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Showing content with the highest reputation on 2022-02-11 in all areas
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There are 3 map categories Random, Skirmish and Scenario. I would like to add a 4th category: Mainland like maps. The reason for this, is that a lot of balancing and complaining is done by judging how the game plays on mainland. As much as we can say people should play other maps more often, the multiplayer community sticks with mainland. I know some would say this needs to change, but it won't change. This might pose a danger of getting very one dimensional feedback. In A24 people complained about mercenaries not being useful. They costed metal and metal was valuable. Not by any intrinsic reason, but just because in TGs mainland spawned to little metal. Fast forward to A25 and we have a mercenary cavalry problem. Would it have been hard to create a mod for A24 where players started with 2 metal mines? No, it wouldn't. Would it increase the fun: probably masively. Yet the TG community didn't create such a map. Not only this example holds, but any complaint about the balance is hypocrite as 0AD is highly moddable. If you all dislike something, why not create a mod? How many complaints are there and how many mods are being created? If we make many different variations of mainland, we can get more diverse feedback. Variations could include: -starting with sheep instead of chickens =metal and stone mines spawn at larger distance to the CC. - only small mineral mines spawn on the map, possibly making map control more important. - Different positioning for team games (fortress or player river) -starting with a blacksmith to promote aggressive play in p2. -starting with other buildings such as mercenary camps or a temple. - A gaia fortress in the middle of the map that both teams/players would want to capture -any combination of those above. The A24 example shows that it is unlikely that the online players will do any major effort to test different setups. If we want them to try different setups, we should really make it easy. The way we can make it absolutely easy to try different setups is by just launching A26 with a dozen of different versions of mainland. I fear that unless we hand players this option, feedback from the multiplayer community will be one dimensional for A26 again. I would even offer to create some version of mainland. (Also: do we need a folder full of the same map? We could kind of make it a kind of hidden folder so only players that know where to find them see this folder. So casual payers don't see this ugly folder full of "repeated" maps)3 points
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1. The Han have both Pikemen and Champion Cavalry Spearmen. You can 100% train both of these units playing the latest iteration of the mod. And when I say latest, I mean for the past several weeks/couple months. 2. The Han Academy has a similar function to the Athenian Gymnasium and the Spartan Syssition, but has twice as many champion options than either of those buildings do. While the building isn't free, you don't have to research the champion unlocking techs like most other civs do. I mean, this building just rocks. 3. Javelins and Mercenaries: I actually do propose a couple of mercenaries for them, one of them being a javelineer. The Dian Warrior, from the Dian Kingdom of Southwest China A Mercenary Javelineer available from the Practice Range in Phase II Switches to Sword in close combat once the game has that feature The Yue Warrior, from the tribes inhabiting Southern China and seashores of Southeast Asia A Mercenary Spearman available from the Barracks in Phase II3 points
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https://trac.wildfiregames.com/changeset/263412 points
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Terminal Preclassic or Protoclassic period (ca. 100 b.c.–a.d. 300). A very important period for the Mayans in which many occurred. This project is still in the beginning modeled by @Duileoga and finish/exported by me. Anyone who wants to contribute, get in touch with us. Anyone who wants to use civ in their mods is welcome. I believe that after finishing it fit Delenda Est and all other similar mods well.1 point
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This is a good idea. We just need a way to quickly put a new account into one of these leagues.1 point
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I am updating the mod this weekend so some things I want to add team bonusses: Athens: Theatres cost -40% Brits: First healer is free, other healers are 20% cheaper. Cart: Markets are 40% cheaper and first land trader is free. Iber: skirmishers and slingers cost -10% food. Mace: barter bonus is now a civ bonus and gives only 15% better prices. Their new team bonus is siege +10% range and -20% train time. Persians: stables are 20% cheaper and stable techs are researched in half the time. Their cavalry carries double meat. Generic changes affecting team bonusses Theatres: CCs have 20% cheaper techs and -50% research time. Catapults have a small splash damage and their accuracy is improved a little. Their damage is increased to 225 crush and their splash damage is 150 crush, enough to 1 hit KO basic ranged infantry. Demetrius now gives also higher splash damage. The siege damage tech now gives also 25% more crush splash damage. Bolt shooters now have building AI, possibly improving their performance CCs are 10% cheaper and 10% less build time (affects sele team bonus) 2nd tier blacksmith upgrades is now available in p2 (affects gaul team bonus) I think especially the 2nd tier blacksmith upgrades in p2 really make it interesting to chose between getting p3 asap or preparing a major p2 attack. Furthermore Continental slingers civ bonus for Iberians and Gauls: Slingers cost -10 stone but have -1 pierce and -0.1 crush attack I also fixed some bugs from the previous version. Any further ideas? I personally like suggestions that are moderate changes but I will be happy to read any suggestions. Also it might be a nice idea to give some factions a civ bonus "unarmored warriors" that gives spearman +10% speed but -2 less hack armor. These factions can research a (possibly free) technology called body armor giving their spearmen normal speed and hack armor.1 point
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Hi @user1 , I play as Beaugoux. Offender: Pangea Pangea quited without resigning when it was clear he was defeated. metadata.json commands.txt1 point
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Yes stances could be unified when entering formation but which one to pick if there are multiple set, or always set default?, there us also question what with healers in formation.1 point
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https://code.wildfiregames.com/D4303 by @Jammyjamjamman and @andy59951 point
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Today an idea came to my mind: since so many people think different civs are broken / need balance, why don't I make 1 special Civ in a mod that contains every single unit in the game? Those who want to prove themselves in 1v1 or Tags can all take this ultimate civ and no one can complain about their enemies getting better civs. You can play every single possible strategy with this civ, which means your enemy can't predict what you want. Let me explain this: if you are Carthaginians, then everyone knows you will do a mercenary rush. If you are Britons, then they will set up defence against your slingers; if you are Persians then they can predict a cavalry heavy late game. But with the Utopians, since you can do all these, there is no way anyone can predict your strategy so games are more fair. If one unit is OP, all of you can use it and there is no excuse to lose. In a TG, if your enemy wants to rush with spear cav, then you can make spearmen. If they switch to archer cav, you can return fire by making spear cav or inf archer. If they come with a slinger rush, you can quickly spam mercenary units to defend. If everyone takes the Utopians in a TG, we can see huge varieties of strategies played out in just 1 game, as you have to respond to the unpredictable moves of the enemy and vice versa. It should be more fun and balanced, without needing to rant about banning civs or someone complaining about their civ. Casual players probably don't need to care about this although people who are learning the game would benefit by being able to try every single unit in just 1 game. Tell me if you are interested.1 point
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If I lose because of a bad faction, it means I learned about its weaknesses. For me it feels good that factions are different. Though it would be cool to know which hero people consider to be the best.1 point
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Alre is right. It was how I noticed the weird running behavior we had before A25.1 point
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isn't it the opposite? the flag stays where you put it, but the troups chase enemies and loose it, before going back to it when there are no enemies. that is the supposed behaviour of formations, and being the flag a debugging tool on top of everything else, its supposed behaviour is signaling the position of the formation element (which has to stay there in order to make formations work as intended).1 point
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I like the space that's saved by removing the native panel and especially like the toggle for the side panel, but still I'll have to agree with Nobbi that the native panel is required. Maybe add a toggle for the native panel too?1 point
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Thank you for improving the mod further Langbart and making it possible to switch of the side panel! However, after playing today I realized that you removed the native panel for res and units and I didn't understood why? I think it is still required. Is there any way to switch it on again? I know most of the stats can be seen in the boonGui panel too, but it is simpler when u see all your team mates resources to to look at your own resources and the thing I missed the most, was the number of workers on each resource...1 point
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