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Showing content with the highest reputation on 2021-05-16 in Posts
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A little update: Incorporates Morale System. Now all units have morale. In addition, units with zero morale for some time (currently 30s) will turn into Gaia capturable slave. Auto Queue. Now a structure can be set to auto-queue to loop through available unit production queue as long as resources and population available. Farm reseed. Fields are now have finite grain amount. Fields also only gatherable by one unit, and will automatically rebuilt if the grain supply has been depleted. I'm probably going to freeze the mod development for a while, perhaps will continue once Alpha 25 has been released. But meanwhile your suggestions and critical reviews are always welcome.4 points
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Here you go guys Yekaterina Mod consists of everything you have proposed: 1. Everything said by @Thorfinn the Shallow Minded 2. Changes to Roman camps according to reza-math and @nani 3. Soliferreum champion units for Iberians as suggested by @soloooy0 4. African Veteran units for Carthaginians and Carthaginian heros can train units. yekaterinaMod.zip Just unzip and install. It is called YekaterinaMod. Tell me which part you like and which part you don't, also report any bugs please. Sorry for the delay I fell asleep while reading the forum @Lion.Kanzen3 points
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The files in question you need to add to your mod are: gui\common\!!!autociv_patchApplyN.js gui\common\mod~autociv.js gui\gamesetup\NetMessages\GameRegisterStanza~autociv.js Then change all occurrences of "autociv" word for the name of your mod. As for knowing what to change here are some tips to follow so you don't trigger OOS (out of sync): simulation folder: don't change code behaviour or variables that are serialized How to know if a variable is serialized: There exist a function name "Serialize" in the component and that function does something with the variable Doesn't exist a function name "Serialize" in the component, that means all is serialized Templated can't be modified gui folder: you can change anything art folder: you can change anything shaders folder: you can change stuff but most be compatible with the engine maps folder: you can add maps without problems but you can't modify existing maps l10n folder: you can change anything audio folder: you can change anything globalscripts folder: you might be able to change some things, not sure about this one3 points
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Building farms around the CC isn't some immutable law of the Universe or something. It's simply based on positive and negative incentives (and the lack thereof), which can be changed.3 points
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Atlas really needs the option to choose the biome of the random map the designer is generating. Mainland random map, for instance, has no option to choose a different biome. It always generates an Alpine biome map. There is no drop menu, as in game setup, to choose the biome it ill generate.2 points
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The defensive AI needs some work - it's just sitting duck! The AI just builds some lame towers and wait for me to come and destroy it. It doesn't even get enough swords and skirmishers to counter my siege, and sends units one by one into my crowd of spearmen. If you don't use formations, this will happen: Also I don't get how capturing units work. There doesn't seem to be such an option. Here are the replays: 2021-05-16_0005.zip2 points
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Macedonia 36 - Battle of the Hydaspes (326 BC) In May 326, the Macedonian king Alexander the Great and his ally, raja Ambhi of Taxila, battled Porus, a raja who had not been able to surrender himself to Alexander. There were heavy rains - the monsoon seems to have started early - and the river Jhelum, already wide in May because of the melting waters of the Himalayas, became very wide. Porus thought he'd have a chance, if only he could win time and keep the river between his own army and that of his enemy. What Alexnader needed was a surprise crossing, and the rain offered sufficient opportunity. Another element of surprise was that the Macedonian officer Coenus had brought the ships (which had been used to cross the Indus) all the way to the Jhelum. During a stormy night, Alexander and his army slipped away from the Jhelum through a hidden valley, out of sight of Porus. At dawn, Alexander crossed the Jhelum, a considerable distance upstream from his initial camp. Unaware of what had happened, and seeing a substantial part of Alexander's army (commanded by Craterus) still on the opposite shore, Porus could not believe the news that the Macedonians had reached the east bank. He sent his son to find out what had happened, but he was killed in action. The fact that it had been raining made it very hard to fight from chariots, a factor that contributed to the defeat of the prince. Alexander proceeded along the river, downstream, towards Porus' army. You, playing as Coenus, are in charge of elite cavalry units, as well as the Dahae horse archers. Alexander's officers advise that our left flank is vulnerably and may need assistance. You are to do anything you can to ensure we are victorious. Alexander and Coenus must survive, and in addition, if too many of our infantry perish, we may have no choice but to put a hold on our Indian expeditions. AI Settings: all AIs should be Sandbox. Reference image I used for the battle is the following: https://www.livius.org/site/assets/files/2552/hydaspes_map1.gif2 points
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2 points
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@Yekaterina nice work. We need to collect everything in one mod. This will make it easier to test.2 points
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I've looked into this aswell when i started. I know how this is done but generally speaking its better to not do it (devs discourage it). It can cause out of sync errors depending on what your mod does. It could also be considered cheating if you have a mod enchancing things that others do not have. Your mod will also not be approved for the ingame mod downloader, reducing the audience you can reach significantly because there are much more offline players than you think. With all that said though, i think you are safe from out of sync errors if the changes are strictly GUI, but im not 100% sure. tip: look for the monkey in @nani's mod. I guess he renamed it. It's mod~autociv.js and !!!autociv_patchApplyN.js2 points
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Personally I would like it if <default><Clearance> in simulation/data/pathfinder.xml was bumped up to 1.5 from its current value of 0.8. Right now there are an awful lot of units clipping through each other in melee fights. Increasing the unit separation would make fights more readable, increase the importance of concavity, and would make the range differences of the melee unit types much more apparent and significant.2 points
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Yes, ire seems more realistic, or perhaps we can favor the gameplay and the freedom of the player to allow the dock to be done in the middle of the map without water, for me it is not much different from making many fields around the administrative center without respecting whether the area is fertile, if you have a farmstead close by or something. A simple copy and paste of conventions that came from old rts games. And not the 0a.d. he is not a city builder but he values a verisimilitude that in my opinion should be taken into account.2 points
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That's just simply wrong? It's very plain to see the CC is representative of the administrative center of a town or city.2 points
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Great , i had this idead because it would kinda replicate the phalanx without the use of those useless formations and would allow them to retain worst attack stats then spearmen because more of them could attack at the same time balancing it out.2 points
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Careful that's a double edged sword. Anyway I'm not opposed to it, I just don't have time to look into right now. If you now blender it should be pretty easy to do. 1. Create a rig with 2 bones. 2. Import a tree 2. 1 Use the bisect tool to cut the tree somewhere or use the existing subdivisions and press y to separate either the top or the bottom 2.2. add an armature modifier to the tree and link the rig you can also make the rig a parent of the mesh and use add empty weights 2.3 make sure the bottom of the tree and the top are assigned to the vertex groups 2.4 using the rig move the tree around so you can add two caps on both extremities 2.5 add the animation (make the top part fall using the top bone and make it bounce a little when hitting the ground. Note it will look weird on uneven terrain 2.6 export the mesh and the rig and replace the original dae, and export also another dae called something like tree_death or something ( you might be able to reuse it) 2.7 generate the skeleton xml file using my script or by hand 2.8 edit the actors to reference the new anims 2.9 edit the tree templates so that it requires to be killed before falling Or Edit the resource supply.js file so it supports death animations (more complex) when low on a resource (an example can be the health variants in health.js) Just rig the other trees with that animation. Note : Some trees have separate foliage you might have to make it disappear because it's not made to be seen from under.1 point
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yes, it seems to me that it is not the intention of the development team.1 point
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A25 with these mods has some variety and benefits certain civs early attack tactics in phase 2, and rome recovers the splendor of the roman castrum, used for the fall of Numantia and more sites. thx @Yekaterina for this work rome-camp.zip thorfinn.zip1 point
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but that doesn't happen currently. My idea was lowering attack range of other melee to see if it helps it. Maybe with unit pushing if not with a24 engine already.1 point
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Oh no sorry I meant to change it to this way Status Quo: Citizen soldiers good at mining and wood, poor at food Women good at food and ok at wood, poor at mining Proposed change: Citizen soldiers poor with all resource collecting Citizen soldiers good at building Women good at all resource collecting.1 point
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Bactriana (2 players) added. Any ideas for 1 more? Maybe from DE or an area of the "game world" not yet done.1 point
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I think pikemen should behave like the AOE II kamayuk, "Kamayuks are most effective in large groups, as they have a range of one, enabling them to attack from behind one another". https://ageofempires.fandom.com/wiki/Kamayuk1 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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Currently I have heard ideas about: Changing CC cost and influence P2 Champions Nerf Archers and palisade1 point
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@Yekaterina I think it is best not to talk about cc changes in isolation, many other features of a24 are causing problems. These changes to ccs will not do much alone, they need to be analyzed carefully with other features so that they combine to make outsized improvement in gameplay. I can confirm that I agree with those changes to ccs provided that the gameplay becomes less stabilized, turtleing becomes less OP/ gets restricted to a smaller area of control, and defenses are weakened a bit. Add some civ diversification, and the positive effect of cc changes is multiplied by the presence of other good changes.1 point
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I am just tired of marching my 80 archer/ 50 spear army along parallel defenses in a 4v4 for 20 minutes at a time, only for people to go afk because the turtling is so boring. Everyone has a bunch of archers and are constantly trying to get an enemy to fight under a fort and tower, but no one will because their archers get eaten by towers. You can't attack weak spots because archers will get to the fight before any other unit besides cav, and then even weak spots take too long to break, causing you to be 2v1ed. One problem is stone availability, another problem is that everyone has too much time on their hands. In a23 everything was a race against time, in a24 there is little excitement, little risk, little reward, and little offensive mobility. This late game turtliness and gameplay stabilization is probably the worst problem of a24 and needs to be addressed more, because it covers up all of the good features a24 did bring. You talked about defensive map control, this is the opposite of what Rauls used to do with his ptol colony-->fort--> catapults. The way I interpreted @ValihrAnt's talk of map control, I think he was trying to foster offensive map control.1 point
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You can edit the map. Guess he just wants a map filter so random selection can be used (inferred from "when it happens I quit")1 point
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While the quality varies there aren't that many dupes in terms of gameplay. The least desirable is to just have a dozen good looking mainlands. Or in other words an awful looking but unique map shouldn't be dropped but marked as in need of work.1 point
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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).1 point
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By reducing ranged damage overall. Currently all ranged units have to much DPS for my taste. The current meta revolves to much about ranged units, so people compare how archers and Javelineers fight against each other, whereas hystorically the fair thing to do is to compare how Archers and Javelineers can support melee infantry. In current meta it is the other way around, how can melee units support/soak damage best? Being pikemen.1 point
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I like the sand-color that makes the berries stand out. IMO, as long as there is some color differentiation between "map green" and "berry green" it is visible.1 point
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Okay, so it would be over my dead body. I have an idea that might work, without much extra work.1 point
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ty I think it's basic and easy to set up. Advantageous for exploration, and not too punishing for a player surrounded by these outpost. But the new outpost is stupid and often counterproductive.1 point
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Hi, The subject of mercenaries is complex but brings an undeniable charm to combat and resource management. Proposal: Differentiate between mercenaries and citizen-soldiers. This disturbs me personally but I think these proposals can give them their expected differentiation -> An identity. Players who use it want to do battle with their opponents, either by quickly supporting an ongoing fight or by massing a beautiful, powerful army. A lot of buff and debuff ! Buff : 1-training time 2 seconds, almost instant. It is already an invaluable force. 2-No rank system, the unit is already experienced in combat. The technology for the mercenary rank is to be removed.We avoid having mercenaries who are almost stronger than a champion and we do without unnecessary rank management. 3-Stats generally higher than citizen-soldiers and lower than champions. Current rank 2 equivalent. 4-A loot bonus of 10% (it's slight but to reward the good use of these mercenaries and to affirm the difference between citizens and mercenaries. Warning, 10% of 1 ressource = ? = care. Debuff : 5-No harvest, no construction, always the possibility of repairing. 6-A low cost of food and a high cost of metal. The current cost +5 METAL and 10 for CAV provided the METAL ISSUE is solved. If players get into the habit of mining 2 metal with less wood or food harvester. So with mercenary strategy is a little different economy. METAL ISSUE : I have already spoken about it in another subject. Badosu work for more balance map, more number of METAL spot, but i like really random for avoid the system of build order like age of empire. It my opinion. But all agree for more METAL spot on map i think. Maybe we can have 2 options in lobby for random map: LOW METAL MAP AND METAL MAP NORMAL (like now+more metal spot on map). But also a new technology which increases the efficiency of the collection -> With a mine of 1000 we can collect 2000 metal with a tech in the warehouse. This means that the speed is not increased but that in the long term we will have more Metal. Others more original bulk idea: 7-This is not my delirium but I submit it to the debate, we can also imagine that the mercenaries would be recruited for a limited period, for example 5 minutes, increased to 7 in the presence of tech or heroes and would be overpowered (like champions but at the cost of a mercenaries), you get the idea? 8-Mercenary units can be given to allies. This is not a big buff or debuff but it can have a strategic aspect in team play. 11-The recruited units don't pop into the building but come from the edges of the maps ... (yeah I know it's crazy ...), both a buff and a debuff, it depends on the situation. Allows you to rush more easily for example. But who choose the position clock ?? 12-Recruitment is different. not one unit at a time but in groups of 10. A single group of the same type of unit of living mercenaries can be recruited at a time. It would only cost resources and training time of 20 seconds. Advantage: Does not cost population, units do not sleep in your houses. 12bis- We can see further with proposition 12. In this group there is an additional unit, a kind of mercernary half-hero. 500 HP which brings a military aura 20 yards around it. Increase the cost of Metal +150 compared to proposal 12. 12bis-bis Siege group made up of several soldiers (around 10) and 1 powerful siege weapon. A group quickly ready for attack with a metal cost. 13- Mercenary same cost as now but they have all upgrade because they have own gear.All uprage do not apply to them. So if you rush METAL ECO you don't need blackmisth upgrade. Really strong.1 point
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To me this looks not like poor discoverability. It uses the same aura concept and visualization as heroes, healers, temples and the old rotary mill, therefore it is not "invisible" as the diminishing returns. So I can't really follow your argumentation. I would be happy if you try the mods and tell me in more detail how the the communication to the player could be improved. And yes, I agree it should be obvious to the player without checking the code. I also agree that is is bad to restrict player choice (I don't like the minimal distance between towers for example), but I came to the conclusion that some restriction actually help the gameplay and the realism. Otherwise we would have the discussion: Why can I not just use my houses as dropsites? why can I not build champions in P1? why can I not build 20 wonders? These restrictions help with the narrative and the realism. Also, please note that farmlands are not the only options discussed. Disabling the CCs dropsite abilities and reducing its arrow count was my original proposal, which would not be such an "artificial" (meaning visible) restriction as a minimal distance, but it seems like people would like the CC as it is now.1 point
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Hello again everyone! I had an idea today to improve the "archery tradition" tech available to some archer civs. I think it should return to being a tradeoff tech like in alpha 23 but with some changes. 0 resource cost and instant research: a decision kinda like the seleucid champion infantry research add a drawback and a bonus with an overall effect depending on the situation in game (not necessarily a buff or nerf tech) The idea is to make archers with archery tradition beat other archers like in a24 by a significant (not OP) margin, but increase the vulnerability of them such that more units or buildings are needed to protect them from melee cavalry or melee inf. potential combinations of improvements and drawbacks: +10 meters range BUT establish minimum range (5 meters) where the archer would go to attack units further away. +10 meters BUT reduce HP (a little) +10 meters +15% damage BUT reduce HP(a little) reduce pierce and hack armor (a little) I think that if archers were nerfed in a25 to a reasonable level, then this upgrade could give some options to civs that would usually get archers, like mauryans. If a maur player is against a cavalry civ, or a civ with no archers, it is smart for that maur player to choose regular archers. But if the maur player is against regular archers, such as carthage, then it is smart for maur player to get archery tradition. But if a25 makes mercenaries balanced and effective (but still more expensive), then the carthage player could pull a surprise by investing time and res into merc shops and merc uprgades and mercs and showing up with mercenary sword cav. Balance considerations: getting this tech would have no repercussions like less training time from cc or resource cost (like a24) hence it should not be allowed until p3. Archer cavalry maybe should not be affected by the change, depending on the combination of buff and nerf chosen by the developers for the upgrade. I posted this here because there are many good ideas for a25 here and because I could find no other channels related to a25 that were open to public contribution.1 point
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Notice that no palisades were (ab)used by this player !!!!!!!! This is clearly an invitation for the enemy to come and try to take the civic center down. To me this demonstrate a high sense of morality and ethic by this player who wanted to assess the strengh of the combination fort/civic center with the only aim to try to comment on balancing posts in the forum!1 point
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You can already play some maps by night. A day and night cycle could be implemented on a map basis, but there is currently no one available working on this feature.1 point