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Showing content with the highest reputation on 2021-05-15 in all areas
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6 points
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Buffing/nerfing or moving units around to different phases isn't the only way to incentivize aggression. Another way would be to make players actually think about map control. Currently, a new CC is something that you see very rarely. Reducing their territory influence will force players to think about expanding and give more importance to map control. Of course, reducing the cost of CCs would be needed in effect. With all the ideas for offensive options there need to be more defensive options. Giving Military Colonies to every civ would be a positive too. They work as a defensive and offensive option. Secure a vulnerable or important part of your base, or establish a forward foothold if you're the attacker. In general, I dislike forcing players to just pick between set options.3 points
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Thanks. Centurion Yekaterina reporting for duty ; ) I will be efficient, as the Romans were.3 points
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Just nuke around 75% of the RMS folder. There are a few well made ones and the rest were made with a quantity over quality approach. Even with new graphics, they would still look pretty bad.3 points
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What the game needs is a soldier-citizen concept, then, instead of the current citizen-soldier concept. You need citizens (workers), who just happen to fight, rather than soldiers who just happen to work. Then you could create more champions (your "real" soldiers) for each civ and move their availability to P2, along with some weak siege ("dudes carrying a log") P3 has heroes, advanced siege, mercenaries (and possibly extra champs unlocked).3 points
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Another solution: citizen soldiers offer very weak attack, champions offer huge attack. Meanwhile make champions cheaper, so the army would be half champions and half citizen soldiers.3 points
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It sort of is a valid tactic already in use quite commonly. I use various hashtags in my videos relating to AOE, C&C and Starcraft - essentially anything in the meta data that can associate what your doing with something else that's in the same wheelhouse - so in my case, some of the most well known RTS games. In this case, however, I don't think anything would be more beneficial than 0AD actually being reinstated on Youtube's game list. It does provide a way of grouping content into more valid search results. While it's good if someone inadvertently discovers 0AD whilst searching for something else, it is absolutely critical that if someone searches for 0AD that for the most part, they are served with 0AD content.2 points
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Only half-kidding here, but could this be part of our marketing strategy? Choosing thematically relevant AAA titles in the game browser so that those fans may inadvertently click on and watch a 0 A.D. video?2 points
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Currently, defensive map control is EXTREMELY easy with forts having the "root" that civic centers do. It's annoying. In a23 if someone forgot to defend their base and sent all units to the enemy their base was toast if someone attacked it. Currently, all you need to do is place a fort near where your army is. This forces the defender to always have an advantage as their building "root" can be located in multiple places with multiple forts. This forces the attacker from being unable to take over bases defended by women, even more so when walls and undefended forts are present. In a23 only Ptol/Sele had this ability (secondary cc's of smaller cost). A24 really promotes turtling and winning by forcing the other side to "run out of resources" or an enemy newbie making a really small/big mistake (that amplifies) which can be picked up on by an ally who went all cav (e.g., enemy border did no walls, pocket from other side sees this and overwhelms with cav).2 points
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Yes, this is still problem and a real bugbear. So far, I've raised it with Youtube directly via the help/feedback form provided on the site - however, I would add this was using my personal account as I wasn't, at that time, officially acting in any capacity for 0AD - purely I was raising the issue as a 0AD related content creator. I got no response and nothing changed so I next raised it on the official Youtube sub/r - who pointed me at the Youtube Twitter. I raised it on the Youtube Twitter, by that time using the official 0AD account, and was pointed right back toward the help/feedback form on Youtube! @Stan` - The one thing we haven't done (to my knowledge) is raise it with Youtube on the feeback form using the Official 0AD Youtube Account. I've not got the keys for that as I'm not currently producing content for the official channel. I'd recommend referencing the 0AD Wikipedia entry, and possibly making a few updates on the page to show recent activity.2 points
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2 points
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I love this Spirit. it is good to have proactive and enthusiastic people.2 points
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african-veteran.zip This one allows all heroes to train units. Hannibal trains champion swordsman Hasdrubal trains mercenaries Maharbal trains champion cav. So OP!2 points
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Those people have forgotten that there were releases where rushing was far to strong. Then everyone cried nerf rushing. After plenty assorted changes without touching the CS concept we are now at a point were people complain about the reverse. Also unit pushing which I think is part of A25 will have a major impact on the balance of this, so any discussion based on A24 I consider pointless. Basically if balance is completely outside reason after feature freeze do a hot fix adjusting the parameters that were used in the past to nerf rushing, else just leave it as is for now.2 points
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Please teach me, but I must warn you that my school censors a lot of stuff and Phab might be one. I will go home after 1 week or so.2 points
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We could make it so heroes can unlock the training of different units as long as they live.2 points
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I think it might be cool if we coupled this with making expertise in war a trade of tech,where expertise in war is 300m but gives you original training times. So now you have to chose between either lightning fast reinforcements or advanced rank mercenaries. I think both could have their charm. And once a game you could of course first train the lightning fast and then upgrade those you already have. I think this would be cool. If you have a super rich ally he could help you out at a hefty price, since they aren´t cheap.2 points
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2 points
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New update: camps can research a tech which increases max arrow count by 5, increases health to 2250 and increases max garrrison. rome-camp.zip2 points
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My belief is that making it so that it takes time to switch from gathering to attacking mode for soldiers would help with balancing citizen-soldiers considerably. Because then each 'variant' can be considered sort-of-in-vacuum. I'm not sure 'hardcoding' strategies is the way to go, but maybe, you know. That being said, don't expect this to get in A25. I think the target for A25 will be to fix the most egregious issues with A24, so players are happier with the current state of the game, before running into an experiment that tweaks a core concept like this.2 points
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Yes , I very much resonate with Gurken Khan. Healers don't do their job in A24. The SVN version of A25 has not fixed his yet. I am just as frustrated as Gurken Khan if not more.2 points
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2 points
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Just the component that defines that an entity (e.g. tree) holds some wood that can be gathered. As pointed out somewhere in the forums, this is already fixed in SVN. I feel you in its annoyance. You can right-click on the "none-formation" (as mentioned in the tooltips) to disable the automatic formation thing. Yeah, that might feel strange. Are more people feeling like this?2 points
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I'm actually just getting into a24; so I hope y'all ok with me suggesting things for a25 before I switch to testing it. Queuing actions: It sucks in a24, please revert it to how it was in a23. For example, when I order units to build a house and then cut wood, and then I change my mind and want them to build another house instead of cutting wood, I could previously order them again to build the first house and then the second; if I do that now they build the first house and then still go to the woods, not building the second house. Move orders: It majorly sucks in a24, please, please, please revert it to how it was in a23; don't know how many units I lost because it's such a disaster. And I'm doubting the common sense of the people responsible for that and if they ever played the game with those changes. Why is the Box formation the standard for move orders? Why on earth would I ever want that? If for example I wanna get out of range from some hostile towers, instead of just moving their butts my units now do stupid huddling and sorting and then maybe move out. And it always goes back to box formation! Even when I told them I don't want that friggin formation. And when I tell them I don't want that stupid formation after the move order, it cancels the move order! AAAARRRGGHHH...!!! Aggressive healers: Could healers with aggressive stance please not run away just because they caught an arrow? What's their aggressive stance for? Naturally I run 'em in packs, so their running away just makes everything worse. And how about their priorities? Could they prioritize hurt units (<x health)?2 points
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In most RTS game, ranged units deal less DPS than melee units. In 0ad this is the reverse and by considerable amount, which is not historically accurate. If we watch in-game fights, we often see that the melee units are not in striking position. All of this means that most damage is done by ranged units, which is problematic for balance. This mod aims to reduce the DPS of ranged units such to encourage more use of melee units. In addition this mod aims reduce the effectiveness of turtling and to enhance the unique roles of each melee unit. Since ValihrAnts Train-Rotation-times mod was well received, I decided to incorporate its main changes. -Train and rotations times are as in ValirhAnts mod. Unit balance: -Citizen slingers and citizen javelineers get -15% attack(Javelin Cavalry still kills a women with 2 javelins and receives less damage). -Citizen archers get 3.0 spread and -5% attack. -Citizen spear cavalry gets +1 pierce attack(previously 10 unupgraded swordsmen infantry would defeat 10 unupgraded spear cavalry). -Citizen spearmen and pikemen get -2 hack armor, to make them more vulnerable to melee units(especially swordsmen infantry). After these changes, swordsmen infantry will be hoped to be the most favoured citizen soldier. This is fair since they cost some metal and are often limited to p2. In order to counter citizen swordsmen infantry I made the following changes. -Athenians get the council chamber in p2 and are able to recruit their city guards there as well in p2 in addition to the gym. -Carthaginians get their champion spearmen in p2. -Champion spear cavalry and champion swordsmen infantry get +1 hack armor. Champion elephants give to much value for their costs in A24. Hence: -Champion elephants see their base price increased by 50 food and 50 metal. So once a player reaches p2, they get some extra options and it encourages the use of champion melee infantry and champion spear cavalry later on. The most useful options I will list below: Athens(Champion spearmen) Britons(none) Carthage(Champion spearmen, mercenaries) Gaul(Champion fanatics, buffed sword cavalry) Iberians(swordsmen infantry from p1) Kushites(swordsmen infantry) Macedon(none) Mauryas(swordsmen infantry, elephant archers) Persians(mounted archers) Ptolemy(mounted archers, mercenary swordsmen) Rome(swordsmen infantry from p1) Seleucids(mounted archers, mercenary swordsmen) Sparta(skiritai). For Macedon and Britons I did not decide what my favourite way would be and hence they are left out. In order to make turtling less effective I decide; -Phasing up gives -1 capture regeneration increase per garrisoned soldier. -Fortresses take +150 seconds to build and its construction can now be more easily stopped. -CCs, military colonies, Stone Towers, Fortresses deal less damage per arrow but the base amount of arrows in increased such that their ungarrisoned damage output is left constant. However garrisoning soldiers adds weak arrows to the structure and garrisoned structures thus have less DPS. Misc: - Elephant archer is nerfed as any citizen archer and now costs 2 pop. - I don´t think cavalry archer should be like a super archer with more DPS, fast speed and 2 times the HP, but I currently leave it as it is. AlternativeBalance.zip1 point
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This is a proposal for a new unit for the Carthaginian faction. African Veterans Generic Name: African Veteran Specific Name: ? Class: Champion Infantry Spearman? or Swordsman? Hacker Armament: Spear? or Sword? Ranged Armament: None. Appearance: Armed and equipped with looted Italian equipment Garb: Tunic and lorica hamata Helmet: Hellenistic era helmets Shield: Roman scutum painted with Carthaginian symbols Figure(s): - History: Garrison: 1. Function: Heavy infantry. Good for holding the main battle line. Special: Trained by Hannibal.1 point
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I agree, I think no matter what course is taken to balance strategies, this is one to be avoided. From what I have observed, adding new ccs in a 4v4 is more common than in a23. But in a24, map control is more about archers than anything else, since they are not only the best for defending individual places on the map but also defending huge swaths of territory, I think the main reason for this is because archers can move to defend any structure in your territory faster than any other unit besides cavalry. I think the popular proposed changes set for a25 could help reduce this problem. Rushing was maybe only a little underpowered as balanced in a23. Obviously, making cc's cheaper sounds really bad as added to the current alpha, as this would cause the map to become fully entrenched and make the game endless even faster than in current a24. changing cc's like this could be a great change, if other changes happen with it.1 point
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1 point
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If you want to be more efficient, You need to learn / I need to teach you how to make patches. Because usually what goes on the forums stays on the forums, as long as there is no patch. Then when it's on Phab, you can get borg- FeldFeld Valhirant and other devs to validate your patches1 point
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Can't say I disagree. Maybe not 75%, but we could certainly use a 'Maps in need of work' category where we put the garbage. I think 'random' is more easily understood than 'procedural', so I'd rather keep it, but I'm probably OK with splitting the maps in more category for the time being, particularly removing some of the more special maps (arena, the one with no wood, ...) from the general random pool.1 point
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Seems good. Honestly I would prefer for their slinger to be available in the Town Phase; Spartans have the identity of a melee infantry civilisation and should probably retain that identity since their champions should theoretically deal with infantry well enough. I would say a hard no to archers myself; that all said, I respect your choices in the matter.1 point
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Hi, official PPA doesn't support Ubuntu focal, but you can use this PPA, which supports it: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/ Ciao1 point
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I was a little unmotivated to work on the mod but im back at it. Added a new prototype branch on github where you can follow the progress of the next update. Also made a spreadsheet i use for re-balancing units for the mod that you can look into if interested. It will work with a deduction system based on what the unit is wearing as described in my previous post.1 point
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I think they only make sense for Hannibal though, historically. And I'd also shy away from heroes training other units. Never felt right to me.1 point
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@maroder I found a little bug in your mod: you are missing the icons for the CC upgrades. By default you get 3 purple blocks. I fixed it by copying 3 copies of the default civic centre icon into the correct folder, and everything works smoothly now. If you want different icons to represent different upgrade routes just send me the images and I will implement it for you. Well done! maroder fixed.zip1 point
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Right. The Romulans could be some kind of late-game off-shoot civ from the Vulcans. Call it "Romulan Diaspora" or something. lmao Primary Vulcan melee weapon, lol:1 point
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Slaves are unlocked when you build a Market, so perhaps I can move the Market to village phase. Villages have markets, after all, and phase requirements in DE don't rely on building classes, but rather amount of buildings regardless of class (type).1 point
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I hate you now. jk I see what you mean, but most players (I think) have played other RTS games, and the citizen-soldier concept isn't in any of them, so this "feeling" from soldiers doing guard duty isn't out of place. If anything, EA may "feel" too fast to those players. But in DE, soldiers don't have no other abilities. They do have the ability to build, so they can be used for other things than just standing around. There are also many capturable objects on a DE map, which makes scouting and capturing things with your soldiers a beneficial thing to do. IMHO, EA maps are very static and boring, so you need your soldiers to be doing something else, else they feel useless for anything other than dying for the motherland.1 point
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Thank you. I am also in European Time Zone, 0 UTC, but not in EU anymore I will pm ltms1 point
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I'm happy to code in falloff damage as tool for modders to experiment with, but personally I don't think its going to end up being a good fit for EA or any of its spinoffs without major changes to unit AI. Right now ranged units want to start attacking enemies at maximum range, and they will stay at maximum range unless their enemies move towards them or their player orders them to move closer. That means, with damage falloff, ranged units default behavior will cause them to do minimum damage, and additional micro steps are required to make them become effective at their intended role. That would be fine for an RTS in the Blizzard style, but for Ensemble Studios style games (post AoK) I think low level players expect units can be left unsupervised without completely negating their combat performance. But, I could also be wrong about that! It might be a question of fine tuning parameters. I mean, technically the situation I just described already exists with the projectile-spread mechanic. However, either no-one minds, or spread is currently so small and units pack together so tightly that at normal engagement ranges that it's not an issue. Anyway... re: linear vs exponential model: I am leaning toward the exponential. I think elevation range bonuses (and target leading) is going to make linear damage falloff complicated. Exponential ironically should be simpler.1 point
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Happy to help. If you have any other suggestions tell me. I used the ptol model for the soliferreum. The unit does 26 pierce, 1 hack and 2 crush. Not sure if that is a little bit op1 point
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Perhaps an official mod on github (also on mod.io?) With the old works that were part of 0ad one day, in addition to a tribute would be available to future mods or the general public.1 point
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My graphics card: Geforce GTX 1060 Not a very good card. I get 120 fps with that screenshot.1 point
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My understanding is they never used Sarrissa like Macedonians. And that Carthaginians fought as Hoplite phalanx early on; later becoming more like thureophoroi. About tactics, it seems the Testudo did not exist at the time in general (not even Romans used it yet). Video on the topic (subtitled):1 point
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I personally think this sounds fun. It would also be appropriate to potentially have Hamilcar be able to recruit mercenaries while we're at it.1 point
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