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Showing content with the highest reputation on 2021-05-13 in all areas

  1. hi in this post i gonna report a issue about a25 why rome's camp doesnt cosist of metal? its easy to spam camps u can make camps everywhere only with 500 wood and destroying them is really annoying and takes long time. also they r very strong if u send ur army near them they die fast especially when there r many camps. also the swordmen/javs inside them can kill rams/eles easily. there must be a mechanism that doesnt let somebody spam many camps. u can add metal for building camps or limit their number to 2-3 i meant nobody can make more than 2-3 camps. also there should be a good distance limit between camps.
    4 points
  2. I make suggestion: Keep the same cost as of now: only 500 wood Keep the same minimun proximity from other camps (keep it as it is now) Lower the hp to 1500 Lower the max arrow count to half Lower max garrison to 30 Make optional upgrade for each camp of 500 metal (or stone idk) to increase by 2x the hp and arrow count (this could be two diferent upgrades too, metal for arrow, stone for hp) *** The upgrades would only affect the upgraded camp Allow to make siege again, maybe make it 30% slower to produce That I think would please people, easy to make easy to kill, leave enemy too much time with roman camp then is your fault he made upgrades.
    4 points
  3. Buenas , Me alegra mucho que mis modelos gusten , los tengo guardados en otra computadora , en cuanto puede subo los archivos desde allí aldea campesina maya (Corral / almacenes /casas/ granero "en orden de izquierda a derrecha) Estos son los últimos edificios mayas preclásicos que hice. Disculpe las molestias*
    4 points
  4. There used to be some very good mods back in A23 that enriched our 0AD gaming experience, but sadly these mods are no longer compatible with A24 and the upcoming A25, which is why I am starting a project to make these mods compatible with A24, A25 and later releases. Personally I am taking on Judeans mod and working on Aristeia mod, but there are many more A23 mods to be transformed. I need volunteers to help me, because I don't think I can manage the whole list of tasks on my own. List of A23 Mods (not exhaustive): 1. Random civ selection groups (functional) 2. Show available housing (functional) 3. Castle Blood (new game mode) 4. Cartography (functional) 5. No violence (functional) 6. Utility Any IP (functional) 7. City builder (New game mechanics) 8. Tower Defence (New game mode) 9. Special builder (New game mechanics) 10. Community map 11. Technology tree (New game mechanics) 12. Borg expansion pack (most of it is quite similar to A24) 13. Age of 0AD (New game mode and mechanics) 14. Terra Magna (new civ) 15. Millenium AD (new civ) 16. Ponies Ascendant (new civ, new mechanics) 17. Formation fighting mod. (new mechanics) 18. Faction-Specific resources. (new mechanics) 19. Aristeia (new civs, new theme) Here are some A24 mods that have been spotted to be incompatible (directly) with A25: Thebans Pretty much all of my mods Autociv by nani The reason why these mods expire is there is a minor file hierarchy system change, causing the modloader and civloader to be unable to find necessary template xml files. The solution is often to rename certain files and move them across some folders. You may look at the public.zip for the current version as a guidance. Since 0AD is very modular we can easily swap out corrupt files and slot in fixed files and rename them. I will be prioritising the civ mods because I am better at editing civ tree xml files than javascript files. If I find more mods to edit I will list them here.
    3 points
  5. Maybe it would help if the berries looked more like the harvest. Sketch:
    3 points
  6. @BreakfastBurrito_007 Noob wall (It's not invisible, it's the noob wall): Cost: 0 wood but frustrated allies The "I built a wall, no idea what went wrong" wall: Cost: 300-400 wood (allies go "meh, he built a wall") Normal game wall (Rams delayed maybe 15-25 secs): Cost: ~1K wood, happier allies Pro wall (Note how walls are in parallel. This delays ram movement substantially only for 500-800 more wood. Rams going to be delayed for 2-3 mins minimum): ~1.5-1.8k wood, (each line of 3 turrets 2 wall units is about 58-60 wood) The "I hate you, have fun" wall (The "meh, I don't want to deal with this, let me find another entry point"): ~1.8-2.1k wood, pros have too much wood. Garrison sword units in tower preferably.
    3 points
  7. Well, I mean they were used to break up enemy infantry formations (famously at the Battle of Lechaeum), and to deal with specialty enemy units such as elephants (Battle of Zama) and chariots (Battle of Gaugamela). As well as perform special operations over broken ground.
    3 points
  8. Please put some reasons why you disliked or liked the alpha 23 ranged infantry speeds in comparison to alpha 24's ranged infantry speeds, and what should have been the course of action to equalize the overall power of different ranged infantry types, slingers being more op than the other two in alpha 23.
    2 points
  9. Today i followed a tutorial - the result is incredible 1. Simple plane 2. Subdivide several times 3. Adding several nodes and textures 4. the result only 3 1K textures (Rock, moss, sand) Water-Shader Coastline-Shader Wet sand shader and several mixes for all textures
    2 points
  10. Roman camps needs siege to be built from them. Otherwise, they are just decorations on enemy territory.
    2 points
  11. 2 points
  12. rangedUnits.zip First revision is done. 10 Athenian sword cavalry attacked 20 Carthaginian archers, 7 sword cavalry survived. 5 of the survivors were wounded and 2 were not even scratched. @Dakara now
    2 points
  13. Revealing the whole map seems to much to me. However, it suggested to me a new way how it could work. The espionage could create an additional strip of vision around your territory with partial knowledge (something between knowing everything and nothing). An example: for simplicity, imagine you only have CC and it has a vision range of 10 meters around it where you know about everything what is happening there. After paying for espionage it would create vision in the range between 10 and 20 meters around the CC where you would know about every building and for units you would only have e.g. 50 % chance to see them. You could even choose how much to pay for the espionage and bigger investment could result in wider strip of vision and/or higher chance of seeing units. Sure, this solution would require more programming, but it could be quite realistic and useful because a large group of attackers would be almost surely seen but a small raid could go unnoticed.
    2 points
  14. In general, this can be done by giving melee cavalry high pierce and crush armor. Those armor stats, coupled with their speed, would make them great against siege weapons and ranged units in general. We need to get rid of the pierce attack for spearmen (and transfer that to hack) for them to effectively counter cavalry without a hard bonus.
    2 points
  15. Indeed, ranged troops should be (mostly) relegated to a support role. They can be useful by themselves in niche situations, but in pitched battle they're just support units. The melee infantry should be the primary force, supported by ranged or skirmishing troops, with cavalry used for flanking maneuvers. The chief benefit of infantry is a slow rolling brute force. Cavalry's chief benefit is speed. Ranged infantry's chief benefit is, well, range (and the relative safety range provides; this allows them to support the heavy infantry from afar).
    2 points
  16. 1. Outposts do not decay if garrisoned. 2. Outposts arrows have minimu range (like defensive towers) 3. Outposts have low armour, so you can take them out with anything.
    2 points
  17. First, remove slingers from the argument because they are a cheap unit that does nothing apart from being cheap and weak. Secondly, I like @Lion.Kanzen's idea. I can give melee cavalry 1.5x hard counter against archers
    2 points
  18. It is better to start them off at the difference that make sense to balance the units and then offer speed tech. Otherwise you just make archers OP until a jav based civ can afford the tech. Units should start balanced without techs and end balanced with all techs. @ValihrAnt’s mod balanced archers well.
    2 points
  19. I think that there is an argument for introducing a technology for skirmishers that would increase their movement rate. They could start of with just a marginal difference in speed to not make them massively better from an economic perspective. Archers being a wee bit slower seems fair.
    2 points
  20. In a23 you could make infantry skirmish rush, not much now, that I liked alot.
    2 points
  21. I liked the way skirmishers worked in a23, a unit that did lots of damage, but died fast, moved fast and was good for surprise attacks and accompanying heavy infantry. They would not win vs heavy infantry in a fight, but would help one group of heavy infantry beat another, more so than archers. In a23 archers were slightly underpowered but were great for putting concentrated pressure and for defense. Players like me learned not to make whole armies out of skirmishers and we acknowledged that slingers were op.
    2 points
  22. @Duileoga vamos a necesitar tus archivos, Stan me dijo que le gusta tu trabajo y que seria util revisar archivos de arte para ayudarte a diseñar edificios.
    2 points
  23. there is an Iberian weapon, which was very important against Rome and in the Punic Wars, but it has not been added to the 0AD, nor mentioned. the Soliferreum is a heavy spear of ductile metal, created to disable shields or pierce armor and in the best case the death would be quick. to include an Iberian heavy ranged infantry, similar to the Hellenic heavy javeliners of A23, would be very nice to bring back the champions in phase 2 for all Hellenes. macedonian, sparta and athenaeans http://www.redjaen.es/francis/?m=c&o=29312&letra=&ord=&id=92508 http://www.museuprehistoriavalencia.es/web_mupreva/catalogo/24865/fr https://es.wikipedia.org/wiki/Soliferreum https://www.researchgate.net/figure/Figura-11-Punta-de-soliferreum-a-Vista-de-una-cara-de-la-pieza-Las-lineas-discontinuas_fig11_310662843
    1 point
  24. Check DE git for a Zapotec scout.
    1 point
  25. Wow, I love the way this was described. Hereinafter I'm reserving the name "seal clubber" for some 1400-1800 players. Can we have a "title" system where, with rank, come titles. Titles could be "Seal Clubber", "Amateur", "Normal", "Above Average" based on the rank of players you've won your games against?
    1 point
  26. The Theban Greeks A25 version is ready! Thebans A25.zip This might be incompatible with A24. I need someone to test this.
    1 point
  27. No one had covered about Yekaterina was going to fix our problems with mods
    1 point
  28. I would forget A24 compatibility and aim for porting them to A25. A25 will be out this Summer, so if you port them to A24 then you'll have to turn around and port them to A25 (which has changes from A24). Might as well skip a step and focus on A25 compatibility. Just my humble opinion!
    1 point
  29. I like this. Very visible, and obtrusive.
    1 point
  30. @wowgetoffyourcellphone I fixed your bugs in the mod and here is the fixed version. The problems I found were: 1. Mod is labelled for A25 but it is actually for A24. Solution: edit mod.json so that it becomes A24 mod. 2. Stoa is an empty building which does nothing. Solution: delete it. I have done the above two points already, but I have not played them nor used the scenario editor. Please peer review this: theban_greeks-master.zip
    1 point
  31. In theory, it should be Castra auxiliorum. However, I don't think it's attested, only references I find online are suspicious latin written blogs and forums.
    1 point
  32. It's not just about file hierarchy, which won't change for A25, it's about the code evolving, new components like the Autobuildable for A24, or updates to the existing ones like the addition of Regeneration to the RessourceSupply (currently unused) if the code changes the templates need to adapt, with or without file location changes. @wraitii also added mixins, which are a way for multiple templates with different parents to inherit the same stuff, e.g the hoplites all have a custom formation, no mateter their parent.
    1 point
  33. @Lion.Kanzen have you ever played with pre colonial mod recently? Take a look and see if you like the unit and the animation (creating animations is the most complicated thing for me so far). @Yekaterina a the precolonial mod is still under development, many mechanics have yet to be developed and it itself focuses on a period that would be equivalent to the middle age in Europe so its balance is focusing only on the civilizations of the mod. The preclassical Maya (made by me for the most part, they are in the final stage and their units are consistent with research I did for the reality of the time, I just need to replace some things that I believe I can do better today.) if you want to have a look is available in mod.io. The preclassical Maya of @Duileoga is still in development I believe he would like help too.
    1 point
  34. Mods will not be compatible and will need changes.
    1 point
  35. Castrum Auxliaris?
    1 point
  36. 1 point
  37. Sooner or later Delenda Est will become a separate game Age of Delenda Est
    1 point
  38. If we gave them shorter training time than archers and slingers, that alone would be a very significant change. It would give them a different role economically. Archers currently have the same speed of other light infantry. It's only logic. Have you checked out how was it changed in SVN? Now it only gives the range buff, and maybe it's also more expensive, I don't recall. They need an attack buff, I agree here. But spash damage was changed in line damage, that should be still good. Note that it's quite logic that artillery is not cost-effective against archers, because otherwise they would be op against all infantry, and guarding them with pikes would be enough to make them absolutely imbeatable. Do you mean that at Agincourt bows had little influence, and that 25 000 heavely armored knight and gros valets were defeated by around 2000 english knights and some 6000 peasants? Of course melee troups were employed by all armies, but many of them made much more reliance on ranged troups. Also, you are biased because you are only considering pitch battles, which are by definition decided by melee troups. The rest of the war was an affair for light troups. I agree here. Consider the importance of micro though. That's it. In an RTS, heavy infantry can only be that. (and a guarding force protecting siege). I agree, let's just buff melee attack of cavalry and infantry alike. Spears and pikes already have a bonus against cav. That said, I don't think rising damage dealt by melee inf will change much in higher level games, but it will make even less convenient to confront it with cav, and will encourage nubs to use melee more I think.
    1 point
  39. I didn't bring up those historical examples to justify skirmishers being anti-ranged. The discussion here seems to indicate the desire to have archers fill that purpose. In Delenda Est, I kind of make skirmishers into a unit with targeted bonuses. 1.5x vs. Spearmen, Elephants, and Ranged Cavalry (chariots fall under this), while other units have more general bonuses.
    1 point
  40. Hmm. You are both right. @Lion.Kanzen I think choosing to do a "naked" turtle should be more risky than going for a rush in an average game. This will encourage more scouting and players should be careful determining how much defenses to build. @Dizaka as you know I generally don't rush XD, and did not also in a23. I think I am accustomed to the fighting happening in p3 but I think if I tried to attack in p1 I would encounter similar challenges. However I think the classic "if you attack you are 2v1ed" situation does not occur much in p1.
    1 point
  41. These no longer can counter archers because 1 archers can kill them quite quickly and 2 no more splash damage :I. The best siege against archers right now is siege towers. So in a24 Rome has worse siege overall than ptol.
    1 point
  42. 1 point
  43. This is a more accurate model of the Tessarakonteres: The current one we are using for it is actually the Leotophoros
    1 point
  44. Bit of an odd one this week!
    1 point
  45. Hello, -Delete decay' feature of outposts should good -Outpost with men in garnison : Little vision -Outpost with men in garnison : Medium vision in A23 it a bit toxic, sometime with some civ you can(t destroy easy in early a outpost. Maybe reduce their armor or something (or make melee unit kill easy that type of building (outpost, tower rank1) :)
    1 point
  46. 1 point
  47. 1 point
  48. After a long fight with blender and again thousands of crashes ... The Fortress The first one rendered in Cycles ... all others in Eevee ...
    1 point
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