Leaderboard
Popular Content
Showing content with the highest reputation on 2022-06-06 in all areas
-
First animal reveal, I give attribution and huge credit to the 0.A.D developers and artists for the Wildebeest already in the 0.A.D base game. But anyways here is the White-Bearded Wildebeest, all animals in the game will have sexual dimorphism meaning males and females will be different in proportions and size just like in real life! The bull and cow Wildebeest, I will eventually make a calf, but not now at the moment. I made some heavy edits to the mesh and uv mapping, created some new animations alongside the existing ones which I brought into Unity already, and created a new texture to fit the species in my game, the White-Bearded Wildebeest which is a key species in the Serengeti Ecosystem, once again I give credit and attribution to the artists and developers who made the model, textures, and animations, and I will include all the credits for the assets used and stuff related to attribution/crediting in the main menu credits section of my game, hope you enjoy this first reveal and more to come soon! Also, quick question, should I give credit and attribution to the artists in every reveal post, or am I better off with doing it in the credits section of my game's main menu?2 points
-
@Langbart did we fix it ? Wait for Alpha XXVI - Zhuangzi Ref: rP26892 - Make ship and siege immune to poison (20/May/22) Wait for Alpha XXVI - Zhuangzi Ref: rP26667 - Nerf fire cav (differently). (18/Mar/22) Can't reproduce the issue! Start cost: 300Food/200Metal ; 36seconds build time auras/teambonuses/kush_player_teambonus.json 20% reduction technologies/unit_elephant_african.json 10% reduction End cost: 216F/144M; ~26s Ref: rP24606 - [Gameplay A24] - Adjust some siege engine stats. (14/Jan/21) "Give Kush ram +2 garrison capacity and +20 attack damage since it is the same actor as the Persian ram." Know your enemy and choose wisely. Slightly outdated, related forum thread: My idea for counter system. (10/Aug/17) Also a bit outdated, related forum thread I made a thing : Unit counter relationship network viz (9/Jan/19) Да Help with the translation at https://www.transifex.com/wildfire-games/0ad/!1 point
-
In most cases it isn't, unless you are racing against time to get units out very early. For example, doing a very early cavalry rush: autotrain will give you an eco advantage but the 6 women allows cavalry to be produced earlier to threaten the enemy more. Correct I am not sure if spamming women just to get rid of your extra food is necessary; if your batch size is less than 27 you will still lose out to autotrain while floating food. Just let it float or research mining techs or perhaps switch to cavalry? In late game, floating food is very good because most people consume more food than they can produce in late game, especially if there are sustained raids.1 point
-
This is just a reminder to please vote in the poll I attached, especially if you have downloaded the mod! If you don't want to set up a lobby game with the mod, you also have the option of reviewing the replay I shared above. There are only 6 votes in right now, so go ahead and vote!1 point
-
@user1 jhag09 quitted a 1v1 rated game without resigning. replay is attached to this report #jhag09quitter #user1 #defc0n metadata.json commands.txt1 point
-
You cannot just demolish your buildings by pressing "delete" for free, to demolish a building should be some time/resource consuming process. It is hateful when you are stealing your enemy's city or CC and he just destroys it in your face. It also does not make sense. A nice implementation would be that when you demolish a building, something similar to what happens when you upgrade a wood tower to a stone tower happens, but instead the health of the building gradually decreases. You may also need to pay some resources, or even garrison some workers. The cost and time would be a function of the building. Even more, the more resources you pay the faster the building is demolished, so you can decide this depending on if you are in times of war and in need of speed or in times of peace and you don't care to spend some time and save resources. Some unit/technology that can be garrisoned into stone walls to burn rams (like throwing fire down the wall). This would make stone walls much more attractive (or at least attractive). New building complementary to walls: "trenches with water and crocodiles" that block the passage of siege and make the movement of soldiers slower (well, the water and crocodiles are not necessary haha). This would be nice because you can place them in front of the wall to avoid rams destroying it (like it was done in real life). Soldiers cannot attack buildings, except some "arrow with fire" or so. It just makes no sense that a bunch of soldiers with arrows and swords can destroy a building, and it is annoying when your enemy does this... Elephants cannot attack buildings, instead they are very strong against soldiers. It just does not make much sense that a bunch of elephants destroys a fortress... Rams that cannot move unless you garrison soldiers, and increase movement speed/power as soldiers are garrisoned. Make rams very cheap to build, but add this feature to use. Also, rams belong to gaia when no soldier is garrisoned (of course they cannot move or attack in this case), so then if I bring my rams to your city and left them unattended, you can just garrison your soldiers into them and they are yours. Randomize the attack of units. In this way it is not obvious that 100 soldiers will defeat 99. The distribution gives more freedom to tune units, consider for example the attached `damage_distribution.png` for some unit before and after it is trained (increased rank or whatever). Ranged units that switch to sword when very close to enemy (at least optional this). In the movies this is always the case. They are weaker than sword soldiers but anyway.1 point
-
I am in the works of making an African Wildlife game using 0AD's assets, I am using the Unity Game Engine and luckily, they allow creative commons. My game takes place in the Serengeti National Park stretching out into the Masai Mara and Ngorongoro Conservation Area, I will be posting pics soon, and I look forward to hearing your feedback, I also followed the rules of the licenses. Hope you all will enjoy my progress of this project!1 point
-
1 point
-
That’s the point. Saying archers can’t escape charging javs is like saying inf can’t escape charging cav. Speed and higher DPS is the jav advantage. Range is the archer advantage What you suggest would cause the same problem for skirms relative to slings. All range units having the same speed was a big part of the problem with a24. There are a ton of ways to boost archers. This would probably be the last way I do it.1 point
-
Hi @user1 My lobby username: buckethead Offending player: peaches00 In a rated game, left without resigning. commands.txt1 point
-
Also, @defc0n was leaving lobby, rejoining and changing nick repeatedly1 point
-
Hello seeh I understand we're seeing an image of a nearly defeated player, claimed to be a beginner. The player might have placed fields (you're calling them farms) more afar from the CC than usual. Probably the person doesn't even know the funtion of farmsteadts and might not understand the importance of short distances between field and "drop-off-site" (sorry, dunno whats the correct term). We can speculate, if people think, different undergrounds lead to different results, but I guess we need to ask them directly. Based on a missing interrogation, it would be too much effort to change all the maps or write manual chapters on how it doesn't affect farming. If I meet players online, acting like described, I will try to ask them to bring some light in this topic. Best wishes Obelix1 point
-
@real_tabasco_sauce mentioned that autotraining in larger batches will start the second batch faster, which is something that I did not take into account. So I am now comparing autotraining in batches of 2 units to autotraining one by one. The mathematical derivation: Plotting the two functions onto a graph in Desmos: Vertical axis: total resources gathered (arbitrary unit) Horizontal axis: time passed (arbitrary unit) Blue line: R(t) for 2 by 2 Red line: R(t) for 1 by 1 Black line: the amount of resources by which blue leads red. Analysis and conclusion: Initially, red is greater than blue: 1 by 1 wins for short time lengths. If you want a quick burst of resources then training 1 by 1 is superior for a short duration. Then blue catches up and exceeds red at a finite time: this is the critical value; if you are planning on batch training continuously for longer than this critical value then 2 by 2 will maximise your economy. The black line suggests that the advantage of 2 by 2 will blow up after a significant amount of time, so if you are booming peacefully from scratch then 2 by 2 is favourable. @berhudar This may be of interest to you. Would you like to develop a build order for 2 by 2 training? Tessekurler1 point
-
between autoqueue and manual batch training, the main thing is to do whatever it takes to keep your resource counts low. I like the options right now and I don’t think I will commit to either. In my opinion, the ease of autoqueue and the mental space it frees up is the most important aspect of it1 point
-
Vivid colours mod has been implemented by default. Download new version: StarGUI4.zip1 point
-
Lesser distance between civic centres To be able to make settlements more closer to each other (change limit from 200m to 150m). New health system Lower health points for units to make combat more realistic and more power for ranked units (quick kill against civilians and low ranked units). Wider zoom out It would be very usefull in some occassions, especially in moutain areas but also for general map view. More civilian buildings and miscellaneous objects Like roads, flags, statues, religiuos objects (like crosses, totems, kumirs) etc. gardens, punishment posts, prisons, shacks etc. Just for fun. Civic center could be just single building and other objects arround should be addable separately by player will.1 point
-
I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/arachnid-overhauls Arachnid Overhauls A detailed look at the new Gohma roster, which is undergoing some pretty big changes. Posted by The_Undying_Nephalim on May 8th, 2022 Last time we took at look at some Koroks, new additions to the Kokiri's roster. This time we are going to take a look at the archenemy of the Kokiri, their spidery rivals known as the Gohma. In the last release of Hyrule Conquest, the Gohma got a complete visual overhaul. In the next version of Hyrule Conquest, the Gohma roster will undergo the largest overhaul of any faction, with more than half of their roster being outright replaced with different units and the existing units all tweaked and changed in some way. Since the days of Hyrule Total War, I've never been entirely satisfied with their unit compositions. There were far too many giant units and quite a few redundant units as well. The objective this time around was to really try and give each unit a niche role, as well as synergize with other Gohma units. I'll go ahead and begin with the returning Gohma units and go over any changes that they are seeing. Returning Gohma Units Soldier Larva The Soldier Larva have always been the perfect Gohma unit: A large swarm of weak melee biters who wear down enemies by being easily replaced and massed in large numbers. Other than a visual redesign which is in the current release, nothing is changing about this unit. Spine Larva Formally called the "Hive Larva," in older versions of Hyrule Conquest these little guys would help construct and repair Gohma bases. Seeing as workers have been replaced with the new Node System, this left these units on the chopping block. I really like the design of these Gohma from Twilight Princess and felt that they should be reused elsewhere. Renamed Spine Larva, these tiny creatures will be replacing the Caretaker as the Gohma's first tier ranged unit. They now lob small orange spines at their targets and deal pierce damage instead of acid damage, so they are functionally a cheap, small, and fast moving archer now. Pincergohma Much like the Soldier Larva, the Pincergohma has always felt like a quintessential unit that doesn't really need any changes. Other than a slight visual update, this unit will be returning as the Gohma's bread and butter infantry. Burstgohma The Burstgohma will be returning with no changes at all and will keep its current design. As before, these little guys explode and deal damage to anything around their corpse. Trap Door Gohma The Trap Door Gohma will be returning with no changes at all and will keep its current design. As before, these units are completely invisible when standing still, and can suddenly launch surprise attacks at unsuspecting foes. Royal Larva The Royal Larva will be returning with the same visual design, they will have a slightly different function in the Gohma army now. Royal Larva will now instead increase the regeneration rate of nearby Gohma, allowing them to heal much faster. When Battalion attachments are added as a feature to the game, the Royal Larva will instead attach itself to a Battalion to have the same effect on it. Gohma Queen The Gohma Queens are making a return, with a visual change and some minor functional changes. As in the last release, Gohma Eggs now function with Battalions and the Gohma Queens will be able to lay eggs that hatch into Soldier Larva or Spine Larva, making them a mobile barracks that can field low level units in enemy territory. They will also allow Gohma Battalions to replenish their lost soldiers anywhere on the map, once replenishment has been added into the engine. Gohma Long Legs The Gohma Long Legs will be returning with only a very slight visual change; they will function the same as a fast moving unit that behaves much like cavalry. Rocktite The Rocktites are also returning with no visual changes, their roll in the Gohma army is now changing a bit though. In the next version they will become the Gohma's ranged siege unit, throwing large boulders much like a catapult. They will still retain their high armor values, making them one of the most durable siege engines in the game. Tank Gohma Another "quintessential" Gohma unit that has always felt at home in their roster, other than a visual overhaul the Tank Gohma will return with no other changes. Armogohma The Armorgohma is returning with only minor visual changes. It has however now become a Unique Unit tied to a specific Gohma hero (details on that a little later when we get to Gohma Heroes). It will no longer be classified as a siege unit, and while not labeled a mage it essentially functions like a large tanky mage unit, lighting enemies on fire with its eye beam. Shrouder Originally called the Shroud Walker, this unit will be returning as a Unique Unit for one of the Gohma Heroes. Like in previous versions of Hyrule Conquest, the Shrouder will spew out fog that increases the miss rate of all enemy projectiles, as well as cripple the Line of Sight of enemies that get too close to the Shrouder. New to this unit however is that its fog also completely halts enemy regeneration, meaning that their units cannot heal while in the presence of its fog. The Shouder also has a new design and its physical size and radius of its fog effect has been dramatically decreased. New Gohma units Eye Larva While the general design of this creature is more or less based on the previous Giant Larva unit, its function is completely different and it might as well be treated as a whole new unit. The Eye Larva will serve as the Gohma's Scout unit, something they were completely lacking and really needed. The Eye Larva, like most Scouts, can also detect invisible enemies. Stinger Gohma The Stinger Gohma is a new addition to the Gohma army, and will be one of the first units in the game to use 0AD's new Poison status effect. These melee creatures do not deal tons of damage up front with their attack, but rather inflict Poison on an enemy which continues to drain their health over a period of time. Webweaver The Gohma Webweaver is a new ranged support unit that launches webs from its head. These webs deal no damage to enemies, but reduce their movement and attack speed across a very large radius. For a comparison they are somewhat similar to the Gerudo Ice Archer, but are able to cover a much larger area with their slowing webs. Morth Swarm Really putting the swarm in their name to good use, Morth Swarms are trained in very large batches and can move over any type of terrain (sans water and lava). They deal no damage with their attack, however each individual Morth ever so slightly reduces the movement speed, attack speed, and armor values of enemy units. Each Morth's effect stacks, so several Battalions of these guys can potentially completely immobilize and cripple enemy units, especially large units that are easy for them to crowd around. Pairing them with Webweavers can lead to some really nasty results. Mothula A new ranged Gohma unit, the Mothulas attack enemies with spiked projectiles that do minimal Pierce damage on their own. Their projectiles have a chance to spawn additional Morth Swarms however, slowing down enemies and devaluing their armor. Carrier A new giant Gohma unit, despite its huge size the Carrier does not excel in combat and has a very slow attack rate. As its name implies, the Carrier acts as an armored transport; it is able to load itself with multiple Battalions of Larva sized units and ferry them across the map, including oceans and rivers. When the Carrier is slain in battle it will also spawn a free but injured Battalion of Soldier Larva. Mite Keeper This unit was technically introduced in the last version of Hyrule Conquest, but it's quite new so we'll go ahead and cover it here. The Mite Keeper is a Unique Unit of one of the new Gohma heroes, and attacks by lobbing tiny Gohma Mites at enemies. Gohma Mites may be tiny and weak and will eventually die out on their own, but they will continue to rapidly seek out and attack enemies and cannot be directly targeted. When the Mite Keeper is slain in battle it will also spawn a large swarm of Gohma Mites. Gohma Blocker Once a unit that was removed from Hyrule Conquest years ago is now making a return, this time with a new design and as a Unique Unit of one of the Gohma Heroes. The Blocker is a large walking shield with extremely high armor values; it is effectively immune to any form of Pierce or Hack damage projectiles. In the next release of Hyrule Conquest they will passively increase the armor of all nearby Gohma, and when they are slain their corpses will continue to provide that armor bonus until they decay. When Battalion attachments are added as a feature, Blockers can be attached to a Battalion and will instead make their Battalion completely immune to ranged Piercing and Hack damage. The Great Baga Tree Replacing the old Gohma Titan, the Baga Tree is the dark counterpart to the Great Deku Tree. While he is a decent melee Titan that has no issue taking on groups of enemies, the Baga Tree's real strength is his ability to constantly spawn a Soldier Larva with each attack. That's a look at the Gohma's new and returning units. Lets shift gears and take a peek at their Heroes.... there are quite a few new changes in store for them. All of the Gohma Heroes now are represented by various Queens. Queen Baga Modeled after the Gohma Queen of Ocarina of Time, Queen Baga returns from previous versions of Hyrule Conquest and will not change too much. Like normal Gohma Queens she can lay eggs to produce units anywhere on the map, however she can hatch a much larger selection of units than just Larva. Focus: Larva Units Unique Bonus: Soldier Larva gain Camouflage. Unique Bonus: +1 Battalion size for Soldier Larva and Spine Larva Unique Tech: All Gohma structures (except for Settlements, Outposts, and Camps) spawn a half sized Battalion of Soldier Larva when destroyed. Queen Midoro Taking cues from the Mothula of Windwaker, Queen Midoro serves as the matriarch of other Mothulas and Morths. She is a small flying Hero that can hover across the map, lobbing her Morth Swarms from hills or other hard to reach places. Focus: Scouting Unique Bonus: All Gohma have increased Line of Sight. Unique Bonus: Mothulas have an increased chance to spawn a Morth with their attacks. Unique Tech: Mothulas can pay resources to gain wings. Queen Arborachnid A vile arachnid monster from Kaze Emanuar's The Missing Link, the Arborachnid will be appearing in Hyrule Conquest as queen of the Gohma Mites. In addition to its biting melee attack and passive ranged attacks from its tree eyes, Arborachnid can spawn Mites and also consume other Gohma units to quickly heal itself. Focus: Swarming Unique Unit: Mite Keeper Unique Tech: Gohma of Medium or larger sizes (except Carriers and Heroes) gain a chance to spawn Gohma Mites on death. Unique Bonus: There is now a chance that an enemy unit will spawn a Gohma Mite when killed. Queen Moruge Returning from previous versions of Hyrule Conquest, this heavily armored Gohma Queen has the fewest changes and will once again focus on improving the durability and armor of other Gohma. Focus: Armor Unique Unit: Gohma Blocker Unique Tech: Increases the non-magic armor of all Gohma units. Unique Bonus: All Gohma units gain an additional 10% HP. Queen Armos The dreaded Gohma Queen that appeared in Twilight Princess, Queen Armos spawns as a relatively slow and vulnerable hero that relies on her Larva to protect her. As she gains levels she will eventually be able to transform into the much larger and more powerful Queen Armogohma. Focus: Siege Unique Unit: Armogohma Unique Tech: Burst Gohma now deal Fire Damage on death and can ignite enemy buildings. Unique Bonus: Rocktites spawn a pair of Burst Gohma when they are slain. Queen Sulkaris A mysterious figure and myth of the Kokiri, Queen Sulkaris haunts the forest children and has an unsettled vendetta with the Great Deku Tree. Her twisted tree-like form erratically moves like some kind of shadowy spider as she nurtures and cares for the well being of her Gohma pets. Focus: Healing Unique Unit: Shrouder Unique Tech: Royal Larva and Gohma Queens rapidly heal all units around themselves when slain in combat. Unique Bonus: Trees spawn several Royal Larva when they have been completely harvested.1 point
-
I think such an option does not solve the problem. If it is easy focus your attacks on melee infantry, I doubt if melee infantry would still have any use. I don´t think we should keep a bad system because it provides challenges. I just mean to say that if we do so, we need to rethink the role of melee infantry.1 point
-
@chrstgtr This, or something similiar was brought up in that thread about "meatshield meta". As much as I dislike the meatshield meta, I feel that this would not be a good alternative. No matter how balanced the units are there will always be a unit to prioritize killing in battle, and I think such a system as choosing a particular unit to kill while ignoring others would be too automatic and we would lose some skill-factor to the game. The reason I liked attack-ground was that its applications depends on the situation and there would still be ways to counter it. Also, attack-ground or area-attack would be more imprecise than selecting a particular unit and would also have its own skill factor. A true attack-ground such as the one from that youtube video would offer reduced hit-rate as a tradeoff for targeting a particular area of an enemy army.1 point
-
I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/in-the-deep-woods A look at the new Korok units being added to the Kokiri. Posted by The_Undying_Nephalim on Apr 26th, 2022 It's been nearly a month since the last release of Hyrule Conquest came out, and the feedback has been pretty great. Pretty soon some more new features are going to start showing up (Minor Factions!), but there's still a few small changes that were not completed in time for the last release. While most of the factions currently in the game only have minor changes to account for the new node system, a handful of them are somewhat incomplete since the transition. Several factions will have slightly changed rosters of units, and today we'll talk about the first, the Kokiri. If you've checked on the latest release, you might have noticed that the Mudmen building was replaced by the suspiciously named Korok Colony. This should have been a hint as to what was coming... "Ya-ha-ha!" Back in the olden days of Hyrule Total War, there were plans of a Korok faction being added into the game. However, due to engine limitations each faction had about 8 unit types... where's with no limitations that's been bumped up to a whopping 20 unit types for each faction. While I could really push into OC territory to make the Korok roster have 20 full units, I felt it was probably more appropriate to simply combine a smaller Korok roster with the Kokiri, considering the two cultures have extremely blatant connections both in Nintendo's official canon and the canon of this mod. That being said, the current Mudmen units are being removed from the Kokiri and replaced with a selection of Koroks. Down the road when we finally add Navies into the game, much of the Kokiri's navy will also be composed of Korok designs. So lets take a look at all the new Korok units that will show up in the next release: Korok Explorer A small Korok that serves as the Kokiri's Scout unit, replacing the previous version of the Explorer. They are Camouflaged and can detect enemies that are Stealthed. In addition, they can switch into a flying mode to cover much more ground, but they lose their ability to attack and spot invisible units while airborne. Korok Walker A larger variation of Korok that wanders around with a spear. They will be completely immune to any kind of poison effects, but otherwise function as an average spearman. If the Korok Walker is slain in battle, its corpse will grow into a small tree that will heal nearby Kokiri units. Korok Leafer A small Korok carrying a giant Deku Leaf around. This Infantry unit deals very little actual damage, but the large gust from its attack will Knockback multiple enemies and stun them. The Kokiri are very much lacking in units with Knockback (they currently only have one in the Deku Tree), and Knockback is usually only present on units of Large size, so to have such a small and low-cost unit with that ability will be very handy for any Kokiri player. Korok Mantlet Replacing the Mudmen Mantlet, this unit will function exactly the same as it did... it's just carried around by a pair of Koroks now. When Battalion attachments have been added as a feature to the game, these units can be attached to any Battalion to dramatically boost their protection against non-magic projectiles. Deku Sprout This new unit will serve as the Unique Unit of one of the new Korok Heroes. A feisty Deku Sprout mounted by a Korok rider. They are armed with a spear and shield, making them excellent for intercepting enemy cavalry and resistant to arrow fire. They can also plant themselves into the ground to become invisible and improve their health regeneration rate. Naturally since the Mudmen are being replaced by Koroks, the Mudman hero is being replaced by a Korok hero. In addition, there have been several other changes to the Kokiri Heroes in general. Makar - Riding on the Sprout of the Great Deku Tree, Makar will be replacing the Mudmen hero in the next release. Naturally his focus is on improving Korok units. Focus: Koroks Unique Unit: Deku Sprouts (Spear armed Cavalry unit mounted by a Korok. Can plant itself into the ground to gain Stealth and regenerate faster.) Unique Tech: Minutekids, Slingshotters, and Grove Watchers gain a chance of transforming into a Korok when slain in battle. Hero Bonus: Deku Trees gain a chance to spawn a Deku Sprout when they are slain. Mido - In addition to a new Korok hero, Mido will be replacing Gulley as a tier 3 Kokiri Hero. Much like Gulley, he will ride on a Mountain Deer and improve Cavalry units. Focus: Cavalry Unique Unit: Stag Chariot (Light and fast chariot with a pair of Slingshotters riding.) Unique Tech: Improves the speed of all Cavalry units. Hero Bonus: Kokiri Chiefs are mounted on Deer and count as Cavalry. The four other Kokiri Heroes are all returning, with updated models and slightly tweaked abilities to make them fit in better with the node system: Know It All Brothers Focus: Infantry Unique Tech: Upgrades Kokiri Minutekids with Deku Spears. Hero Bonus: All Melee Infantry move 10% faster. Hero Bonus: Kokiri Minutekids can replenish their Battalions anywhere. Fado-la Focus: Economy Unique Tech: Gather rate of all Fruit (includes Berry Farms) is increased by 50%. All bases can now gather from twice as many bushes as well. Hero Bonus: Minutekids and Slingshotters have a small chance to gain extra Rupees from all loot. Hero Bonus: Community Houses all provide +1 additional Population. Fado-ti Focus: Support Unique Unit: Fiddler (Support unit that improves the speed of attached Battalion. ) Unique Tech: All Walls and Towers now deal passive damage to melee attackers. Hero Bonus: Fairgrounds all spawn a free Fiddler when complete. Fairgrounds will replace Fiddler for free if slain in battle. Saria Focus: Magic Damage and Magic Defense Unique Unit: Enchantress (Kokiri Mage that deflects ranged attacks when attached to a Battalion.) Unique Tech: Emerald Archers, Settlements, and Outposts are armed with Fairy Bows , gain 25% additional attack range, and deal magic damage in addition to their normal Pierce damage. Hero Bonus: Starts game with the Guardian Fairies tech researched. That about covers it for the Kokiri changes. One of the other factions that got a big overhaul in the last version was the Gohma, an overhaul that is still incomplete. Next time we'll take a look at their new Heroes and Units so stay tuned.1 point