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Buenos días/tardes/noches; -Estuve investigando que a lo mejor incluir una unidad más de artillería (además de las actuales del ariete y la escala) para que así fueran 25 unidades (ya que los kushitas tienen 25) ; -Mi intención sería una unidad de un guerrero que camine desarmado pero con un puñal y caetra(escudo pequeño) en la cintura además de tener su propia textura tendría un cuerpo/complexión física más fuerte o robusta que las demás unidades .La Animación de esta unidad sería que en el momento de la pelea se agacha hacia adelante, levanta o saca una piedra del suelo ,se inclina un poco hacia atrás sosteniendo la piedra por encima de su cabeza y arroja la roca . -Sería una unidad con las ventajas de ser barata y más rápida que un balista (su homólogo )que se reclutaría en la herrería lusitana además de poder ser reclutada en fase 2 siendo desventaja que tendría menos puntos de resistencia y ataque que otras unidades de artillería pero aún así siendo más fuerte y haciendo más daño que una unidad de infantería. -Teniendo en cuenta que los lusitanos usaron la táctica de la emboscadas en varias ocasiones no es una idea descabellada , como hicieron en la Batalla de Tribola y la Batalla del Monte Venus . Referencias; -Aunque mi intención es la de crear esta unidad @Lopess cree que sería mejor crear una habilidad o tecnología que permita esta táctica. No se si sería posible ya que @Yekaterina hace tiempo me dijo con respecto al desarrollo de la unidad de "Emboscador Lusitano" que las unidades solo pueden hacer dos cosas a la vez (un tipo de ataque y capacidad de capturar o, dos ataques como está previsto para el emboscador lusitano) y si ese fuera el caso este sería un tercer ataque y no sería posible. En todo caso creo que sería mejor que los/as usuario/as elijan . Disculpen las molestias*3 points
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they are a specialty, unit, just skimmed thru the dev thing dizaka started, they have no idea what they are talking about and im too tired/disinterested to adress every point , and argue over it since it would take hours. ill adress only 2 points made. 1: 10 vs 10 spear vs sword mercs spearmen die, so that must mean sword merc cavs are op. 2: sword merc cav almost beat skiritai commando, or are similar in strength so sword merc cavs are op. first of all merc cav swords are a specialty unit, jsut like skiritai, that are only avalible p2, as all sword cav. you have to take into account taht only a single civ has these units, carthage, no other civ has sword merceneries, and most civs have trouble massing cav merceneries given the production buildings cost too much like colonies 600, need to walk ,separate, to protect must spread out units ect. carthage has extremely weak build, other than mercs, that is their SPECIALTY so ofc they must excell at it, as it is rn pikes are op, and sword inf are viable as well in inf battles, but spear inf is the weakest mele infantry right now, archers have become very weak again in a25, not as bad as a23 but not far from it. carthage objectively even with this great unit sword merc cav is not even in top 5 strongest civs, everyone knows this as the cons balance out the pros. 10 spear shouldnt be able to beat a SPECIALTY unit that requires metal(so metal techs), additional production buildings(200 res), and should be a stronger version of regular cav. keep in mind regular cav cost 1500 res for 10 unlike 1000 for spear. i do believe 80 metal seems odd given 100/60 ratio of inf mercs then 60% of 150 is 90 but keep in mind that metal is expensive to mine compared to wood 0.75/0.5 so 50% more gain on wood than metal(less efficient, requires men for proper efficiency unlike wood/food that can be cut/gathered by women). and metal is more scarce than wood/food on standard maps. so a civ SPECIALTY unit (stronger than 1500 costing standard counterpart) can beat 1000 costing standard counter units? nothing wrong with that. 2: sword merc cav can almost beat skiritai commando? that is not appropriate, but this is an issue with sparta balancing more so than it is about carthage balancing, also do keep in mind that sword cav, or cav in general are the direct counter to sword inf, given their high hack armor added with high dps/hp although sword cav hav 1 less hack armor than spear cav it has to be kept in mind that cav hitpoints mainly come from hp, unlike mele where it often largely comes from armor therefore 3 hack is high for cav, even if it is low for inf. 80 costing unit, that has far less traintime, and has far far superior movement speed(highly valuable stat) shouldnt be able to beat 125 costing unit(altho only small part of it is metal (35)) given they are both specialty units unique to their own civs. to finish up i wanna mention 2 things. first of all cav are generally far stronger in tgs, because of the large map movement speed stat appericates in value, as well as multiple targets, with far more openings for entry, atack, manuvering. ability to move your power quickly is very viable and complete lack of cooperation and coordination of teams only excacerbates this. secondly if carthage cant do damage with this, 1 tool they have they are finished often given they mass a large amount, there are ways to counter carthage cav, and most other civs have equal or superior advantages/specialties. other mercs are lagely underused, and i feel the res avalibility factor would come into play more so if people played more defensively, where accumulating float would be nessesary before a fight as to sustain training units but this wont happen a25 i think given extremely weak buildings, there are usually too many openings to close to turtule/play strategically and not agressively where larger army/better eco wins by default as you cant avoid fights if your defensive buildings deal less dps than archers, with 0 tech. often people dont get mele damage upgrades, and hack armor upgrades which can give upto 50% advantage to carth sword cavs, often people dont secure farms via walling off, vision and men nearby, have spread out disorganized buildings,spread out disorganized units that are eazy to pick off. you cannot run from mele cavalry, they are too fast so you often cant avoid lost fights, only solution is to have large enough groups. try atacking carth player directly , if they are massing sowrd cav, as they will likely have a very weak base defended by archer/spear2 points
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The also come from the celtic embassy, sword cav. You can choose 200 wood or 200 stone per building. Using 200 stone + 200 wood gives you 2 sword-producing embassies in p2. The interesting thing about Carthage though is I'd actually want the embassies p1 buildings. This strategy is interesting and can be scouted. Though I think the sword cav need to be weakend by anywhere from 10-25%. I think the rush strategy should be viable - it makes carthage unique. But I don't think it should be this dominating (though is should dominate more than a regular skrim cav rush).2 points
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Dear @user1, Offending player thevlasic quit rated game without resigning. My Lobby Name: Mastoras commands.txt2 points
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I think this (rank upgrades) is a great dimension to add to the game. It can go some lengths to distinguish booming versus military empowerment. I think there should be a longer term economic cost to these upgrades, and it I wonder if you would support the possibility that getting all of these upgrades for all units is actually a strategic failure. rank 2/3 units get worse at gathering, and an enemies rank 2/3 unit composition is beating your rank 2/3 composition, but your units in your base gathering res are also rank 2, so you are losing overall. I have been wondering what these Advanced, and Elite upgrades should cost: Advanced: 300 food 300 wood 200 metal 1:45 research time, adds 5 metal cost (and +25 food for cav) to unit and 10% training time Elite: 500 food 500 wood 500 metal 2:00 research time, adds another 10 metal cost (and +40 food for cav) to unit and further 20% training time This adds the economic question for the player: do I want to get blacksmith upgrades, postpone the choices for advanced/elite upgrades, and maintain my eco, or do I want to get this upgrade that empowers my units, but add an economic liability to them. Getting these upgrades is basically a "bet" on that unit, and since the upgrade has a long time to research, the timing could be complicated, so you could not always get it as an emergency reaction. Should any civs get a p1 advanced rank upgrade, or would this be to easy to do a rush with, despite the large cost and economic situation? My thinking is that champions could stay being trained at barracks, but upgrade to enable it could add some extra food and some metal and stone cost, by default train at fort with no unlock. I certainly agree that in a25 it is too easy to mass champions at a sudden time, but I think there should be a way to go: non-rank-upgraded CS, +champions strategy. @Dizaka @chrstgtr @ValihrAnt @Palaiologos @LetswaveaBook what do you think about @wowgetoffyourcellphone's concept, and my ideas on those upgrades?2 points
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A Quick Introduction Hello Everyone! Since this is my first post on the 0AD forums, i would like to start with a quick introduction. I've come to know about 0AD quite recently and been playing it since May 2021 (single-player). I have played quite a few RTSs already (namely Age of Empires II, Age of Mythology, Warcraft 3 and StarCraft), but this was the first game that i ever saw a Batch Training mechanic and i love it! Fun aside though, i also started doing some tests to try and use this mechanic to it's fullest potential. In this regard, 0AD sets itself apart from those other games i mentioned because it is an Open Source Project so I could go through the code more easily to unearth the formulas, modifiers, etc in order to make my analyses. So without further ado, let's do some math! The Mechanic Unveiled First things first: How is Batch Training implemented? As far as resource costs and population growth is concerned, there are no changes, but training time (for each individual unit) is greatly reduced using the following formula: BatchTime = BaseTime * (#Units ^ Mod) Where: BaseTime = The time it takes to train a single unit #Units = The size of the group Mod = Modifier, a value that is intrinsic to the Building Type and determines the reduction in Training Time. List of Modifiers: Houses: 1.0 (meaning, Batch training in houses does not reduce training times) Corral, Market, Siege Workshop, Elephant Stable, Special Buildings: 0.7 Barrack, Stable, Fortress, Civic Centre, Carthage Embassies: 0.8 Let's illustrate this with an example: Unit: Spartan Hoplite – From Civic Center (Mod: 0.8) BaseTime = 10 secs #Units 1 by 1 - Time (s) Batched Time (s) 2 20 17.41 3 30 24.08 4 40 30.31 5 50 36.24 So, as seen in the exemple above, Batch Training reduces the training time of units considerably and, on the surface, it appears to be always better to Batch train instead of training 1by1. However there is a tradeoff. You'll only have said units at the end of the entire Training period (which is longer than the time to train a single unit). What this means is that 1by1 will give you readily available units sooner, but in smaller quantities, while Batching will give you readily available units later, but in larger quantities. This is a point to consider, specially in the early game, where we want to gather resources as fast as possible to build up our economy and our army. If we call the amount of time a unit is out on the map ActiveTime (as in it can perform actions such as move, gather, fight, etc), we can say that the method that gives us more ActiveTime overall will be better. Analysis Let's use our Spartan Hoplite to understand this problem. Spartan Hoplite – From Civic Center (Mod: 0.8) BaseTime = 10 secs Let's say we train 2 units using both methods: From our table we gather that 1by1 will produce a unit after 10 secs and another after 10 more seconds, while batching will produce 2 units after 17.41 secs. This means that both methods don't generate any ActiveTime in the first 10 seconds (since no units are out yet) and will start generating the same amount after 20 secs (when the second unit of 1by1 gets done). So what we can compare is the amount of ActiveTime generated after 10 secs but before 20, for both methods. Do note that each unit out on the map generates 1 sec of ActiveTime for each in-game second. This means that 2 units will generate 2 secs for each in-game second and so on. With that in mind we can do the calculations and reach the following table: #Units = 2 Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 17.41 1 7.41 2 0 20 2 10 2 5.18 #Units = 3 Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 20 2 10 0 0 24.08 2 18.16 3 0 30 3 30 3 17.76 #Units = 4 Time Elapsed (s) 1 by 1 Batching #Units Produced Total ActiveTime (s) #Units Produced Total ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 20 2 10 0 0 30 3 30 0 0 30.31 3 30.93 4 0 40 4 60 4 38.76 As we can see, although batching reached the total amount of units faster than 1by1, that amount of Active time generated in the same period heavily favors 1by1. Now let's see if this trend continues and calculate the percentages to see by how much 1 by 1 is beating Batching. # Units 1 by 1 Batching Percentage (%) Total ActiveTime (s) Total ActiveTime(s) 2 10 5.18 51.8 3 30 17.75 59.17 4 60 38.74 64.57 5 100 68.81 68.81 6 150 108.42 72.28 7 210 157.97 75.22 8 280 217.76 77.77 9 360 288.04 80.01 10 450 369.04 82.01 27 3510 3519.02 100.26 Interesting! As we increase the amount of units trained, Batching slowly catches up to 1 by1 and by the time we reach 27 units, Batching will match 1by1 in Total ActiveTime generated. We can also see that any number of units above 27, Batching will start becoming more and more efficient. Naturally, 27 units costs an unfeasible amount of resources and time (specially in the early game) so we can conclude that by our metric of ActiveTime 1by1 is by far more productive than any amount of batching we can get in the early game. Conscription In the City Phase (last phase) we get access to the Conscription technology (in the barracks and the Stable). This technology lowers the Batch Training modifiers by 10% (Mod = 0.8 to Mod: 0.7) and that is a huge change. Lets do the same calculation, but now with Mod = 0.7. # Units 1 by 1 Batching Percentage (%) Total ActiveTime (s) Total ActiveTime(s) 2 10 7.51 75.10 3 30 25.27 84.23 4 60 54.44 90.73 5 100 95.74 95.74 6 150 149.69 99.79 7 210 216.68 103.18 This means that in the late game (after researching Conscription), given enough resources, any Batch amount > 6 will be more efficient than training 1by1. That is also valid for all the buildings that naturally have Mod = 0.7. Discussion So, the main question that arises from this analysis is: Is the Batch mechanic useless in the early game? My answer is NO and here is my reasoning. THE GOOD: - Batching is great for early game rushes and timing attacks: since we'll be able to pump units much faster that by building 1by1 and we can't afford to build multiple barracks or stables in the early game. - Batching is great for dumping excess resources: Stockpiling resources isn't advisable, since resources don't produce anything while sitting in the bank. Unfortunately it happens sometimes, so if we find yourselves with excess Food, we can just build a Stable and Batch train some horses to explore the map and harass our opponent. - Batching gives options instead on limiting them: If Batching was universally better than 1by1 then there would be no point in having having a choice. By having it's drawbacks, Batching gives more variety to the game by enabling certain strategies. THE BAD: - Batching is less flexible than 1by1: By Batching, we sink a lot of resources and have to wait a considerable amount of time for them to bear fruits. This means that if we need to cancel some of our productions in other to gather resources to build an upgrade or advance phases, the amount of time lost training that group can be great. - Batching eats a lot of population: Population is also a resource. So if we want to Batch train a large group we need to have space available. Also, we'll need to quickly build houses to open more space to not get capped and keep producing out of our other buildings. THE UGLY: - Batching is eclipsed by 1by1 for economy: Since much of our goals in the early game is to boost our economy as fast as possible (and we do that by maximizing ActiveTime), batching does the exact opposite of what it's expected of it. And now in A25, the introduction of the Autoqueue mechanic basically kills batching even more for early game economy. Closing Remarks Well, that's basically all i had to say about the subject. I hope this post wasn't too boring and you were able to enjoy it. I would also like to read your opinions and comments on the matter. If you agreed or disagree with this analysis and why? Any concerns or constructive criticisms are always welcome. See you on the forums and have fun! ===================================//================================== TL;DR (just in case) Which is more efficient in the early game: training in batches or training units 1by1? Well, 1by1 will give you readily available units sooner, but in smaller quantities, while Batching will give you readily available units later, but in larger quantities. By comparing the Total ActiveTime (the amount of time a unit is on the map, ready to move, gather, fight, etc) in both approaches, we get: - From the Barracks, Stable or Civic Center: 1by1 is more efficient if the batch size is smaller than 27. Since batches of 27 are basically impossible in the early game, for economy purposes, 1by1 if far better than any amount of batching. -Batching is better than 1by1 in strategies involving rushes or timing attacks. ==================================================================== EDIT 1: So, considering what @Jofursloft and @Freagarach have said in the their posts, i redid the calculations for batching and 1by1 considering more productions cycles and the ProgressTimeout delay that autoqueue gives. To avoid making this post bigger than it already is, i placed the the calculations and the result tables in the attached pdf. In general, smaller batches (2 to 3 units) break even with 1by1 by the 3rd production cycle, while bigger batches (5 and upwards) break even by the second production cycle. Things are a bit less efficient if you use autoqueue, but not by much. So, as long as you can batch units constantly, batching will always be better than 1by1. Also, the bigger the batch size, the better. Batching Revisited.pdf1 point
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When designing civs (or redesigning them), I think the focus should not just be on balance, but to make each civ "Favorite Worthy." What I mean is, each civ should have aspects that make it unique, fun, and cool enough to make stand out and make it worthy of vying for the community's "favorite" civ. In a "tier list" ideally it should be a struggle to decide which civ should be knocked down to a 'C'. They should all be clustered at B, A, and S. Some ideas: General Remove champion "unlock" techs and move them back to Fortress unless otherwise stated. Move Heroes to Civic Center unless otherwise stated. All Citizen-Soldiers types in every civ have Rank Promotion technologies up to Advanced. Exceptions 1 type of Citizen-Soldier per civ will have an additional promotion tech up to Elite. 1 type of Citizen-Soldier per civ will have no promotion techs. Unless otherwise stated, all civs retain their current bonuses and technologies. Athenians Retool the "Delian League" team bonus. All allies can train the Delian Marine from their Dock. -20% build time for all Ships and Boats. -20% research time for all Dock Technologies. "Painted Stoa" structure (build limit: 1), which grants the "Greek Architecture" aura (Buildings +20% health). Remove the "Greek Architecture" bonus from all other Greek civs. Heroes trained instantly at the Prytaneion (not Civic Center). Gymnaseion Replaces the Barracks Larger footprint and +20% greater health. Slightly more expensive. Trains "Hoplite" Citizen-Infantry and Champion Infantry "City Guard." Archery Range available to train Athenian Militia Slinger, Cretan Mercenary Archer, and Thracian Peltast. "Scythian Archer" Champion Infantry trained at the Fortress. Britons Chariots Available from Town Phase, after researching unlocking tech. When "killed", the Javelineer rider jumps off and continues to battle (until he too is killed) Slightly underpowered in Town Phase, but has a City Phase upgrade "Reinforced Undercarriage" which makes them extra stronk. Add Infantry Swordsman to the citizen soldier roster, available in Town Phase. Reimplement the Population Bonus special for their buildings, but at +1 population, instead of the old +2. Carthaginians Embassies "unlock" ethnic mercenaries at the Barracks, Stable, and Range. War Elephants have a "Tower" upgrade, which adds a Howdah prop to them. Cothon Shipyard shoots arrows. A fourth hero can be "Xanthippus of Sparta", who specifically boosts mercenaries. A 3rd champion, available at the Fortress: "Veteran African Infantry", a champion swordsman with a mix of Carthaginian and Roman equipment. "Sacred Band" champions still trained at the Temple. Gauls Give them a cheap Infantry Archer, "Gallic Hunter," available in Town Phase. Add Infantry Swordsman to the citizen soldier roster, available in Village Phase. Carnyx Trumpeter should have a "Horn Blow" special ability that temporarily improves attack of nearby Gallic troops. This is automatically done every 2 minutes in battle, but can be manually activated by the player every 1 minute. Iberians Keep the free starting walls, but remove the free gates (just have openings; the player can close them with fresh walls and gates if they wish). Allow the Monument to be built anywhere, even in enemy territory. "Burning Pitch" technology allows players to toggle javelin-throwing units between regular (anti-infantry) and burning (anti-structure) javelins. "Horse Country" tech at the Corral, for another -10% cavalry training time. Champion Infantry and Champion Cavalry can swap between Sword and Javelin. Kushites Give them a free Sanga Cattle at the start of the match. A new "Extensive Husbandry" tech at the Corral makes training animals faster. "Iron Smelting" tech makes Forges and Forge Technologies a lot cheaper and faster. "Iron Exports" makes bartering for Metal at the Market more profitable. Macedonians Barracks New "Royal Barracks" upgrade for individual Barracks in the City Phase. +50% Health to the upgraded Barracks. Can train Elite Phalangites and Champion Hypaspists. Stables New "Royal Stables" upgrade for individual Stables in City Phase. +50% Health to the upgraded Stable. Can train Elite Thessalian Cavalry and Champion Companion Cavalry. A 4th hero "General Craterus" boosts Phalangites specifically. "Naval Arms Race" technology unlocks the "Hexeres" heavy warship for the Macedonians. Mauryas Remove Population Cap civ bonus, but... Citizen-Infantry. Bonus: 0.5 population cost Bonus: -50% train time Bonus: -25% resource cost Penalty: -50% gathering rate Penalty: -50% health Penalty: -25% attack Worker Elephant can construct buildings again. Maiden Guards can swap from bow to sword. Mauryas receive a free Palace at the beginning of the match. The hero Chanakya can be trained in tandem with the other heroes (he doesn't count toward the "hero" training limit) 4th Maurya hero "Bindusara." Persians Keep Population Cap civ bonus. Organic units start out with -15% health and -10% train time. Receive a free "Yakchal" Ice House at the start of the match for a +5% health bonus to units. Build up to 4 more Ice Houses for additional +5% health boosts for each one built. They get more expensive for each one built. Ptolemies "Syncretism" special technology in Town Phase. Allows Priests the ability to build the "Isis Statue" and "Serapis Statue." Isis Statue Short-range Aura: Nearby Gatherers +20% gather rates Serapis Statue Long-range Aura: Nearby Units +10% health "Lighthouse of Alexandria" is a 2nd Wonder Player can still only choose to build 1 Wonder, but the Lighthouse can be built on the shore and gives a large vision range. "Temple of Edfu" would be the option to build on a non-water map. Romans An extra big House available in City Phase called the Insula ("Tenement Building") Population Bonus: 20 (plus house pop techs) Triarius trained at Elite rank (no promotion techs necessary). 2nd Team Bonus "Socii Allies" Allied Soldiers +10% attack within range of a Roman Civic Center or Army Camp. Seleucids Very much the same as they are now, except... Given back their Library. Spartans Team bonus now applies to all Melee Infantry (not just Spear Infantry). "Sysition" replaces the Barracks. "Hoplite" Citizen-Soldier, Champion Infantry "Spartiates," and Spartan Heroes all trained here. The "Helot Practice Range" Archery Range class building Trains Helot Skirmisher and Helot Slinger "Helot Emancipation" technology unlocks the ability for Helot units to upgrade individually to Light Hoplites. New "Helot" support units Cannot construct buildings, but... +25% resource gathering ability over Female Citizens. Can be captured by other players1 point
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We have been talking about melee cavalry, but there is something that strikes me as odd and I have mentioned it earlier. If we want to get a proper feeling of balance, it would help if spear cavalry was decent, such that we have something to compare sword cavalry too. On top of that, better spear cavalry gives a decent counter to sword cavalry. On top of better attack, sword cavalry has better armor but cost 10 metal. So why do have spear cavalry a DPS of 5.6 (9.8 against cavalry) and sword cavalry a DPS of 8.66?1 point
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It's not the same thing, nor are the starting Iberian walls a substantial enough challenge for a turtler (I imagine they are simply intended to deter early rushes...).1 point
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Is there a tool to generate a map preview png file (for art/textures/ui/session/icons/mappreview)?1 point
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infantry Swordsmen have 10% metal cost and have 33% more attack than infantry spearmen and similar armor. Sword cavalry has only 6.7% metal cost and do 55% more damage and have better armor. I guess 10 metal can't justify the difference and on top of that, CS spear cavalry are fairly useless. Any faction that gets spear cavalry in p2 might as well not get them in 99% of the games.1 point
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AFAIK, all games from Epic and Steam are bundled with the respective accounts and online connection is needed, correct? For me this is not acceptable, but I'm old-school.1 point
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I think this is a good start. I wouldn't do the hover/right click thing nor the scroll bar. There's no time to sit quietly in RTS. U need fast and synthethic information to make fast desitions Just show the units this way (maybe type-unit in the first line, and then just the health bars in the lower lines as said before. The settings in the options menu could be used to apply this filter. And u could click the bar to ungarrison the group of "-%" or "+%" previously defined. At least, hotkey implementation using actual "Wounded unit health" its a simple good start. And I want to add, regarding your topic the fact that Control groups cannot be selected when garrisoned, I think it should be able to keep selecting them even if they are garrisoned. Maybe this option actually exists and i'm not aware1 point
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Dear @user1, Offending player pedrog quit rated game without resigning. My Lobby Name: Mastoras commands.txt1 point
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How can you have large enough groups on biomes such as Aegean Anatolian, Arctic, Autumn, Nubia, Sahara, Steppe when playing in a 1v1 on a small map? They have a very weak base if you have at least 30+ soldiers to attack it. When you send your army, the carthage player will likely see it coming, so he will just retire his troups moving them around his territory, building towers, garrisoning in them and barracks, slowly damaging your army thanks to the range of archers (who can be kept near to the cc if we are talking about P1 and P2). In order to damage the carthage player you need then to have a big army, and when you move it away from your territory you 1) renounce to develop your eco 2) become extremely vulnerable to a sword cav rushes (that can rush immediately after your army passed your territory border and still be able to return to the base in order to support the defense against the counter rush)1 point
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Dear @user1, Offending player MaleKaren quit rated game without resigning. My Lobby Name: Mastoras commands.txt1 point
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Dear @user1, Offending player hungryhippo81 quit rated game without resigning. My Lobby Name: Mastorascommands.txt1 point
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whats wrong with having extreme weak and strong points balancing each other out? is that not the point of the game? if there are no variations of stats, factors, ect then its no longer fun, then civs lose their uniqueness ect. also it is not a one trick pony, carthage also has avalible to it other mercs sword inf merc, jav merc, sling merc all with superior stats altho ranged ones largely useless accuracy boost given p2 battles are too large and bad accuracy is probably even benefitial. spear cav mercs are rarely used but also there. also carth has elephants as well as all other siege, 2 great heroes and spear champs from temple. while some of these things are all not as signficant without these things the only sword merc cav advantage wouldnt be enough to make carth viable.1 point
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@user1 Another one disconnecting a rated game. my user: gandolf_deluxe cheater: villano33 commands.txt metadata.json1 point
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A game with plenty of rushes where these top 20 player face off against each other. Dakeryas played Seleucids and had access to the praised combination of pikemen and skirmishers, wheres vinme was able to put Carthaginian mercenaries to good use. vinme vs. dakeyras.zip1 point
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I like the visions for the civs, to give them all some unique mechanics. I am particularly interested in this in the shorter term however: I like this idea, and I feel these upgrades should be more expensive than regular blacksmith upgrades especially the one for elite rank (assuming its the same as "veteran" rank). Perhaps the "elite" upgrade would be more expensive, and add a 10 metal cost to the unit.1 point
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@LetswaveaBookI like both these hotkey options, but I think I would use the easier “ungarrison all healthy” button most frequently. I imagine players who are very fast would like to use the “A+S” hotkeys for selecting cav for rushing. I feel giving more control over these things is very important and allows for a greater “skill ceiling”.1 point
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Where in this small space do you want to show individual info? Yes, by right-clicking would work, but then you have to go through all of them. Or could we maybe have a narrow colour line on top of each group at the least, showing the group's overall health? Thus, we would at least see health per unit type: I wonder how health of the 11 units could be shown individually, besides by right-clicking or - a bit faster? - hovering over them and then popping out the individuals. Maybe like this, i.e. when you right-click or hover, they pop out (quick & dirty - I'm no artist ): But if you garrisoned 20 units, there would be no room for that many.1 point
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I knew batch training made it more efficiently, but never knew the formula. Whenever I tried to do some analysis on batch training, I just looked in game for what it would look like. So great that you have found the formula. @Jofursloft Batch training is more efficient if you have the resources for it, but you are conveniently ignoring the costs. For a civilization with barracks of 200 wood and 100 stone and a build time of 150 seconds, I use in my following calculations a cost a 300 resources. Now that means if you look 1 barrack training units 1 by 1, you need are faced with the costs of the barracks and the units that are in the queue (100 resources per unit), which I represent here by a total cost of 400 resources. If we look at 1 barrack batch training 2 units, then we are faced with a cost of 300+2*100. So a more fair comparison would be comparing 3 barracks with training 1 by 1 (cost=1200) vs. 2 barracks with a batch size of 3 (cost=1200). In this case the 3 barracks training 1 by 1 perform better. If you want 2 barracks to produce as many as 3, you need to have queued in each barrack 7 units. So I think having more barracks has some merit for booming.1 point
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I think that when talking about mathematics related to a game like 0ad there are 2 things needed: a good knowledge of math and a good experience in the gameplay. Fortunately I have both. Here you make 1 mistake for each: You are considering the case in which we train in batches but you analyze with charts only the first batch. Let's consider the first example in the chart you did (the one with 2 units). What you have to consider is that after 20 seconds 1 by 1 training method seems the to be the most efficient. But you have to consider that the player will continue to train units in batches, which resolves to the following conclusion: Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 20 40 160 (2 mins 40 secs) 2 4 16 10 30+20+10=60 ... 2 4 18 5.18 25.18*2 + 5.18*2=60,72 ... As you can see, after another 20 seconds the batch training method does way better than 1by1 for what concerns Active time. After 2 mins and 40 secs it's 2 units ahead. Obviously the gap of speed between 1by1 and batch training method becomes more evident when you apply the same logic I did with higher batch training numbers. You need to have more experience in the game. 1) Even if there is not a definite rule about it, for early game is not intended only the first minute of playing (wouldn't make sense) but something like the first 12 mins of playing. In these 12 minutes, the gap of speed in terms of economic development between 1by1 training and batch training methods becomes huge. 2) A good player never uses the same batch dimensions but variates it (when I train women in the beginning of the game I like to train them 6+3+2+4+4). 3) You can build houses while training in batches without being slowed down (just manage the correct number of wood you are collecting). In any case, I would suggest you to spectate a pro level match. You will notice that by using the batch training method it's possible to get easily 100 population within 7 minutes, and reach 150 within 10 minutes.1 point
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Rly nice game with multiple twists one usually doesnt see in 0ad games. metadata.json commands.txt1 point
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We want to avoid one-trick pony. A civ should not be "ok" if it is op at one thing and bad at everything else.0 points