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Showing content with the highest reputation on 05/13/21 in Posts
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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
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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
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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
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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
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3 points
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@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
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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
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2 points
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Roman camps needs siege to be built from them. Otherwise, they are just decorations on enemy territory.2 points
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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 now2 points
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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
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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
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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
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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
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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 archers2 points
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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
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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
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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.2 points
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In a23 you could make infantry skirmish rush, not much now, that I liked alot.2 points
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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
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@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
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This weekend I will try to make new helmets and body textures for the Zapotecs, the current ones mostly from the postclassic. As you can see in the previous conversations I believe that a siege warrior with torches and a scout unit could be added, I believe that a balance will be necessary. I am not an english speaker, any error automatically consider a google translate error.1 point
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Thanks. That would save me an hour worth of work converting XML files A24 to A24 is relatively easy.1 point
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I have the A23 Terra Magna downloaded, which contains some ready made zapotec civ. I believe I can convert that into an A25 civ on its own after some editing. If Lopess and Lion Kanzen can handle the Mayans and Zapotecs that would be great. I will keep working on Aristeia, which is a difficult task. If you guys can't then I can give you a hand where I can.1 point
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No one had covered about Yekaterina was going to fix our problems with mods1 point
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As always most mods was not my idea but, I work on other people's mods. This is one of those mods. I think we have 2 mods in this state. Illyrians and Thracians.1 point
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Github is dev version. I am developing it for A25 now. Lol A24 version is on mod.io.1 point
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@Thorfinn the Shallow Minded @Lion.Kanzen The mod is done. No pretty icons + sele barracks but it works. thorfinn.zip1 point
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@Lion.Kanzen please just download it and try for yourself. I don't have working A24 and A25 git does not have Atlas. I can't use SVN. So effectively I can't use scenario editor.1 point
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Sooner or later Delenda Est will become a separate game Age of Delenda Est1 point
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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
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There are some myths that tell about ranged troops prevailing over melee troops in battlefields, but as far as I know, most of them are untrue. For example the mongols, they decided battles in melee, not in range contrary to what people think. It is true that ranged troops were an important tool, but the deciding factor was melee troops beating opposition that was lured out of position. Also in the battle of Agincourt, the French knights were bested in melee. Maybe we should invoke our historians to judge on the matter, but I think your statement is wrong. I disagree with this reasoning. When you see that javelinists deal lots of damage at short range it seems logical that its role is killing melee infantry (but requires a meatshield). In sandbox mode, it already performs that role very well. On the other hand, such a description seems like they should be vulnerable without meatshield, which is also currently the case. I think the problem is that archers/slingers are too good at performing the role of skirmishers and therefore you don´t need skirmishers. For me the problem is that archers do a job that they shouldn´t be doing and that is the core point on which I disagree with the statement. The role of the archer should be doing damage from a large distance. If archers and slingers are nerved, then skirmishers will probably become very useful. I think the javelineers problem is on the fact that slingers and archers are too strong. I think the environment is flawed and the skirmisher itself is not flawed as much.1 point
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Any "anti ranged infantry" melee cavalry? I think this would close the cycle.1 point
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@BreakfastBurrito_007 p1 and p3 turtling employ same strategies at different scales. In p1 if you are pushing and build forward tower, build palisades around it. That makes tower uncapturable. In p1 palisades may be expensive and used sporadically. However, correct placement can give huge advantages. p1 = palisades prevent unit movement p3 = palisades prevent siege movement Both are equally important in their respective phases. However, at p3 palisades are really OP with their low cost.1 point
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Well.. I can start I guess. I liked that different attack strategies were used depending on the ranged unit types. Ranged units were much more dynamic and variable in a23. The damage increases for slingers and skirmishers did not come close to compensating for their inability to reach archers. Archers have neigh unlimited flexibility and they can not be over-extended easily like in a23 archery accuracy and archery tradition were enough to make archers a bit op, let alone the effective buff to their speed. I think a good idea would be to revert speeds for them all to a23 levels and start changes for a25 from there. Slingers could remain the same speed as in a24, with skirmishers a bit faster and archers a bit slower.1 point
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This is a more accurate model of the Tessarakonteres: The current one we are using for it is actually the Leotophoros1 point
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Stan asked me to follow up on this. But I will link it to the correct post.1 point
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