idea is to keep the tech just for cartage to diversify the civ, rank 3 ofc.
    1 point
  26. 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
  27. 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
  28. Alpha XXV : Yama or Yamaraja https://en.wikipedia.org/wiki/Yama
    1 point
  29. My reaction when my soldier attacks a field instead of doing something meaningful:
    1 point
  30. "Judean People's Front??? We're the People's Front of Judea!!!"
    1 point
  31. 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
  32. Ysbaddaden, a giant of Welsh mythology. Yr Wyddfa, a famous mountain in Wales. Ynys Môn, an island called Anglesey in English, a place where there was a sanctuary and famous for the massacre perpetrated by the Romans on this island. https://en.wikipedia.org/wiki/Roman_conquest_of_Anglesey In case the Britons got their re-work.
    1 point
  33. 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
  34. 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 balancing
    1 point
  35. 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
  36. It has a little-known game but maybe that's what you're looking for: Age of Empires
    1 point
  37. Classical (Attic) Greek won't be of help in this case, since all words starting with an upsilon are actually aspirated (i.e. start with hy-). It's alien to Latin too. Nor do I expect much from Gaulish, since the few words that survived were written in Greek or Latin alphabets. Therefore we should look east: the y is used for transcribing many languages. I'm suggesting Yaunā, the Old Persian word for Ionians, Macedonians, and Greeks, which seems to me a nice follow-up to Xšayāršā (Xerxes). If, however, the Han make it into the next release (), then we can also use Chinese, giving more options to choose from.
    1 point
  38. Yggdrasil if there was something Norse related which I do not expect... EDIT: since it's a tree we may also use it if a substantial amount of new flora was added
    1 point
  39. 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
  40. 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
  41. Brietomatus is a fat hero of the Gauls who increases your food income by 15%. He eats a lot of brie, mixed with tomatos, that's why he is so fat!
    1 point
  42. 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
  43. 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
  44. 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
  45. Plus with proper formations working
    1 point
  46. I was drunk. Actually, I clicked on ''forums'' from the 0 a.d. page.
    1 point
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