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  1. @ I agree with this, but I think it would be better to just give an inherent .3x counter vs palisades to melee cavalry, this way, palisades actually offer a more significant protection vs cavalry and will allow a smart player to position his units and palisades in such a way as to prevent cavalry from going in. I also think there should be some adjustments made to palisade and stone wall placement to make it easier to seal off an area, like going between houses or barracks.
    4 points
  2. Are there Trac and Phab tickets for something like this? Perhaps a <MiniMapIcon>*.png</MiniMapIcon> tag in the <Identity> component?
    2 points
  3. I eventually tried the harder levels with a decent amount of success. Even tried multiplayer games against catalina with petra as my allies (petra did pretty well). I finally abandoned my experiments when my consular cavalry champions kept "freezing" randomly when given an order to attack or retreat. This was solved by removing the mod, so I have no plans to retry until this issue is resolved. Another weird feature of the harder levels I noticed was that the massive amount of workers that catalina sent into my territory to collect resources, despite being under constant attack from fully garrisoned towers. Catalina was still able to increase population with a mostly almost dead workforce, due to the sporadic targeting of the towers. On two separate occasions of catalina reaching a pop max of 200 it passed by all my defenses and went straight to the CC. Since the attack was early none of the troops had any upgrades so my CC full of women held out and I was able to empty my border towers and built new towers closer to the CC, which eventually decimated his entire army. Catalina did not recover.
    2 points
  4. Just add traps, stakes, etc. for the elephants to kill themselves
    2 points
  5. Related ticket Adding icons/ pixel shapes to the minimap (16/Apr/21)
    2 points
  6. In Delenda Est, the Kushite pyramids are used as Phase tech requirements. So, X number of Small Pyramids required to move to Phase II, and Y number of Large Pyramids required to move to Phase III. Perhaps a point for discussion? Once you build the required number of pyramids, then the Phase techs research instantly. As far as Kushite economics go, I would focus on Metal (Iron Smelting) and raising animals (Extensive Husbandry), for historically-based solutions. I personally wouldn't want their pyramids to have an econ aura, since they really didn't represent anything economic. I feel like they're a religious or social thing, so made sense to me they'd bring about the advancement of your settlement. Just some thoughts.
    2 points
  7. https://www.vice.com/en/article/m7e8db/navy-facebook-account-hacked-to-stream-age-of-empires LMAO^
    2 points
  8. 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 players
    1 point
  9. Hello everyone! I'm Nagasushi. Some days ago I tried to register a forum account, but unfortunately it didn't get approved, so I have to borrow this account from someone to make a post for my new mod Res Gestae. Please download from my Github link here or at the end of this post. https://github.com/Nagasushi2021/Res_Gestae Res Gestae is intended to be a 'small overhaul mod', which changes many aspects of the game without diverging too far from vanilla, or adding too many complicated mechanics that will be hard to be adapted for the future versions of 0ad. We endeavour to provided a balanced gameplay that will be attested by mathematical calculations and matches between AIs and humans. We will also aim to make sure that the AI included in this mod will employ diversified strategies and tactics at the difficulties that will suit everyone, from absolute beginners to the multiplayer pros. Furthermore, there is an emphasis on the tactics, strategies, and particularly on the viability of diversified gameplay styles. Also as the name suggests, we draw our inspiration from real world history, which means we will try to emulate the military tactics they used, their army composition, and more particular features of each civilisation. Outline of the initial version: Pathfinder: twisted pathfinder parameters in order to prevent unit overlapping and exceedingly smooth movement. Units are able to block enemies properly. Subject to future changes. Unit changes (only done for citizen soldiers, need more testing): unit balance, and various changes making tactics and micromanagement possible. AI: I have made a bot called Catilina based on Petra bot, and tested it with @Yekaterina. Currently the medium difficulty is roughly equal to a 1300-1400 level human player. Note that this bot is intended for testing rather than competing against human players at the moment. We recommend 'balanced' behaviour, and 200-300 pop, very low to medium resource, small to medium map size settings. It should work on any map not divided by water regions (e.g. mainland). If you want to see two Catilina bots fighting against each other, we recommend small Corinthian Isthmus map, since they prefer to head to the opponent's base rather than fighting against its army directly on other maps. Techs: Merged damage techs and added movement speed techs to encourage combined army. ========================================================================================================= 0.0.4 Preview (not yet available on github) This update will focus on champions and clean up some existing civ features that will not be presented in Res Gestae, paving the way for civ differentiation in the next update. It will also include other gameplay changes and hotfixes. Hotfixes: Fixed some incorrect unit stats. Fixed champion movement issue (resulted by low returning rate+pushing mechanic+pathfinder parameters, reported by various players) Civ Features: Removed some existing civ features. Buildings: Towers have bonus against cavalry. (Towers had little use against early cav rush and they usually considered as not worthy in early game. This update makes towers the most effective way to defend against cav rush - an investment that can actually keep your base safe. And it won't a proper siege much harder. So consequently, if the rushing side finds the opponent's base well defended by towers, it would be a better idea to find some hunts or rush another player instead. This helps with building a rush-boom-turtle-rush counter dynamic. Units: This updates contains the initial changes for champions: based on my mathematical model fr production and battle strength, champions, particularly melee infantry types, have much better cost efficiency than in vanilla a25. This makes waiting for phase three a good choice alongside attacking with citizen soldiers and rams in phase two. Different civs have genuinely different champions, with their pros and cons. Further balancing adjustments will be needed. Mercenaries: they are based on a23 mercenaries now - good at fighting; bad at gathering; expensive but fast to train Siege units stats changes AI: various minor AI changes ========================================================================================================= 0.0.3 The first major update of Res Gestae: AI difficulties: There are nine AI difficulty levels now - I found the highest one most entertaining for myself. Note that the rating intervals are merely guidelines, which do not reflect your level in vanilla multiplayer. AI: Various improvements including use of towers, change of combat behaviours, adjustments for gameplay changes, basic support for tiny map and more. Diversification: Catilina has different behaviours in each match - it might rush or choose to attack at different time. Gameplay changes: Arsenal and rams are available for all factions in Phase 2, which encourages more diversified strategies other than booming and attacking when pop cap is reached. Consequently, phase 3 will give players much better options to boost economy and army strength (in this version some p3 techs already have reduced cost). Champions will be addressed together with civ differentiation in future updates. Techs: reduced cost for many p3 techs and phase3 itself. Units: slightly changed gathering rates. Rams have significantly more health and lower damage - siege will last longer and winning battles is much more important for both sides: attacking side should not overspam rams; defending side should not try to 'pick out' rams before defeating attacker's army. Buildings: economic buildings and palisades are much easier to destroy. Lower hack resistance for almost all buildings. Stones towers deal more damage and cost more resources - it should be a good option to garrison towers when you are under attack. Slightly better vision for all towers. Other changes: slightly changed formations. 'Random' draws each civ with equal probability now. ========================================================================================================= Planned features that will NOT be implemented in recent updates: (due to compatibility issues or amount of work required) AI border contact management - we do not recommend having AI closer than 1v1 small mainland (e.g. 1v1 on any tiny map, or 2v2 on any small map) Naval overhaul and AI naval management UnitAI changes - compatibility issues with current release and svn AI defence overhaul - Catilina is using the defence modules of Petra, which should be substantially reworked. Only minor improvements will be implemented in recent updates. ========================================================================================================== MOD IS NOW PLAYABLE. COMPATIBLE WITH ALPHA 25. https://github.com/Nagasushi2021/Res_Gestae Still a work in progress. Please report bugs and suggest balancing and gameplay ideas
    1 point
  10. Dear All, I have made a discord server aimed at providing a friendly environment for 0AD players to matchmake and discuss topics related 0AD. It also contains people from my school who are not necessarily 0AD players, who would talk about homework or school plans. Rules: 1. Privacy is important. Please do NOT address each other by their real names, and do not reveal your own real life identity! Also please don't ask people their name, nationality, exact location, gender, school, etc. 2. Talk politely and respect each other. Avoid bringing up politically sensitive topics or too obscene things; the aim of the server is not to spread ideologies, fake news or terrorise people. 3. Use each channel for their designated purpose. Please do not talk about minecraft in a 0ad channel and vice versa. If you want to talk with someone privately, go make your own chat. This is the link: https://discord.gg/cTaZXvr8
    1 point
  11. What it does is disable units from entering the entity, in the case of the Fert map it was so units can't garrison inside the wonder placed at the center of the map.
    1 point
  12. My suggestion wasn't aimed at balancing sword cav mercenary nor prevent massing of mercenary but rather an incentive to use more variety in the type of mercenary used. If the more mercenary gallic cavalry you make, the more expensive they become, and you apply the same to Iberian mercenary cavalry separately. Building your army of swordmen cavalry would be cheaper if you mix both types rather than use only one of them. Once you have build both embassy, you would also have the incentive to produce the infantry from each embassy since the first few infantry mercenary trained are strong for their cost. The ideal result would be an incentive to have a mix of both citizen and mercenaries but also some incentives to use infantry mercenary which feels less interesting in the current stage of the game. It sounds more natural to apply changes in training cost to mercenaries than to champions, it would reflect the idea that the more you try to use mercenary, the stepper their price become. Kind if a supply-demand on a labour market logic.
    1 point
  13. This sounds like a game feature which would limit the number of elephants trained in a game rather than the number of elephants used at the same time on a map, no? Just throwing an idea here, but would it make sense that the cost of mercenary increases with the number of mercenary trained but it would return slowly to its initial cost as time goes (if that's possible?)? Mercenary could be designed to be quite strong for their initial cost, but as their cost raise when more are trained, they would tend to get expensive for their strength. One should then wait for their cost to slowly reduce before training more mercenaries of that type. The interest of that feature is that it should encourage using all types of mercenaries/building all types of embassy rather than just cavalry which seems an issue currently.
    1 point
  14. Thanks, Mr. Bart. It's a feature I think would benefit the base game as well as mods (I could imagine Hyrule Conquest making custom minimap icons, for sure). And with your larger minimap, the icons won't be as odious as they would be with the current smaller minimap.
    1 point
  15. I'm talking about a decade, I'm not talking about so recent.(Trac) But yes, lately there is much more dynamics with the interface. I am not aware of what Lambart does, but it is full of exciting ideas.
    1 point
  16. interesting idea. Historically it is impossible to have so many elephants. At least in proportion.
    1 point
  17. Naah! We're talking about if they're too powerful here, not about buffing them.
    1 point
  18. "Whoever is playing sucks, because they never make it past the Stone Age." LOL.
    1 point
  19. "Bite my fingers." "Uh, why?" "Just Astros stuff."
    1 point
  20. In 0ad cavalry is not significantly more effective against towers. Cavalry only has the advantage of being better at avoiding and running away from them.
    1 point
  21. If we had Hyrule's technology hide patch we could just hide units until level 2 is researched
    1 point
  22. Heres an idea that could possibly be more engaging for the player: Make a new building that is a small training area with dummies and stuff like that. So currently units can be garrisoned in a barracks to gain levels, but that is not very engaging, the player doesn't SEE this happening. So a training area building with say, 10 training posts. Citizen soldiers can be tasked on these buildings and will gain xp while visibly attacking the dummies and training. So then training and level techs can have a place in this new training area that increase training speed or maybe even increase max level. For example, say that you can't train a unit to elite level at the training arena without a city phase level tech, or what have you. Basically its a more engaging way to show unit training as opposed to just hiding them in the barracks, and provides a building specifically for training techs and more accentuates the fact that training is an option for players. Because the fact that you can garrison units in the barracks to train is not really readily understandable to a new player.
    1 point
  23. I've played vs the Catilina AI without the balancing modifications, and it does seem significantly more challenging. I wanted to suggest splitting off your AI modifications to a separate project/mod. I'd like to play with just the Catilina AI but otherwise vanilla 0ad.
    1 point
  24. You have identified the appropriate uses for elephants: "breaking enemy morale and stampeding through otherwise immovable infantry blocks." I've been trying to produce Athenian Cavalry Javelineer, but have been having resource shortages. I also believe that I may also be under-utilizing the Athenian Slinger Militia. Gate smashing looks to be an appropriate use. Nevertheless, it should not be easy for the elephants. Elephants would not be "rendered useless", assuming that I understand what you said correctly. Elephants, in game-play, would remain very effective at destroying buildings and disrupting infantry/cavalry formations.
    1 point
  25. The elephants as siege weapons trope is definitely ahistorical. However the game engine right now doesn't really simulate the things they were actually used for: breaking enemy morale and stampeding through otherwise immovable infantry blocks.
    1 point
  26. You know, funnily enough, I was experimenting with more appropriate, dedicated textures for Kushite reliefs, including their colors, over a year ago, but never came close to finishing it. I almost forgot... Maybe one day I'll complete it. . By the way, the artist, Joan Francesc Oliveras Pallerols, changed the title of that work from "Kushite Warrior" to "Tribal Levy of Kush", based on my input Either way, it's a pretty amazing piece, like all of his art...
    1 point
  27. Step 13: Create separate paths for the different rings inside the oppidum, otherwise paths are too crowded in its center. Add bushes between buildings and paths. Step 13: Oaks and fences at the ditches, bushes inside the city.
    1 point
  28. I believe doing another fundraiser might not really work if it cannot be shown that previous funds have been put to good use. So far, very little has been spent towards the development of 0 A.D., and it does not logically follow that more money will be effective. I expect people to be skeptic, especially as communication around and wrap-up of the previous campaign was less than ideal. I understand that the funds gained last year were not sufficient to have a developer (or two) work on the game for a serious amount of time (if I recall correctly the aim was $160K, something to the tune of $33K was donated), although that was the proposed plan. The two people most visible in the fundraiser have since left without much clarity around their departure, at least not via the channels available to those who donated (I wouldn't count the forums in general and IRC logs among that). I personally viewed my contribution as a donation, so I'm not too fuzzed about perks (not even sure if I opted for anything). While I'm convinced the team has and will handle the funds with care, a clearer picture of how the team intends to use the funds for development would help. Maybe something is in the works, it's just not that clear to a casual follower. As for the paid expansion idea, selling stuff that's open source is not going to work without any additional services or perks (licensing issues not considered). People would just download the source files, as that may be just as easy. The very small mobile operating system webOS suffered a similar issue, as its apps were very easy to copy and distribute illegally. webOS apps were built with open webtech, such as html, css, javascript. 0 A.D. mods are XML, javascript, and image files, making it similarly easy to copy a paid-for mod. It's very likely the limited gains do not warrant the costs.
    1 point
  29. Grateful Lion.Kanzen! More some aspects: reconstitution of the vessel would have been used in the settlement of Kallaikia Ireland.
    1 point
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