Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2022-06-16 in all areas

  1. I think making all civs play the same is undesirable.
    4 points
  2. Version 2 of patch. - Immortal can switch bow / spearman - Add tooltip icehouse persian0.2.zip
    4 points
  3. Now opportunists appear creating fake news of an alien civilization of millions of years that created a city: https://g1.globo.com/meio-ambiente/amazonia/noticia/2022/06/15/ratanaba-arqueologo-explica-porque-lenda-de-cidade-perdida-na-amazonia-nao-faz-sentido.ghtml Of course, if it's indigenous, it wasn't them 600/700 years ago, it can only be aliens from 400 million years ago. LOL
    2 points
  4. hi. idk how to talk to devs although vali described a noob way... so i decided to post something here about game balancing. hope devs read it and take it on account. 1- still mercs are not balanced in a26 then we have to ban them from our games again... when we talk about merc balancing we mean the resources that they need. to limit mercs only with metal is not good even if u change 80 to 90, because its still easy to abuse them in early game. mercs should be wood food included/ like 50 wood 50 food 50 metal for merc cavs. 2- civs like iber, brit need a fort to make a hero while some civs like ptol and sele easily can make hero from civ and its too imba. all civs must have a special building for making heros. 3- put merc cavs of sele and ptol in estables. 4- sword cham of maced is very unuseful and almost nobody buy it as a antiram. because it needs unlucking that takes time. instead of that sword cham give a merc sword man to maced.
    1 point
  5. I played a multiplayer game with proposal @real_tabasco_sauce. That patch turn the axe cav into a formidable fighter. However in a mixed army, the axe cavalry is also one of the first units to die. So that tends to balance. I think the unit is not majorly imbalanced. The speed is indeed a possible issue though.
    1 point
  6. 1- For me, we need to absoluty change the concept of mercenaries. They can't recolt, i'm totaly agree for this point. About the cost i want have big cost like 100 for infantery and 150 for cavalery. All mercenary is rank 2 recruitment is instant, the units are not formed, we pay for their service. Limit the number of mercenary by 50 for each player (sound good or not?) One tech for recruit mercenary rank 3 in phase 3 in castle or CC. Like 500 FOOD and 500 METAL cost tech. I would also appreciate that the initial mines be less loaded in resources (5000-> 2000) so that the eco is more relocated and risky, but that's another subject but it can nerve the mercenaries a little. 2- It it true that it is frustating and make good advatnage. But i think we see that like a bonus of civ (only 2 civ have this advantage so it ok), maybe we need more balance all champions. Some seem too weak or situational. Take care to don't starndardizes all civilisations. 3- I think nop, if you look point 2. Ptol and Sélucid have good bonus with production heroe in CC. So it make a malus effect to balance the advantage of the point 2. 4 - Noboby forces the infantry to serve only as anti ram. i find the current situation satisfied. No easily accessible sword infantery that'is ok. It is charming to know that the Macedonians have this weakness.
    1 point
  7. Yayoi probably since there is already a mod started.
    1 point
  8. 1 point
  9. Thanks for reporting : ) Feeling a little under the weather? I'll show myself out
    1 point
  10. Hello, how are you? I am under the water, please help me, here too much raining. sob sob sob. Map: sporades_islands_2p.xml
    1 point
  11. Great! I guess. What's our connection/where do we fit in there? Or did someone(s) only wanna hangout at this Japan festival?
    1 point
  12. I'm going to include your mod in this mod I'm making, can it be? So we can test all changes together. Of course, I forgot about that, very tnx.
    1 point
  13. Something that is having a lot of repercussions here in my country. https://phys.org/news/2022-05-early-urbanism-amazon.html
    1 point
  14. Preveo el susto de ver a los japoneses del periodo Yayoi XD igual que los mayas sin ser del período clásico. XD
    1 point
  15. I think attack ground is a great idea and I am eager to see it happen. Freagarach is working on it.
    1 point
  16. 1 point
  17. eso depende de donde sea la mayoría de auaudiencia. Translation: That depends on where the majority of the audience is. La mayoría que piden Japoneses son Otakus.
    1 point
  18. Use the same format as the Sentry Tower upgrade.
    1 point
  19. Updates, Thebans have already been added, now I'm adapting the Scythians from DE to the mod with mechanics closer to the vanilla 0ad (sad, I like the idea of cavalry that can build)
    1 point
  20. @wowgetoffyourcellphone @Stan` is the upgrade structure still like this: <Upgrade> <Immortals> <Entity>units/pers_champion_infantry_archer</Entity> <Tooltip>Upgrade to immortal archer.</Tooltip> <Time>8</Time> </Immortals> </Upgrade> That's how i used it but it's broken now.
    1 point
  21. I really think the changes with the ax cavalry are valid, but I don't agree with the current proposal. It seems to solve one problem and create others. I still maintain my idea that having these units in phase 1 with armor, health and attack adjustments is the best choice. The idea would be to create a weak melee cavalry unit for phase 2 and 3 but efficient for phase 1. It could have similar damage to the spearmen cavalry, even lower, but maybe with a bonus against support units like trader, women and priests and maintaining their efficiency against constructions.
    1 point
  22. A meat shield is efficient Doesn't mean the people in it are not treated like trash. Crossbowmen were peasants given a crossbow. So cheap and expendable. Crossbow taking down buildings sounds terrible...
    1 point
  23. We have an Upkeep component, and you'll need to override one or two functions: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/components/Upkeep.js$73.
    1 point
  24. When I searched on the internet for Persian Ice houses, the idea of adding the to the game felt very good. The most logical bonus would be food related and I like the idea of a food trickle as it encourages to build more than a single one. It seems natural to compare the cost of the ice house to a farmer. So for 5 farmers we have a cost of 250 food for training 5 women 100 wood for a field + 75 wood for building the housing for 5 women, 75 seconds construction time. Without farming upgrades, they produce as much as 5 ice houses (as proposed) in the mod. But the cost of the Ice houses is 500 wood and 250 seconds build time. So fields seem preferable to me even if you lack all farming upgrades. Currently the main advantage of the building seems to be that it does not require population space. @borg- I am interested what your ideas are behind these numbers. I think this is a better idea. If the cost and the gain per Ice house are higher, then instead of being spammed, each one brings a more noticeable impact. My suggestion would be 100 wood+100 stone+50 seconds build time. So at the start of the game, you have a unique way of using your stone. If you have some leftover stone at the start, you can fully utilize it for ice houses, but it means you need to go to stone before getting the 3rd barracks. So that would give the interesting question on how many ice houses you build at the start of the game and how you combine it with your build order. Farming gets more efficient as more eco technologies are being researched. The Ice house seems to lag behind more and more for every farming technology that gets researched. I think it would be fitting if the Persian Architecture tech also provided +20% resource tickle for ice houses (as well as a +20% territory boost).
    1 point
  25. I think I'll lower to 15 and increase the equivalent gain. I don't know if putting distance is good because it can be easily destroyed or captured, so putting restriction will force the player to put it away from their defenses. I will create a mod for this.
    1 point
  26. First I will "fix" the Zapotecs and Xiongnu in the Terra Magna repository using preferably their mods with unitary civs, after that I will add the other civs. Anyone who has time and wants to help, even playing games and checking technologies and bonuses, I'm terrible at it. Duileoga and I are creating a new line of tecs for the Mayans and a lot can be used with the Zapotecs. Much of the delay will be mine in finding the time to apply them.
    1 point
  27. The companies of this era care more about selling than public relations. At some point they will sell us even the expired food. And they will focus on selling only services and not products, for being more profitable. The case of the disappearance of physical copies.
    1 point
  28. OMG !! That polearms bug is utterly RIDICOLOUS! Okay sometimes I make fun of AOE4 lightheartily, but in all seriousness I'm kinda shocked by the amount of missteps since the release! Like, it really come off as something amateurish by the quality of these bugs and really not a premium title. Or maybe I'm just too used to good ol' classic games that felt more "finished" when released? I know it's custom now to sell out buggy games and patch them along the way.. but darn!!
    1 point
  29. 0 points
×
×
  • Create New...