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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. Please report any bugs you find here or on Github(preferably) and feedback is greatly appreciated! grapejuice_r12_a26.zipgrapejuice_r12_a26.pyromod
    1 point
  10. 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
  11. I plan to improve these elements.
    1 point
  12. 1 point
  13. 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
  14. @Lopess Here are the Classic Maya architecture references for Terra Magna.
    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. 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
  17. 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
  18. @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
  19. 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
  20. 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
  21. 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
  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. Nice. You could make the presence of a hero give a morale boost, while his/her death would cause a morale decrease.
    1 point
  25. 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
  26. The idea is to keep the tech just for cartage to diversify the civ, rank 3 ofc.
    1 point
  27. 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
  28. 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
  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. 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
  32. 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
  33. A user suggested Yona or Yavana which was the term used by Mauryas? to designate the Greek. https://en.wikipedia.org/wiki/Yona
    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. They can also train very unexperienced soldiers in their Nooba village ;-)
    1 point
  42. 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
  43. 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
  44. It's important to define your team roles well at the start of a match:
    1 point
  45. 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
  46. 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
  47. This is spot on That (a percentage of damage based on the position) is currently not implemented, but is not that hard (see @Angen's battalion mod). What I envision is that a unit attacked from the front has a ~95% chance of using the shield to block damage (when not preoccupied, perhaps) and decreasing that percentage to "0" at the edges of the LOS of a person. But that has to be coded in seperately in "Attacking.js". (D2175 combined with D2182 and properly working formations, as @Alexandermb noted.) Glad to be of service!
    1 point
  48. Plus with proper formations working
    1 point
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