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Showing content with the highest reputation on 2022-05-08 in all areas
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The road boost/off road penalty needs to be substantial for the player to feel the need to micro this.3 points
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Hyrcannian cav stats: base swordcav stats: dps: 6.9h 0.27 to 0.8 crush depending on the unit dps: 8.6666h armor: 3 hack, 2 pierce armor: 3 hack, 4 pierce all else is the same ^it is clear that hyrcannian cav are garbage and currently only fulfill the role of a hilarious troll CC snipe, which usually does not work. They are also good antiram, so thats the only reason players use these. Instead, further differentiate them from swords and let them stand out as a unique unit. How about these unit stats for hyrcannian cav? elite rank cost: 100f 40w 35m 17.7 hack every 1.5 sec, increase crush to 3 (net crush dps will be reduced to 1.5 from 3 due to repeat reduction, so its not a bs CC sniper). I think they should have a little more prepare time than swordcav. 17.7 comes from swordcav dps * 1.364 (skiri buff vs normal swords) * 1.5 sec, the new attack rate. armor is unified with swordcav 3.0H and 3.0P (from 3 hack 2 pierce) compared to CS swordcav at 3.0H and 4.0 pierce. Mainly, instead of armor (compared to skiritai), speed goes up to 20 from 18. HP would be the same as any rank 3 swordcav (276 hp) In essence, this is a rank 3 swordcav where instead of the armor increase of 2 p and 2h, it gets speed, and where the repeat time is slower (because its an axe) If you think this sounds OP, consider that they would still have very low armor compared to rank 3 swords which have 5h, 6p. If people dislike this idea, then at least give them more dps than swordcav to account for their weakness.2 points
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Some maps like Acropolis Bay and Via Augusta have roads or paths drawn into them, but so far they have no real effect on the gameplay. In order for the artist's work to not go to waste, I propose adding a road feature to maps, where units walking on roads receive a certain amount of speed bonus, say, 10%, compared to off-road units. The justification being walking through rough grassland or forests is much slower than on paved roads, as you have to actively dodge plants, rocks, uneven terrain etc. This will make players consider how they reinforce their troops, where to set up buildings and where to pick fights. Furthermore, we can allow players to build roads. I'm sure the city builders would love it, as I once was a city builder and I'd love to be able to build roads in 0AD.1 point
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Buenos día o tardes; -Actualización de las unidades (gracias a @Lopess) 1. Lancero ;----------------------------------------(Scortamareva) 2.Hondero ;-----------------------------------------( Trokalobutiam ) 3. Espadachín ;-------------------------------------( Caetranan ) 4.Escaramuzador raso ;---------------------------( iovanan ) 5.Arquero ;-----------------------------------------(Aecandus) 6. Noble;--------------------------------------------------( Arimo ) 7.Emboscador;--------------------------------------------(iabarannta) (Esta unidad , si desarrolla la habilidad especial , podría cambiar de ataque cuerpo a cuerpo a un ataque a distancia) 8.Mujer guerrera;----------------------------------------( Petanim Kori) 9. Infantería vettona auxiliar( com lanza); ------------------------(Scortamareva Secias) 10.Infantería vettona auxiliar(con venablos);---------------------(iovanan Secias) 11Jinete auxiliar Vettón(com laza);---------------------------------(Epones Secias) 12. Jinete Lancero ;----------------------------------------------------( Epones Pretre ) 13. Jinete Escaramuzador ;--------------------------------------------( Epones Aeiste ) 14. Bandolero lusitano;--------------------------------------------(Epones wulti) 15. Mujer(civil);------------------------------------------------------------(Nurim) (Hice tres fases , como los varones , pero en este caso sería a la inversa , sería la mujer civil con más fuerza de ataque del juego ,en su Fase 1, pero a medida que sube de Fase , recolecta más rápido los recursos y pierde puntos de ataque pero no de salud ,es decir a la inversa) (En cualquier momento puede convertirse en una "Mujer Guerrera" si desarrolla esa técnica especial y cuando una mujer guerra pasa a "Mujer Civil ", lo haría en su Fase 1) 16. Comerciante;----------------------------------------------------(Muitiom) 17'1. Sacerdote;-----------------------------------------(Sintamo ifadem) 17'2.Sacerdotisa;----------------------------------------( Deiwos ampilua ) 18.Ariete ;------------------------------------------------------(Rueti kori) 19.Escalas;(escaleras)----------------------------------------(darna parami Kori) 20.Guerrero Lanzador de rocas;----------------------------(Aecandus Karno Kori) 21.Balsa pesquera ;--------------------------------------------------(Longo) 22.Balsa de guerra;--------------------------------------------------(Lango kori) (Como no tendrían lonas con diferentes patrones de dibujo , podría haber un arquero o un hondero en el frente) (Por cierto , las partes de delante son un Equino y un Ave ) 23.Navío mercante fenicio;------------------------------------------(Lango muitiom secias) 24.Navío militar cartaginés ;-----------------------------------------(Lango kori secias) (Usar los actuales birreme cartaginés y el mercante fenicio de los persas) 25.Viriato ;--------------------------------------(Virilos ) (Versión cazador y pastor) 26.Púnico ;--------------------------------------(Apimano) 27.Cauceno;-------------------------------------(Kaikainos ) (versión naval) (versión terrestre) Disculpen las molestias*1 point
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The idea of current armour is that +1 is always +X% (I don't remember what percentage exactly, maybe 10%), whether your base armour is 1 or 999 doesn't matter. There are three approaches for resistance, broadly: Raw numbers (AoE 2) -> has the drawback of being very prone to unexpected big changes from small deltas (e.g. a +1 tech can be anywhere from 0% to -50% damage in practice) Percentage points -> Add 10 percentage points of resistance. So if you had 80%, you now have 90%. The problem is likewise that a tech can have very different effects, but you sort of avoid the thresholding problem. AoM used a system like that IIRC. An exponential system like 0 A.D. uses, where + 1 armour is always +10% armour, no matter what the base armour level is. This is easy to reason about for techs, and easy to reason about for users. But it means you technically cannot have 100% resistance to some damage, though in practice the difference is limited. The main drawback is that the math is kind of unintuitive & raw points don't tell the whole picture.1 point
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Global auras and technologies are the same tech and the fastest. Auras pay a small penalty from being tied to in-game entities, but I think it's negligible compared to the cost of the modifier. Player auras are just techs I think? Single-Entity-only modifiers are about as fast so long as you only consider one entity, but you pay the cost for every entity. Garrisoned auras is probably slightly slower but kind of negligible. -- Ranged auras are much slower than all of the above, for we need to compute every turn what has possibly changed. They also add single-entity-modifiers, so you pay the cost of those on top of the raw aura calculation.1 point
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My opinion: we need D3886 to make resistance opt-in rather than opt-out we need to normalise all resistances to 0 and adjust health accordingly. Any non-0 resistance must indicate a particular strength/weakness of the unit, and only that should be shown in the GUI (I join the opinion that '10% extra resistance against hack damage' is better than arbitrary levels) we need to allow negative resistance in templates (maybe we already do?), as bonus damage. I've grown rather sure over time that anything else is complete insanity. --- Also, it's called resistance because you can't have armour against status effects or capture, technically.1 point
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De nuevo ejemplos de nativos de Sudamérica, fueron los que mejor conservaron su cultura. Las vestimentas nos dejan ver cómo le s su piel. Las ilustraciones sirven bastante para dar un panorama general de como debe ir una conceptualización "ilustrada" o pintura, siempre se debe partir de una base realista, para llegar a un punto medio de fotografía (realismo) e ilustración (idealismo y minimalismo)1 point
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Falta de referencias y gente que conozca bien la cultura india. En el caso de Mesoamerica los tonos de piel no son como el de India precisamente. India tiene tono más claro tirando a amarillo o si no más oscuro. Le tonalidad medoamericana es variada incluso en un solo individuo. Que varias partes del cuerpo son más claras que otras, por ejemplo los brazos. En general debes poder identificar entre un grupos genéticos del continente americano. a veces la coloración son manchas en la piel producto de vivir en los tropicos. La piel tiende a quedar oscura con el tiempo a la radiación solar. Hay que tomar en cuenta que la mayoría de humanos nos pasa igual. Nuestros brazos se exponen mucho al sol. Los Mesoamericanos no son una excepción. Estás mal interpretando, no es como ir a la playa y broncearse, caso de las mujeres. Caso de los hombres más oscuros los brazos y otros más uniformes. El caso de la que tache con "x" eso ya es más sudeste asiático, el sub continente indio y la península arábiga. Una mujer nativa asi de oscura es muy raro de ver.Al menos maya. Busquemos diferentes grupos amerindios. Mira las partes claras y las oscuras. Con Indios sudamericanos ( Ecuador)es más sencillo porque su vestimenta aún es nativa. Mientras que los actuales Mayas son vestimentas españolas de los siglos XVI-XVIII. Compará los brazos de hombres y mujer cuánto al color. Estos de arriba son del Amazonas, de nuevo mismo patrón. Brazos más oscuros. Rostro también tiene mismos patrones con los tonos.1 point
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I wanna reply to a few points of the commentary. 1.early stable being too expensive and not giving value because you cant sustain production from it: i believe since mayu gets extreme excess of extras, per pop this gives much more production value(eco rate), in the same way one gets earlier barack when extra several berries, compared to no extras, per 1 woman, you get 2-3x eco on food(berries vs farms), ie if to rly simplify, 30 pop with berries being used gives far more production than 30 pop with farms. this being said i was doing the early stable strat for the first time from what i recall, so i did it too early, perhaps by 30-40 sec by either starting it early, or putting too many units on it, which + other eco mistakes caused idle time. 2."must attack when making that many cav early": i dont see making 6 women, then 5 cav (20 pop, 5 cav) as super early and unnaceptably costly to sustain without immediate agression/rush, especially as mayu hunting being a detrement. i dont agree and i dont see why you feel eco-ing with cav is bad for eco, or puts you behind When there is hunt availible, and one is adding onto those cav(increasing numbers initiative to later rush) why would you feel only offense is the option? yes i know cav very slightly more expensive for eco, when using to gather hunt, as opposed to making women for berries but given that i was then planning to add on more cav, the cav gathering hunt is only option for large mass(15+). Important point being of course, that enemy doesnt scout you, once they do scout you immediately initiate attack not to lose initiative. Point of rush ofc is to apply stress drastic enough to break the enemies adaptive qualities(ie better attack with 5 cav enemy hasnt scouted, than 15 cav enemy scouted u making 1-2 min ago and had plenty of time to prepare, make men/tower/what have you.) The whole point of mayu, i maximally utilize, for as long a time as allowed, taking as much netural as possible, or viable. with your rhetoric(go immediately, hunting is wasteful of time more than is benefitial via res accrual or otherwise unless post agression, or with a few while rushing), mayu would be mostly useless(still usable tho), you are criticizing the very viability of ele, given if i shouldnt use neutral hunt, and mass with it, thats the main point of op-ness of mayu negated, and if you think merely hunting AFTER rush is the only option, or post agression, with not all cav availible this makes no sense as you are decimating the profit potential of the mayu advantage, by merely using it mildly, partially and post key benefit window timeframe(after u attack, not b4 to mass up the attack force via neutralhunt i mean), basically eating crumbs and throwing away the sandwich. 3. The point about me being able to send 5 cav and force ur woodline to retreat, which you said was better than "idling" or implied half-assing of a rush: n1 i didnt have location of ur woodline scouted, so i couldnt attack you there immediately, directly, with ease or without some delay of going around the wrong way 50%, etc n2 even if i find the woodline, 5 cav most likely wont do the damage you were describing, in nash equilibreum(both sides playing perfect) you would most likely retreat for 2-3sec , giving enough time for ur cav to rejoin your 4 men, now it being 5v5 with 2 archer 2 spear 1 cav vs 5 cav realistically, as it often does it would end up in spearmen being exchanged for cav, as spear(s) get close to cav the 5cav side retreats back, spears die off with 1/2 cav dying too, all rest(2arch/cav) get into cc, and ofc while after all this happens maybe your cc has 10-15 more sec left to get the next cav/inf batch out(2-3 or 4), so no potential of houses/storehouse being captured, ofc also 2archers defend(deterrent) well vs such things via harass, and easily retreating to cc if chased. ofc if reality were as you had described, that 5 cav could easily win in perfect play vs 4spear/archer infsize every1 would do it every time. im not saying this strat doesnt work, im saying most likely it wouldnt work against a player of your skill level, or even a 2000 or 1900. but the actuality is my 5 cav cost a great deal of res(750+far higher traintime), walktime/searching for target. the fact that i made stable for the purpouses of training units at a much faster rate, with 2 prod buildings, relying on heightened eco from extras meant i HAD to hunt with 5 cav, had i sent them sr8 to you as you said wouldve been best, id have no production, as happened because of my misplays multiple times during the game(not sending women to berries/getting baskets on time, not having some cav hunt(1-2 or injured ones), many more i forget. The mild delay for ur wood women to walk to ccwood, and then back to woodline, while ur men fight me off(equal unitcost res exchange at best for me 200/200 or so), and reinforcements get trained isnt worth my 750 investment that i got an equal exchange on + lost all initiative as now u know my state and that i can make more cav afterwards, and uve made more military(cav/inf). Even worse if i wasnt mayu, and generally just atacked with 5cav(can be done with any javcav civ ofc) now i have no targets, my cav are guranteed value drain/burden/lost investment because you have the info, and will surely adapt with ease and close off all chance of me getting value(in perfect play ofc, which isnt unrealistic or unreasonable, jav cav are simple to counter and extremely familiar to all players) 4. point about either attacking all in, or ecoing all in, no half assing(i completely agree with sentiment ofc, you cant have your cake and eat it too, point of an action is to make a sacrifice in one avenue while overloading in a specific avenue, far above your enemies level as to get initiative, a snowball effect(geometric progression)result with a linear investment/sacrifice) ex 10 vs 15, 5 arent left alive, more like 8-9. with gathering hunt, 24/7 as long as ur cav are employed in eco you dont have any gameending, or improper play level, real severe drain on eco compared to the opponent, you dont at all fall behind(at least pre enemy starting to make men as carth, for minerals, but i play carth so i know generally at least 20 women are made, which tells me the timing of a general build order) and based on how long he lets you mass, without scouting you, and thereby being unable to prevent/counter you actually get more insane initiative, more and more so the longer you "waste time", as you said when you were dissaproving of me attacking at such a late stage as min 3.05. the future potential of a guranteed win lets say 20 cav vs 7 men or something, outweights the 100-300 res worth of loss in eco value stalling the immediate option to attack for a few min. not even fully speaking of the boost in later advantage that having extras untouched in ur base, compared to enemy who used them up, while u were draining midextras gives. 5. split units, 5/4 bad, better to go all together. while i generally agree with this sentiment; I do know it was my mistake, needed to scout woodline with 2 cav harass far ahead of the attack and forgot. I had just improvised on the spot, given unit positions of mine, and walktime/initiative wasteage that would come from me organizing them into a single group, also keeping in mind the 50% chance of huge time waste since hadnt scouted yet, and this way cav could find berries sooner if split apart, engage sooner, stall eco sooner at least with taunt/harass. this was not pre-planned, i also presumed that they could reconnect at behind, after the berry harass but afterwards decided against it having seen your numbers and knowing attacking further was pointless with 8 cav after scuiciding 1 cav+bit of dmg incured on the rest. i saw you scouted me and thereby had to attack immediately planning to not let you make men, thats why i didnt have the time to scout you, already having forgotten to do so beforehand. It did work quite well, my on the spot plan of distracting you with 5 cav, expecting you to focus on them with all men, and feel that your woodline was threatened, so that i could target your berries with rest, having scouted enough area to know where id find the berries at(at the back, front was scouted. 2 women dead, 1 cav dying was purely my micro mistake of idling them too long under line of fire, and 2 was the bare minimum i shouldve been able to kill, bad execution, not bad strategy, no men wouldve been in cc when you see woodline being cavrushed, youd bring all in, to get most optimal kd vs 5 and + not have me add in more and win vs ur 90-95%, while few were in cc for no reason. 6. keep in mind that this isnt an "ALL IN" as you state in title of your video i understand given last 2 or maybe 3 plays vs you, of same interesting setup carth. vs mayu. you would think that this would be an all in, since maybe 2/3 or 3/3 of the previous plays were all ins, and for all of them you thought they were, having not watched any replays and simply inferred. i woudnt call making 6 women, and then making even more women along the way also, an all in, which also gives me slight leeway in terms of few mins of delay or flexibility room as to how i act, as opposed to str8 0 women/men train, allcav b4 atack, keep only 8 workers on eco type build. i had maybe 17 women or so at some point, when 15 cav were attacking(and scuiciding 1+dmg+scuiciding position/engage which cost me the game, as had many other instances i failed, for example another being right after, where ur spearmen had a lot of time needed to come, and i was far ahead in numbers, retreated cav for no reason, letting u kill of my spearmen/attack archers). as long as i have hunt to gather, it have 0 forced all in only option move so the strat itself isnt an all in rush nessesarily.1 point
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I have been advocating for a long time now to have a Vision Range and an Engagement Range. Vision Range is what there is now, but Engagement Range is something controlled by the unit's stance. Aggressive stance engages any enemy units within 90% of vision range, Defensive stance engages units within 50% of vision range, while Stand Ground engages enemy units only within 10% of vision range. I think this multiplier could be adjusted in the unit templates, so that ranged units' engagement range is a little longer than melee units'. But yeah. With @Freagarach's help, I was able to set this range to 80% by default in Delenda Est. It works nicely to give the player more control over their units (the units don't just blitz after anything within vision range).1 point
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los niños cuando nacen tienen la piel clara. Yo tengo fotos donde son más claras las mujeres, (no mucho).1 point
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Eso depende de la cantidad de sol. La piel oscurece si se expone al sol. Incluso en los indios. Los que viven en las montañas son más piel roja que los que viven en la costa.1 point
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@user1 @Dunedan I told him to post on the forum. Is there a way to recover lost passwords?1 point
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I think in the code we can stick to the levels. It's easy enough for modders to understand. Just in the tech tooltip I am with @maroder and something like "Soldiers +10% hack resistance" (I prefer "armor", but whatever!) or "Soldiers -10% damage from enemy hack attacks" is good. Once we agree that mentioning levels in the tooltip can be removed, it's then up to one of those two strings. Btw, I hate that the game tooltips use that darned long minus now (− as opposed to -), but Ima not fight on that.1 point
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I care because I like the game ; ) The levels are useful for techs and heroes which increase armor. If you want to check out which upgrades your enemy or ally has on his army, you check out the level number so you can quickly see which upgrades are in place. Its easier to keep in mind than just the percentages. The levels are linear numbers, the percentages are not linear.1 point
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Any melee unit will deal significant damage against siege, even women. Slingers can also damage siege quickly. Elephants and your own rams are deadly to your enemy's siege weapon. If you know that your enemy will flood you with rams, the prepare a significant number of melee infantry (swords, spears, clubs, mace, axe) or melee cavalry (spear cavalry, sword cavalry). First kill all of their exposed organic units using your ranged units, then focus fire on siege. They will have a weaker army than you because they invested their population space in rams, so you will win the fight if you just ignore the rams for a moment. If you see your enemy using catapults or siege towers, prepare slingers or sword cavalry. Spear cavalry can also damage catapults. Alternatively, you can use a large crowd of infantry or your own rams or elephants to take out catapults instantly. The conclusion is that siege weapons are not overpowered at all in A25 release; they already suffer greatly from clunky pathfinders and low accuracy. You should also scout your enemy to see what they have so that you can prepare promptly. The best way of defending is to have as many units as you can of all types.1 point
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Unidades lusitanas junto a los edificios en los que se reclutarían; (Cuando me den los modelos de los caballos , añadiré sus texturas , algunos autores clásicos citan que tanto los guerreros como sus monturas , tenían a a veces" Pinturas de guerra" , por eso en algunos modelos los caballos tendrán dichas pinturas) (Reclutados en ;"cuarteles") 1. Lancero ;----------------------------------------(Scortamareva) 2.Hondero ;-----------------------------------------( Trokalobutiam ) 3. Espadachín ;-------------------------------------( Caetranan ) 4.Escaramuzador raso ;----------------------------( iovanan ) 5.Arquero ;-----------------------------------------(Aecandus) (Reclutados en ;"galería de tiro") 1. Arquero ;-----------------------------------------(Aecandus) 2.Hondero ;-----------------------------------------( Trokalobutiam ) 3.Escaramuzador raso ;----------------------------( iovanan ) (Reclutados en ;" Castro de élite" ) 1. Noble;--------------------------------------------------( Arimo ) 2.Emboscador;--------------------------------------------(iabarannta) 3.Mujer guerrera;----------------------------------------( Petanim Kori) 4.Bandolero lusitano;------------------------------------(Epones wulti) (Reclutados en ;" castro vettón" ) 1. Lancero vettonón auxiliar( con lanza); ------------------------(Scortamareva Secias) 2.Hostigador vettonón auxiliar(con venablos);---------------------(iovanan Secias) 3.Jinete auxiliar Vettón(con laza);---------------------------------(Epones Secias) (Reclutados en ;"establos" ) 1. Jinete lancero ;----------------------------------------------------( Epones Pretre ) 2. Jinete escaramuzador ;--------------------------------------------( Epones Aeiste ) 3.Bandolero lusitano;-------------------------------------------------(Epones wulti) (Reclutados en ;" centro urbano") 1. Mujer;---------------------------------------------(Nurim) 2. Lancero ;----------------------------------------(Scortamareva) 3.Hondero ;-----------------------------------------( Trokalobutiam ) 4.Jinete Escaramuzador ;---------------------------( Epones Aeiste ) (Reclutados en ;"Mercado ") 2. Comerciante;----------------------------------------------------(Muitiom) (Reclutados en ;"Santuario ") 3'1. Sacerdote;-----------------------------------------(Sintamo ifadem) "Anciano santo" 3'2.sacerdotisa;----------------------------------------( Deiwos ampilua ) "Sirvienta de los dioses" /o/sacerdotisa. (Reclutados en ;" Taller de asedio") 1.Ariete ;------------------------------------------------------(Rueti kori) 2.Escalas;(escaleras)----------------------------------------(darna parami Kori) 3.Guerrero Lanzador de rocas;----------------------------(Aecandus Karno Kori) (Tuve una errata antes ,No es "Darna" sino "darna". (Reclutados en ;" embarcadero") 1.Balsa pesquera ;--------------------------------------------------(Longo ) 2.Balsa de guerra;--------------------------------------------------(Lango kori) 3.Balsa de Cauceno(héroe);----------------------------------------(Lango Kaikainos) (Reclutados en ;" factoría púnica") 1.Navío mercante fenicio;------------------------------------------(Lango muitiom secias) 2.Navío militar cartaginés ;-----------------------------------------(Lango kori secias) (Reclutados en ;"Fortaleza") 1.Viriato ;--------------------------------------(Virilos ) 1.Púnico ;--------------------------------------(Apimano) 3.Cauceno;-------------------------------------(Kaikainos ) (solo los modelos de jinetes) Disculpen las molestias*1 point
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Buenos días o tardes ; -Por mi parte ya terminé las traducciones para las unidades lusitanas; Unidades ;(27) (Español);-----------------------------------------------(lusitano...) Infantería ;(5) (Reclutados en ;"centro urbano" y"cuarteles ) 1. Lancero ;----------------------------------------(Scortamareva) 2.Hondero ;-----------------------------------------( Trokalobutiam ) (Reclutados en ;"cuarteles") 1. Lancero ;----------------------------------------(Scortamareva) 2.Hondero ;-----------------------------------------( Trokalobutiam ) 3. Espadachín ;-------------------------------------( Caetranan ) 4.Escaramuzador raso ;---------------------------( iovanan ) 5.Arquero ;-----------------------------------------(Aecandus) (Reclutados en ;"galería de tiro") 1. Arquero ;-----------------------------------------(Aecandus) 2.Hondero ;-----------------------------------------( Trokalobutiam ) 3.Escaramuzador raso ;---------------------------( iovanan ) Infantería Campeona;(3) (Reclutados en ;" Castro de élite" ) 1. Noble lusitano;-----------------------------------------( Arimo ) 2.Emboscador;--------------------------------------------(iabarannta) 3.Mujer guerrera(dama de guerra);-----------------------( Petanim Kori) Auxiliares Vettones; (3) (Reclutados en ;" castro vettón" ) 1. Infantería vettona ( com lanza); ------------------------(Scortamareva Secias) 2.Infantería vettona (con venablos);---------------------(iovanan Secias) 3.Jinete Vettón(con laza);---------------------------------(Epones Secias) Caballería;(2) (Reclutados en ;"establos" ) 1. Lancero ;----------------------------------------------------( Epones Pretre ) 2. Escaramuzador ;--------------------------------------------( Epones Aeiste ) Caballería campeona;(1) (reclutados en; "Castro lusitano") 1. Bandolero lusitano;--------------------------------------------(Epones wulti) Civiles;(3) (Reclutados en ;" centro urbano",y"casas") 1. Mujer;------------------------------------------------------------(Nurim) (Reclutados en ;"Mercado ") 2. Comerciante;----------------------------------------------------(Muitiom) (Reclutados en ;"Santuario ") 3'1. Sacerdote;---------------------------------------------------(Sintamo ifadem) 3'2.sacerdotisa;-------------------------------------------------( Deiwos ampilua ) (Sería solo una unidad de clérigo/a, pero a veces con estética masculina y otras veces femenina) Armas de asedio ;(3) (Reclutados en ;" Taller de asedio") 1.Ariete ;-----------------------------------------------------(Rueti kori) 2.Escalas;(escaleras)----------------------------------------(darna parami Kori) 3.Guerrero Lanzador de rocas;-------------------------------(Aecandus Karno Kori) Navíos ;(2) (Reclutados en ;" embarcadero") 1.Balsa pesquera ;--------------------------------------------------(Longo ) 2.Balsa de guerra;--------------------------------------------------(Lango kori) Navíos mercenarios ;(2) (Reclutados en ;" factoría púnica") 1.Navío mercante fenicio;-------------------------------------------(Lango muitiom secias) 2.Navío militar cartaginés ;-----------------------------------------(Lango kori secias) Héroes ;(3) (Reclutados en ;"Fortaleza") 1.Viriato ;---------------------------------------(Virilos ) 1.Púnico ;--------------------------------------(Apimano) 3.Cauceno;-------------------------------------(Kaikainos ) (Varias unidades no tenían nombre y tuve que tirar de diccionario , sintaxis e imaginación , si creen que pueden hacerlo más acertado o corregir errores ,les invito a hacerlo ) Aspecto de las unidades; (Me faltan los modelos en blender de caballos y de mujeres y cambiar la textura de los rostros) (las partes en azul, es donde irían los colores de facción) . Lancero ;----------------------------------------(Scortamareva) .Hondero ;-----------------------------------------( Trokalobutiam ) . Espadachín ;-------------------------------------( Caetranan ) .Escaramuzador raso ;---------------------------( iovanan ) .Arquero ;-----------------------------------------(Aecandus) . Noble lusitano;-----------------------------------------( Arimo ) .Emboscador;--------------------------------------------(iabarannta) .Mujer guerrera(dama de guerra);-----------------------( Petanim Kori) (en desarrollo) . Infantería vettona ( com lanza); ------------------------(Scortamareva Secias) .Infantería vettona (con venablos);---------------------(iovanan Secias) .Jinete Vettón(con laza);---------------------------------(Epones Secias) . Lancero ;----------------------------------------------------( Epones Pretre ) . Escaramuzador ;--------------------------------------------( Epones Aeiste ) . Bandolero lusitano;--------------------------------------------(Epones wulti) . Mujer;------------------------------------------------------------(Nurim) (en desarrollo) . Comerciante;----------------------------------------------------(Muitiom) (Tendría un toro ibérico/no un Zebú , tirando del carromato) Sacerdote;---------------------------------------------------(Sintamo ifadem) .sacerdotisa;-------------------------------------------------( Deiwos ampilua ) (en desarrollo) 1.Ariete ;-----------------------------------------------------(Rueti kori) 2.Escalas;(escaleras)----------------------------------------(darna parami Kori) 3.Guerrero Lanzador de rocas;-------------------------------(Aecandus Karno Kori) (es mucho más fornido que las demás unidades, con más músculo ) .Balsa pesquera ;--------------------------------------------------(Longo ) .Balsa de guerra;--------------------------------------------------(Lango kori) .Navío mercante fenicio;-------------------------------------------(Lango muitiom secias) .Navío militar cartaginés ;-----------------------------------------(Lango kori secias) .Viriato ;---------------------------------------(Virilos ) (Viriato , como cazador con arco y como pastor de rebaños) .Púnico ;--------------------------------------(Apimano) .Cauceno;-------------------------------------(Kaikainos ) (Kaikainos , unidad marítima) Disculpen las molestias*1 point
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and it's wrong. mathematically more and less depend on the metric space you are using, and using the familiar euclidean metric on percentages is pretty naive. An upgrade that raises by 1 the pierce armor of some unit is like canceling one arrow in 10 that hits that unit (maybe not exacly 10 idk), regardless of its original armor value. its health is just as relevant.0 points