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Showing content with the highest reputation on 2021-05-23 in all areas
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ctrl-c ctrl-v Edit: In case I was too cryptic, I'm insinuating that you say the same thing to every proposed change.3 points
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This is something that really confuses and annoys me. Why do women need a 10 percent damage reduction against every damage type? Why do animals and ranged units need a 10 percent damage reduction against every damage type? Would it have been so game breaking to just let them take the amount of damage it says the attack is supposed to do?2 points
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I think I will set some units to 0 armor in DE. Thanks for bringing this up.2 points
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Age games tend to have a really good balance system, but 0ad has another layer of complexity because we have citizen soldiers. I think most people will agree that a23 was more fun than a24, but many good features and changes came in a24 (blacksmith upgrade categories, stables, melee vs ranged balance, viable champs) that are being overshadowed by some of the bad things (ranged vs ranged balance, palisade spam, not enough metal, really bad mercs, turtleing). I am optimistic about a25.2 points
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2 points
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That's because some traders asked unfair prices. An unfair scale is actually one of the things God hates. And a temple is no place for doing bussiness, fair or unfair. He also fulfilled a prophecy doing that. Texts for reference: Jer 7:11, Mt 21:13, Ps 69:9, Pr 11:12 points
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Skirmishers deal a lot of damage per second, so it's no surprise that they are more deadly against elephants than spear cav Spear cav is not too bad, especially if it levels up If someone quits a rated game without resigning, it should be counted as loss. We need a technical solution for this, by the help of a timer for example.2 points
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I think that the whip is in reference to Jesus using whip to drive out animals that were being sold in the temple. That aside, I would strongly argue that neither of these people would be appropriate for the Hasmonean Kingdom. Jesus is depicted as having few patriotic sympathies, talking about the kingdom of heaven instead of literally creating a physical regime. Herod the Great on the other hand was highly unpopular and possibly a sociopath. Last, neither of these heroes fit into the timeframe. Instead, I would recommend Simeon the Righteous, a high priest who was famous for rebuilding Jerusalem's walls and was famous for his piety. Salome Alexandra, as the last queen, would be interesting as well as she extended the kingdom's borders to their largest extent. I would advise a fortress discount due to her making extensive fortifications along the border. John Hyrcanus could be another option as well, with a mercenary discount.2 points
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I just thought that individual embassies are more efficient, and probably more convenient for control groups.2 points
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2 points
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Hello gameboy, thank you for reporting the issue but please stop spamming the post. You will be notified when it will be fixed.2 points
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Here is a pick of the Romans, at the start of the Game, they have a very strong army, compare to everyone around them, but they are surrounded by buffer states, like Iliria, and Pirro, in the Balkans, dividing them from getting in contact with Macedonia, to the North, The Gauls, with a few colonies over the ruins of what once was the Etruscan civilization. There will be some treasures in that region and relics. To the south, The Romans will also have to conquer the Samnites Italic cities...Rome may look Strong, but it's a geopolitical situation at the beginning of the game will be crucial. The Rome player situation is very similar from the one of the Gauls, and it will require as much adaptability, and strategy while getting ready to face a lot of opposition. from their adversaries across the map. I think the Roman player will be the hardest to play, regardless of how strong it may looks at the beginning of the game...but that will be up to the players that play as Rome, to decide.2 points
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Returning to the old train times is something that has been requested by quite a few people. Rotation times have also been unsatisfactory for some and the ranged infantry move speed equalization has been reverted, but not as extreme as it used to be. This mod is here to test out these changes, see if players would really prefer these changes and also avoid surprises in case of backtracking, because as a24 showcased there can be many unexpected side effects. The rotation times are only changed for citizen soldiers, so champions, heroes and siege still take a while to rotate. The train time increase in a24 was to reduce spam. In my opinion, it only increased spam as the meta went from 1 early barrack to 2/3. Equalizing ranged infantry move speed worked to make archers unpunishable because if they were caught out of position or overextended they couldn't be punished. Changes: Citizen soldier train times back to A23 values. Rotation times for citizen soldiers lowered. Archers 0.6 lower move speed, skirmishers 0.6 higher move speed. Archers 0.5 extra spread. New version: messed with rotation times slightly, gave archers the 0.5 extra spread they have on the release version to see how it fares in combination with them moving slower. RotationTrainTimes.zip1 point
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Hello everyone! I had an idea that would be easy to implement and might make traders a more interesting and less predictable economic unit to use. At a given point in the game, the resources available for barter in the market have different values. Most often metal is by far the most valuable, but this appears set to become less extreme in a25. In alpha 23 traders were not even considered in 95% of games due to the fast paced gameplay and need to be ready for fighting at all times. In a24 barter rates immediately slam to value metal, further disadvantaging people without metal mines. This seeks to bridge the gap and make market gameplay a big improvement on both. If traders got more resources for each pass when they were trading for the most valuable resource, this would (maybe) make some economic sense because traders would want to take more value on each trip and this would be found in the most scarce resource. For example's sake (the values can be changed) a trader gets 100 of each resource when barter rates are equal 100:82. This is the default setup when no one has bartered, I call it the equilibrium rates. If someone barters all their resources for metal, the value of metal goes way up and now each resource is 100:1 with metal (maximum disturbance), this means the trader will get 100% more metal than before. Ideally, each addition of disturbance past equilibrium rates has a smaller and smaller affect on the traders. This is so that the effect is both tangible on small to medium price fluctuations, and not insanely profitable for large price deviations. The relationship would be proportional to a curve like the example attached where the x axis is a measure of barter price disturbance for a scarce resource and y axis is profitability of the scarce resource in barter trade. I chose the curve as an example just to show the behavior Im looking for. Possible benefits of the mechanic: sometimes rewards for the risk of putting metal into traders around 15 minutes instead of upgrades or champions or siege grants flexibility in strategies requires some micromanagement/ at least paying attention to prices. lessens the problem of certain resources being overvalued. I remember some civ has a trade advantage, this could be a little trick that they are good at. Serves to counterbalance barter rates and allow them to reach equilibrium sooner. Makes market decisions much more complicated. Do I barter everything to get traders so I can use the good trade rates I created? No, because you wont have a short term army and someone with excess metal may use the barter rates you created to trade their metal for other resources to mount a huge short term attack against you. I think this mechanic would be super dope. I don't see any downsides to it that can not be eliminated by adjusting relationship values. I feel this will make trade economy less hands off and more interactive and skill based. I am excited to hear what you guys think!1 point
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This is a rant. Why even play 1v1 if you don't want to risk losing your ranking? Ffs after archer and elephant spam people still disconnect after 20 minutes when their "strat" doens't work. Really here i am trying to rush age 3 to get towers before i get an avalanche of arrows in my face vs them only having to gather wood and food for most of the game. Plus making cavalry ain't gonna help against archers or elephants cuz spear cav sucks against everything that ins't a woman, hell even skirmishers kill elephants faster than spear cav. Seriously this is ridiculous as it happened twice today. " oh well better alt-F4 , he can't win if there is no opponent " I just can't fathom why even do this in a community made game that is not mainstream.1 point
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Hello all. I am very excited about the ongoing development. I play this game since A23 but only vs AI (very hard). I am a modder myself (just for myself though). I did mod games like Baldur's Gate 2, Medieval Total War, Skyrim and Stalker series. Here are some points i would like to discuss. Most are AI related. 1. Why doesn't the AI use healers? Wouldn't it be easy to implement the usage of healer units by the AI? Eventually the AI would be stronger then? 2. Why doesn't the AI use barracks to gain xp for some of their troops? I could imagine that this would not be to easy to implement? I did a workaround as i was playing agains roman bots, i added some roman field camps to their starting area in my modded map, so they keep building at least some units with xp level 2. I didnt even know that roman field camp units start at xp lvl 2. 3. Why is there no option, like for barracks, to train healers in temples? I must admit, i for the most time didnt know that my people could get xp from barracks. I always trained them in field battles lol. But as i discovered that some months ago, i thought that it would be not a bad idea to give healers the same opportunity to do the same it temples. 4. It could be more challenging if the very hard AI would not be restricted to build leaders/heroes only once. Thanks for reading and thank you all for participating and developing this gem of a game.1 point
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It's rare around here that someone actually wants to understand what he is about to change and whether it's a good thing before committing to it. Asking if in doubt is never wrong, though you might not get a decent answer. Finding the commit might be difficult, renames for aesthetics, commit messages like "fix" or "update", etc. Even if you find the commit you might end up with a link to the discussion returning "sorry, insufficient permission"... Why not 0? There are possibly technical reasons, like division by 0 or simply 0 having a special meaning like invulnerable. Should be easy to figure out though. Then there are design reasons. If you set resistance to 0 at the start you will only be able to adjust it into one direction unless you want to utterly confuse people by allowing negative resistance. Then if you want to change it now without affecting the "balance", you have to either change hit points or damage values. Hit points are mostly neat values so you might not want to change them. Alternatively you can reduce all resistance values by 1 and adjust damage across all units which might be not that great either. If just setting them to 0 you have to think about if the change affects the gameplay in a desirable or at least acceptable way.1 point
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Also having separate embassies means each one is easier to target for coercion and attack, like the suspected microwaves on U.S. embassies. + specific to 0ad it is nicer to pay for individual embassies since usually it is because you are after a specific two mercs from those. There is redundancy between some of the available mercs and people would not want to pay more for something they don't intend on training.1 point
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Come to think about it ,the game feels like aoe 3 now , just replace skirms with musketeer skin and javelineers with the aoe 3 skirmisher skin and its pretty much the same ahahah1 point
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I am a subscriber to the logic of Chesterton's fence. As much as I don't like this design choice, I must assume it served some purpose at some point in time. Thus it is imprudent for me to invest resources into developing a new solution until I can account for that original purpose. Possibly. However there are some concrete reasons to make a change. It would make it easier to understand the number of hits it takes to kill a unit, which is arguably the most important statistic for understanding unit balance. It would make the GUI slightly simpler and more informative for new players. It would make it easier to test and observe observe in-game how modification that affect damage are working. And it would shorten and simplify some of the template xml files. Is there an easy way to do this? It seems like it is probably not the result of a single patch, and who knows when it was introduced. Querying the development log for "armor" turns up a mountain of irrelevant tickets.1 point
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Champion Cavalry can be trained in p2. The upgrade is in p3, but the upgrade is no requirement for training the units.1 point
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Heroes was a person with psychotic tendencies. In view of such executions, the emperor Augustus reportedly quipped, “It is better to be Herod’s pig than son” (Macrobius, Saturnalia, 2:4:11)—the joke being that, since Herod was a Jewish, he didn’t eat pork and his pig would be safe.1 point
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1 point
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Problems and recommendations from Structure Tree (as new stuff isn't working now): Athenians: - Champion Skirmisher needs red skin. It looks like a mercenary. - Marathon's effect doesn't meet its description. - Mercenary Archer may be placed in Barracks. Carthaginians: - Hamilcar Barca can train two kinds of sword infantry mercenaries (it's fine but may be altered a bit). I personally don't like training units from heroes though. Spawning from nowhere seems weird to me (also for pers' Cyrus). Iberians: - Somehow Champion Infantry Javelineer has Crush and Hack. Macedonians: - Unlock Champion Cavalry still in p3. Romans: - Auxiliary camp's description doesn't end with period. - Swap new Slinger's wood and stone cost. - New small Siege Catapult should cost more stone (like 150). Loot value hasn't changed. It doesn't have movement speed. - Put camp's siege in regular order. Spartans: - 40/40 Skirmisher is too cheap. At least 45/45. Also Agis may have 1500 health as he's totally sueless now.1 point
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OK, I tested nvidia-texture-tools 2.1.2-lp152.3.9 and it WORKS! :-) Finally I can enjoy 0ad in 4K on my primary computer! Thanks a lot for your help!1 point
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Well, he also drove out the traders with his whip and knocked over the tables of the money changers, spoiling their coins on the ground; a bit less a meek approach then he is stereotypically portrayed. @Thorfinn the Shallow Minded I agree that your proposed heroes sound like better choices for inclusion.1 point
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Well it's not like those peoples had actual embassies in carthage (or anywhere else), so realism is not an issue here really.1 point
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And as you experienced first hand, the game does sometimes a suboptimal job at explaining how some things work. So if you want to help out with that it would also be very much appreciated1 point
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There is an office building here in Ottawa with two embassies though on separate floors Enjoy the Choice1 point
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@alre That's odd. I've checked it again on my side and it is definitely working for me. The gazelle takes damage from every shot, hits and misses. So to try to figure this out, a few questions: Are you sure the gazelle isn't taking damage? If it was very far away the arrow might have a very long flight time before the hit registers. Also, if the gazelle is very far away the damage falloff will reduce the damage to low single digits. (At max range each arrow should only do 5 damage, if he is shooting beyond his max range--because that is something units can do when leading a target--it will be even less.) Were you using a citizen soldier archer, or a champion/hero archer? I didn't get a chance to propagate the changes to champions or heroes, so they can still miss. Do you have any other mods enabled in your load order? If so, try disabling them. Are you using the alpha 24 build, or have you upgraded to the a25 preview? I prototyped the mod from a24. Its possible a25 breaks something.1 point
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1 point
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What damage do you suggest for his whip-attack? Insta-kill on females? Or just a regular attack bonus.0 points