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Showing content with the highest reputation on 2022-10-14 in all areas
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5 points
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interesting. maybe we would actually see more strategies with longer battles. while 0ad takes skill in multiplayer, huge chunk of that skill is basically how fast you can build whole kingdom and army. I know there are people who can attack you from 4 sides in same time while improving their eco but majority of matches in multiplayer are decided by how fast players can reach full pop. if battles were less about unit spam, but more about how you use these units - wouldnt that breed more strategies and strategists? also please make it so ranged units arent always the strongest units because that kills any possible battle plan other than spamming melee cannon fodder and putting it in front of ranged units. and perhaps add counters to the game and make them strong enough to make it impossible to ignore them. that will make battles more significant. right now the battles are basically 'who has more DPS' thus players only play the civs with highest dps, and recruit only 1-2 type of units with said highest dps. Thats just boring approach to the battle. But counters add some more rules. Example: if enemy1 sends cavalry during a battle, enemy2 should call their sword formation back, and put their pike formation forward. this will require players to recruit more types of units than just <ranged units as dps + some spearmen as cannon fooder + swordsmen against rams>.2 points
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The tournament started at 0.26.2, so I meant one update beyond that. But that's just a simple personal wish. I don't really mind if there are more updates. I'd say there shouldn't be too much changes at a time (so I would suggest something like: release every 2 weeks, have a decent amount of changes but not too much) Given how hard it was in the past to make players go out of their way to install gameplay/balance mod, or to play SVN, I'd say it's probably good to have players directly test the next release. Of course it wouldn't be nice if it was so bad it makes them go back to vanilla and then not bother with the mod afterward, but I hope it's not something that can happen.1 point
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i'd say we should have a more sizable set of changes to justify a release. Tournament concerns aside, we also don't want to annoy community mod users in general.1 point
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Thanks for your concern! Please note that my tournament had a few objectives regarding the community mod: - Make it popular with the multiplayer community (it ended up being adopted without needing help from the tournament) - Test the new features of the mod, try to find out what's broken for balance That is the reason why I required the community mod, it's not really because it fixed the Hans (if I wanted I could still have gone without it). The competitive aspect of the tournament came after these objectives. I didn't intend the tournament to be really competitive. (though if players have an opinion if future tournaments should be more/less competitive they can message me) As for my wish for community mod updates with respect to the tournament: I wished for no more than one update during the tournament (so before October 30). Other than that it's free.1 point
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There's an ongoing tournament that is expected to last until at least October 30th. Players are using the community-mod for its current fixes of critical bugs. Think about what happens if the community-mod suddenly changes mid-tournament. It will end up benefiting certain tournament players who have relevant skills, strategies and practice with the civs affected by the community-mod. This would end up creating an unfair situation for tournament players. We need a solution to this problem. Suggested solutions follow. Create a separate mod with only the bugfixes, which the tournament players will use. Example: copy community-mod v0.26.2 as it is now to a mod named community-bugfixes. Feature freeze community-mod until the tournament is finished. Ask the tournament players to not use the community-mod for tournament matches. But, I think it's too late for this because the first round was probably played with community-mod enabled.1 point
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I played a few games in Vali’s mod. It was fun. It was basically the same game except with an added element of required expansion/strategic expansion. If you just want the current meta of boom, don’t expand, push, then you probably won’t like it with that said, this mod exists to test stuff like this out1 point
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My main question would be, how was @ValihrAnt's mod? Was it enjoyed by those who played it better than the current game? Concerns : Map resource distribution probably needs rework Could exacerbate unbalanced maps (phase 1 especially) CC Spam or "castle-drop" gameplay. More difficult to make stonewalls that cover your base. (not that people do this anyways) If it is difficult to maintain unit production, that can feel dissatisfying. Excitement : Artificially creates a "larger map" New expansionary gameplay. Could this lead to (mainland) maps requiring scouting to know where the opponent's initial base is? Conclusion : It could be good or it could bad.1 point
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I forgot to explain : here is symbols for Iberian factions (Lusitans, Celto-Iberian, Iberian). With this I advance any future faction or mod's faction.1 point
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true. this is a distinctive issue with 0AD, that @ValihrAnt called "booming = turtling". - men are the best defence, the best attack, and the best eco - it's easy to keep your men all together and your eco active and defended train times, gather times, spamming, fighting times, they don't matter. gathering slots instead is important for the second factor, but it's not easy with forests.1 point
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Well, on a map like Corsica vs Sardinia 150 pop will be eaten into by far to much by ships. Sure while cav is so dominant and only costs 1 pop on mainland 150 is fine as well. Also the 200-300 are meant as a rough target to optimize the game for, not what works best right now for a specific map type. not true. Many games are loctus like gathering to boom to push, very high level games might be a bit different but not by that much in the end. We could also say gather rates are probably to height, training times matter a lot less, or if you want people to have much more expansion pressure drastically reducing the gathering slots per resource entity might work as well.1 point
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my observation is that they restore to default after installing/removing mods.1 point
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I think the game plays best at around 150 max pop. different limits change a lot how the game is balanced and plays. not true. I also think fighting could be slower, but if you think about it, this goes in the opposite direction of longer train times that you suggested just before.1 point
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The usual cap is at 200 -300 pop which is reasonable for this type of game. The issue is buildup / replenishing of troops is to fast which makes spamming to dominant. Also battles are to short, basically two blobs meting and going up into air almost instantly. Me thinks fights to be more attractive if they take some decent amount of time. Maybe halving damage values for all units / structures would be about right?1 point
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Do we know when the Atlatl spear thrower was imported to the Maya city states? I think it would make for a good unique ranged unit for both the Maya and Zapotecs if its in the time period. Also do we have dates for when the maya bee grenades came about?1 point
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i need enable it once per week (Options > Session > checkbox). Attack Range Visualization feature allows the player to estimate the effectiveness and weaknesses of defensive buildings is very helpful should be default. - what could be the reason that is disabled sometimes? - is it stored into the user.cfg ?1 point
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It has some hotkey which easily gets triggered accidently. I changed / removed it, that solved the issue for me1 point
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yes, im also talking about the same thing, dont misunderstand i dont mean "they arent as op as 3 armor one so i am complaining" i meant they were unusable. they have to be CLOSE to the 3 armor hero, in value, otherwise no scenario will justify their use.1 point
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ok ok enough off topic. We can agree to test out this unit type in the mod no? I am on board with this. I am also on board with adding a centurion type unit for romans. Anyways, any other feedback on the 3 additional merge requests I added above? @BeTe my thoughts are expansion is not required but rather encouraged.1 point
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Sounds like something to experiment with. It’s hard to figure out how it’ll be different than women. Making them captureable or capable of uprisings or something’s seems like a potentially interesting solution.1 point
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Usually extra metal, stone, or a better woodline can be reached with a barracks or two, but this change would reduce the amount of territory increase that happens when p3 is clicked. I think it also reduces the territory value of colonies too so it is harder to secure a multi-resource location with one colony. I think this will make ccs and map control more important in the game, potentially increasing the value of p2 for map control. With this change we should probably check to make sure minimum placement distance is not a problem.1 point
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It is usually safe to assume his army is slightly bigger, at least I do whenever I have a battle. Remember your opponent knows much about his own army, so if you can try to read his behavior you can have an idea whether or not you can beat him. Unless it is visually apparent, the army size difference will be less important than micro and upgrades and unit composition.1 point
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0 A.D. has it's own YouTube gaming topic! (Again) https://www.youtube.com/channel/UCnyOwrZI72pKKroCtKYQHjg If you just want to watch some videos about 0 A.D. you can subscribe to that page. If you create videos featuring 0 A.D. and you want them to show up on that page, be sure to: include "0 A.D Empires Ascendant" in the title, the description or the tags and choose the correct game in the Gaming category of your video details. And yes, the spelling does presumably matter. See these links for help on how to do it: Edit video settings & How does my video show up on that page1 point
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People have done such a good job on all of this artwork, it would be a shame to not allow players to enjoy their work.1 point
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Kievan Rus. I am working on bringing Millennium AD back to life for Alpha 26. Should take about a week. Terra Magna Alpha 26 is already uploaded and awaiting verification: https://0ad.old.mod.io/terra-magna1 point
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Various reasons, mostly the reception and critics that might doom this project, license considerations, capacity too, the lobby server might not withstand a 1000 players not to mention the moderation. Also pretty sure that's not where developpers are.1 point
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I want to see new features and a breaking of the status quo. The only way forward is to bite the proverbial bullet and assume you cannot please everyone. Whats more, there ought to be more cohesion and unification around progress, eg if an idea is put forward discuss and if it is reasonable accept it and pass it on to whoever has the coding skill to make it happen. You can't all do your own merry thing and expect your game to survive. lists, discussions, action, progress is what you need. And a unification of vision1 point
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