Leaderboard
Popular Content
Showing content with the highest reputation on 2021-04-17 in all areas
-
Instead of trying to cripple the maury ele we could also add equally unique units for each civs so they have more variation. I'm sure the 0ad historians would have some interesting ideas, then the balance team could integrate them to the unit composition of each civ.4 points
-
The positive aura bonus thing, which provides a build speed boost will only work to make setting up farms and houses around the CC faster. I don't really see a reason to use some convoluted bonuses or debuffs to keep the player from farming near the CC. If you want players to farm in more exposed areas simply reduce the amount of farmers per field and appropriately reduce field cost.4 points
-
Perhaps train them at the Storehouse, so the player is forced to build a Storehouse first. EDIT: Also, 1. Maybe reduce Worker Elephant health, so they can be sniped earlier 2. Maybe increase train time, so that they take longer to replace 3. Maybe take away 1 or more of the carry capacity techs. 4. Or maybe increase pop cost of Worker Elephants.3 points
-
You need both storehouse and farmstead sooner or later anyway for eco upgrades especially if you want to gather berries optimally. I'd say offbase res gathering (which is why i said depends on the map) is its strongpoint and helping to build aswell. Obviously the elephant is meant to be an advantage otherwise why do they have it? Deleting them means another unique civ unit is gone. Never said it was easy. Honestly i think you exaggerate the boom difference quite a bit imho, especially if we are talking about balanced maps.3 points
-
3 points
-
Thing is, this kind of feature would reward good macro, assigning workers in such a way to sustain constant production. As ValihrAnt noted, even the corral option has a major liability that this feature would help with players who meticulously have calculated their production and consumption; if you've ever tried sustaining a corral economy while actively attacking an opponent, I can assure you that having to cycle through the corrals is a frustrating distraction.3 points
-
Indeed. My preference would be to boost the other civs, not nerf Mauryas. That said, it's possible to nerf the Worker Elephant slightly without overdoing it. I think requiring a Storehouse first or other such thing wouldn't automatically "cripple" the ele. Simply removing the free one at start might be enough.2 points
-
Reminder that it doesn't have to be convoluted. Good old minimal distance (as in DE where that works well) or disable the cc as food dropsite are pretty straightforward. If something is arbitrary is debatable, but at least if they achieve the goal: "more realistic city layout without 8 fields around the cc" then they are not more arbitrary as any other limit that is used for gameplay reasons.2 points
-
That comment honestly makes no sense. Having a worker elephant is always an advantage, it saves you from building a drop-site and you can nicely put it right next to the berries for an early eco boost. Secondly, in a practical game, it is not so easy to snipe the elephant. Even if you snipe the elephant, the Maurya player has still been able to use it for a good amount of time.2 points
-
I agree with the debuffs part. Fields built near the Civic Centre having an arbitrary malus to collection makes little sense. That said, having some ground be more fertile to incentivise players to farm in those areas makes sense and adds another layer to the area control aspect of the game.2 points
-
Remind: the original idea was to make towns look more like a city instead of CCs being surrounded with fields. So it was more a question about aesthetics than gameplay.2 points
-
It would make using the corrals to raise animals to butcher for food considerably easier.2 points
-
Since most people seem to prefer one or both of the DE solutions: I could, if it is ok with @wowgetoffyourcellphone , try to make a patch that brings those things from DE to the base game. But as I have no experience with map creation, the patch would only include the farmland actors and auras, but no maps that use them, which would make the patch kind of hard to test. So this should be probably done by someone else. Meanwhile, here would be the patches for the minimum distance, a positive aura, and one gatherer per field, if you want to have a look at it: minimum-distance.patch positive-aura.patch one-gatherer-per-field.patch I used git format-patch to create these, so I hope they work.2 points
-
Or remove the ability to train the worker elephant at the civic centre? Britons start with a war dof and Kushites start with a healer while those can't be trained at the civic centre.2 points
-
Or at least let them start without the bonus elephant.2 points
-
I think adding the Han would kind of bring 0 A.D. to a larger audience. I think they'd be a big hit.2 points
-
I imagined that too but it is still a good name lol My real wish would be an alpha 25 Yangtze2 points
-
sudo sed 's|skirmish/structures/iber/wall_|skirmish/structures/iber_wall_|' -i iber.json2 points
-
Hello, we are working on a project to simulate fighting between two armies using the 0AD engine. We have a challenge getting started. Specifically, after creating our mod, we don't know what code to add and/or change to achieve our goal. Any tutorials or tips would be helpful.1 point
-
can hardly find any games recently maybe its just me.any recommendations for good rts es? ik sc2 am thinking of getting impossible creatures,ik aoe.1 point
-
1 point
-
I'd rather see Mauryans get a 50% health penalty for all units so they are bottom feeders if that means they keep the worker elephant, better even get the one from a23. Removing uniqueness with a24 didn't work out to better balance the civs. The difference is just which civ is in which bracket. And honestly the civs are plenty close enough in strength for my taste. Also there are no statistics, if people are serious about balancing the first step should be to collect data properly. Loosing a game where my opponent used a worker elephant to collect resources near my territory is not what should motivate any changes at all.1 point
-
Thanks for your replies, even though they were not the answer to the specific problem, the were still insightful. That was exactly what I needed to know that I was heading in the right direction, so that a good thing to know. In the end (after messing with root access with the command line), the issue was that I should have had /mods/lwb_mod/simulation/ while I had /mods/lwb_mod/lwb_mod/simulation/1 point
-
I agree with this statement. The Maurya tech tree is wide (good archer,good swordsman and good elephant) and their eco is unparalleled. The starting elephant is really good and lets you run away with an eco advantage. However limiting the worker elephant to its own territory takes away its uniqueness and that hurts the diversity. The maurya have an early eco advantage. That means that they can fuel an early army and if there is such an army, killing it will not be so easy. Once again, my side is the one of wierd jokes. I also think that Maurya should not start with a worker elephant and that their cost should be increased (It´s an elephant, isn´t it?). You are in this case still able to do the same strategies, except that you need to pay an (increased) price to get the elephant.1 point
-
As long as we don't support terrain height changes or nav meshes we won't be able to have buildable bridges. There is a wooden texture you can use to make bridges along with the corresponding wood actors in the editor. We could also have special actors that could go on top like bridge gates or something.1 point
-
1 point
-
Under root should always be overwritten # public.zip = Full path to public.zip cd /tmp unzip public.zip simulation/data/civs/iber.json sed 's|skirmish/structures/iber/wall_|skirmish/structures/iber_wall_|' -i simulation/data/civs/iber.json sudo zip public.zip simulation/data/civs/iber.json1 point
-
I share the idea that the role of cavalry seems a little odd and I like the idea of discussing it. However I feel like there is no easy solution and maybe the system we have is not ideal but just the best we can get (for now). That being said, I am just waiting patiently until someone gets the 200 IQ move that no one else(including me ofc) had thought off. In the mean time, the current system seems okay1 point
-
What version of the game are you using? As pointed out earlier, they're erroneously not placed on any skirmish map in A24, though they were in A23 and earlier versions; it's fixed in the development version (svn, A25). Whether or not the Iberians have starting walls is up to the map maker. They're present in some form on most (all?) random maps, several scenarios, and about half the skirmish maps:1 point
-
It seems to me that the problem is not that people create little-used languages/dialects - but that they create files and never return to translation. If the translator regularly updates the translation and keeps it up to date, then he sees the meaning in the existence of this translation. Just need to protect from abandoned localizations1 point
-
1 point
-
Have no problem with this being in the base game as it's nice for casual players, but for those who want to play competitively it is significantly worse than manual training.1 point
-
https://code.wildfiregames.com/D38671 point
-
chicken and bushes at the beginning of the game make it possible to create a fast growing economy, in the moment of the game that would feel slowest. I think it's good the way it is. If you want to add variety to the start game, there should be an economic incentive on scouting. A solution already exists and it's treasures. I've often had the feeling, throughout the forum, that the economic role of cavalry is some kind of an issue. I too think it's less than convincing, but I fail to think of a better alternative.1 point
-
I don't think it's possible. Also wouldn't work in nomad mode... @Freagarach1 point
-
Honestly I just don't like the feature. If anything, it's something else you have to manage to prevent your eco from drying up at crucial moments.1 point
-
Here you have all versions listed http://releases.wildfiregames.com/1 point
-
1 point
-
Here are a few free games I recommend: Cyber Hunter (Third person shooter, battle Royale) PUBG Mobile (Battle Royale type) Geometry dash moded download here: https://an1.com/file_6494-dw.html Honkai Impact 3 To play mobile games on PC, one may use an Android Emulator. I recommend Gameloop (https://www.gameloop.com/en) for PUBG and Call of Duty Mobile; Bluestacks and Nox are good for general purpose emulation and games like Geometry dash.1 point
-
Perhaps we can add a cataphract maceman and cataphract archer? As the video said some cataphracts had ranged weapons. Cataphract archer: heavily armoured, 300 health, same attack as regular archer (like a Mauryan archer elephant but more agile and better armoured, with less pierce) The advantage of cataphract archer is being able to survive under enemy fire for longer than regular archer cavalry and not vulnerable to spearmen /melee attacks. Cataphract maceman: counters other cataphracts and do crush damage to buildings?1 point
-
I think Yangtze is a good name, as the river is important to one of the world's ancient civilisations (which still exists). Would you think it is more appropriate to adopt YangZi instead as this is the standard Pinyin form? The current Chinese name of the river is ChangJiang (long river). There are a few other options to consider: Yoddha: the OP Mauryan Maceman champion Yudhpot: the Mauryan name for heavy warship - suggests more focus on the naval aspect of the game as it is currently a bit neglected1 point
-
1 point
-
A setup option seems a bit much for me personally when it is just an automation feature. When Age of Empires II DE came out with multi-queue and infinite reseeding, there was a degree of push-back. Honestly this is a quality-of-life option that should make the game less micro-intensive, one core value that 0 A.D. aspired for.1 point
-
1 point
-
1 point
-
That would make a lot of things easier. feedback: very nice, I only had to goggle why tomyris aura is called "fill of blood". So maybe a tool tip that explains that or an name that is easier to understand without knowing the historic context. e.g. "bloodthirst" or something similar.1 point
-
1 point
-
It is good to see that (at the moment) the majority of people who voted would like to see a more realistic city layout and I would support any option that finally resolves this issue. A few things to consider / discuss: The main difference in the effect of "soft" or "hard" implementations would probably be in the early game. Soft encouragements like the farmlands or @Thorfinn the Shallow Minded / @Nescio suggestion would still allow the fields in the early game to be close to the CC, which means that the rushing situation is unchanged. On the other hand adding a hard limit that forces player to build outside of the CC's arrow range would encourage rushing. One difficulty of the farmland idea is that all the maps have to be changed, which is much more work than just adding an aura of some kind. I like this idea very much. I am adding the new suggestions to the poll, but keep in mind the result is skewed, as you cannot revote. The positive aura idea is probably best explored in @azayrahmad city building mod, so maybe he has some insights on this topic.1 point
-
It could help if proposed patches were available as branches. This way, people who are a bit less techy but really good at testing and breaking stuff could help with that part of the review without having to learn how to apply patches, while people who know the code can look at the code itself. Going down this route has really helped us at Widelands - we have some people in our community who don't know any C++ but are really good at testing. This both increased the quality of the reviews and freed up developers' time.1 point
-
1 point