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yes, I think a naval overhaul in general should be in the works for a27, probably starting with some ship classes instead of just bigger = better. Ideally naval combat should be more diverse (different ships with different qualities), easier to handle like @Philip the Swaggerless said. light, heavy, siege, transport, special where special includes the fireship and maybe the ptol juggernaut. from there we could balance things, add a couple new "special" ships, and maybe implement some ship mechanics of interest.3 points
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Knowing that this is more than a year ago, I paste below my current test setting (also for other interested players), which seems to work nicely for me: C:\Users\Ceres\AppData\Roaming\0ad\config\local.cfg [view] ; Camera control settings zoom.speed = 256.0 zoom.speed.wheel = 16.0 zoom.min = 0.0 zoom.max = 300.0 zoom.default = 80.0 zoom.speed.modifier = 1.5 ; Multiplier for changing zoom speed3 points
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is what I say with this problem. Do 4 phases, one Additional. The first phase only infantry of peasant militias and scout cavalry, the rest begin with the CS (citizen soldiers) and there is the third phase with champions the fourth with heroes. First phase: only mediocre soldiers with mediocre weapons. Second: regular soldiers. Third: siege engines and champions. Forth: advanced siege and counter siege weapons.2 points
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ok, if we did a "ram attack," one could make ram damage proportional (by some function to balance) to the speed of the ship. I think it would also have to be in the form of an technology for some mediterranean civs (which imparts an added metal cost). I think it should also only be possible for certain ship classes, perhaps only triremes, ie ships of the "heavy" class for the following reasons. 1) biremes would probably be too light to ram well, 2)siege ships are too valuable to use this way, 3) most importantly, players need to be able to anticipate what ships can ram them. Unfortunately, that probably means the ships that have access to rams would need a version of the model with a visible ram. <- maybe its not worth it, idk.2 points
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Lots of good ideas in this thread, here's a few more. Ships should have a 'boarding' command, or there should be a type of ship that does this as its standard attack: it pulls alongside an enemy ship, allowing the melee units on board to attack those on the other ship, and when that is done, to capture it. Ramming. More use of catapult ships and fire ships (every ship could have the option of being converted into a fire ship, dealing damage until it destroys itself.)2 points
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I actually hate the abbreviations. Lol Imho, the game's current way of immediately sending resources on click and immediately changing diplomacy on click instead of having a Confirm or Apply Changes button is bad design. I don't think the current Diplomacy screen was meant to be the final version, just "good enough" for the time. It's served the game well, but it's time to update it.2 points
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I think the point of discussing it on the technical forum is to not have to install a mod and add it to the main game.2 points
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About the relationship between the Olmecs and the Mayas during the preclassic was intense and complex, I think we will discover much more with time, an interesting case is the city: https://en.wikipedia.org/wiki/Takalik_Abaj ;2 points
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Yeah, while I think this cav nerf is needed, it will be a bit of a meta shift (cav spam-->to something else, hopefully more strategic). So I think this merge, if it happens, should be done by itself so we can really know its impact2 points
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Hello! I wonder whether it's feasible and helpful to provide a way to open relevant folders/files (e.g. configs) from within the game (menu, dev menu [Alt+D], or console)? Thus, looking up the needed information in the Wiki, FAQ, or forum would not be needed anymore. As paths might change in the future, the (outdated) information would not have to be updated manually in the Wiki, FAQ, or forum (could then be deleted) but would always be up to date in the game. These are the paths/files I have on my mind (I am on Windows 11, i.e. the paths shown below look different on another OS): https://trac.wildfiregames.com/wiki/GameDataPaths ..\AppData\Local\0ad\ ..\AppData\Local\0 A.D. alpha\ ..\AppData\Local\0 A.D. alpha\binaries\data\config\ ..\AppData\Roaming\0ad\config\ EDIT/optional: Maybe some in-game explanatory text about which config files overrule others (see this post as reference) could be added, too? See following quotes FYI: To sum it up (hopefully correctly), the order of overrules is as follows: default.cfg local.cfg in-game changes => user.cfg Thanks for sharing your thoughts!1 point
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I threw together this mod to explore the idea of having Phase 1 only include infantry, other than the initial cavalry to scout. Changes: Cavalry & Stables cannot be produced until Phase 2. (I am contemplating removing cavalry from the Civic Center altogether.) Initial cavalry cannot gather meat. (I set the gather rate to .001, and a tech puts it to the standard 5 once Phase 2 is reached. I am hoping this would increase the comfort of scouting, knowing that you will not be missing out on food income by scouting immediately. A tech can be researched at the farmstead to greatly increase citizen soldier infantry hunting ability (2x meat gather speed, + 20 food capacity). Sometimes you get berries, sometimes you get hunt, sometimes you get both or neither. This allows for getting some good food income when there is hunt to be had. Farms and corrals cannot be placed within 60 meters of the Civic Center. (It is 60 meters from the center of the Civic Center, so it is not very far.) Have to add some raiding possibilities since cavalry is gone. Some games end very early because a player doesn't scout and has all women when the enemy had a lot of hunt and made many cav. While it can be said that this is the loser's own fault, it feels off to me that this outcome happens as frequently as it does. What do you think? Extract the folder into your mods directory to use it. p1-infantry-mod.zip1 point
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That can be done with boarding technology. To compensate for their lack of nautical expertise, however, the Romans introduced a technical innovation that exploited their legionaries’ aptitude for close-quarter fighting. A 12-foot pillar of wood with a pulley on the top was fitted to the prow of every vessel. To this pillar a boarding bridge was attached which could be hoisted up and swung around in the required direction. At the end of the bridge there was a large pointed spike called a COITUS which, when released, drove itself into the deck of the opposing vessel, locking the two ships together. Then the legionaries could storm aboard and slaughter the near-defenceless crews. As an example of a technical innovation which led to a precipitous reversal of battlefield superiority that had endured for centuries, the corvus outclassed all subsequent development1 point
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The difference is that ships can have upgrades like an overhaul. It depends on the size. They can house siege engines and civilization can ramming. If needed, the lighter ones will be converted into suicide boats.1 point
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I agree with 4 phases. Unlock it by building a Wonder, thus better integrating Wonders into the game.1 point
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Doesn't sound too complicated. There's already a few functions that determine the height at a specific point, or to set constraints (such as height). It would add little more code, but I don't see it as being complicated. @maroderdoes that sound about right to you?1 point
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As someone who enjoys playing a variety of maps, it's a pain point for me. TheNaval/Mixed maps could use this help. The alt/click method is cumbersome when you're not even in the action yet, you're just trying to get off the beach.1 point
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One of the things I find frustrating with naval maps is that you have to meticulously garrison your soldiers onto different boats. It would be nice if there was a button that functioned kind of like the town bell, but triggered from the boats. Select a boat or boats Press a "board boats" button in the gui panel. Nearby military units evenly distribute themselves onto the boats.1 point
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Good morning or afternoon; -I think the buildings with freshly laid green leaves seem prettier than with dry yellowish leaves, but you can change in future if you wish. Sorry for the inconveniences*1 point
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Based on Chinese experience, military scientists of the Ming Dynasty believed that bamboo could make pike shafts, but only in humid subtropical and tropical areas, and once it reached a dry place, it was easy to become brittle and crack. In addition, bamboo only has strength if it grows thick enough, while thicker bamboo pikes are not suitable for one-handed use.1 point
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I like how this is represented with the embassy. Personally I thought that I wouldn't ever see the Olmecs in 0 A.D; I did hope though despite the lack of material to make a full fledged playable civ. I'm glad they exist in this mod! Found new error: ERROR: Failed to find matching prop point called "garrisoned" in model "art/meshes/structural/maya_protoclassic/palacio.dae" for actor "structures/maya_protoclassic/palacio.xml255"1 point
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For me they are stored (and are updated correctly) in user.cfg1 point
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For the filtering, the same happens for me, looks like it has a weird behaviour.1 point
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That mapping works for me (but i set it to another command). Maybe an other command takes priority for Ctrl+WheelUp/Down in your case?1 point
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that would be useful in case you don't want to close the window, it's a better solution than transparency.You can still see what is happening in the game.1 point
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I also doubt that bamboo will be used as a weapon, not just Garamantines, but Magadha as well.1 point
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It is very probably bamboo. Which grows in the Sub-Saharan region. But I doubt it is plausible for Garamantines.1 point
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The picture on the left is from Osprey's Rome's Enemies 5- The Desert Frontier This is what the caption says:1 point
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Just add the spy and attack request features and we're good to go.1 point
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It's incredible how the Maya's ancient fashion still has trickled into their modern fashion even with colonial influence! (Addressing your first 2 posts). Regarding this post, I'm not sure whether this your saying that they need to be more exposed in game, or whether as a general informative statement. Though if we are talking about the the former, it would make sense with the Yucatan having the thickest rainforest climate compared to the rest of Mesoamerica... Unrelated, but I do wonder if the olmecs had much of an influence on maya fashion in general, or if it was mostly self-developed. Sadly not enough information on the Olmecs to know.1 point
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I'm fine with them for now. My problem is the base level health/speed advantage because those occur in p1 through p3. I think the upgrades are better as differentiators (i.e., when Persia was truly a cav civ in a23 because they had the special health upgrade while most other civs did not whereas now Persia's cav is nothing special), but I think the boat has sailed on this one.1 point
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At first I didn't (It kept reminding me of a pirate bandana for some reason and struggled to get the image out my head!) but now that I understand the historical context I feel I can better appreciate it now! I am also still very new to ancient maya fashion as a whole since I'm used to seeing them portrayed as something stereotypical in mainstream media, so its very interesting to ask and learn about their real sense of clothing!1 point
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I think in late game (not raiding, but general battles) people often complain about cavalry being OP, but fail to realize that the primary unit in those cavalry compositions is skirmcav. I think we can nerf cavalry overall by prioritizing this unit. It has 2.2x the hp, +2 pierce attack, and +2 hack armor from skirmisher infantry, even ignoring the speed advantage it has like many cavalry players do (ignoring their speed advantage is already a red flag for the unit). Skirmcav is the most OP unit that everyone accepts in gameplay to be balanced. You can tell that it is the main driver of cavalry being OP because most cavalry compositions start out with players making Skirmcav mixed in with a melee champion or spearcav or swordcav, but as the game goes on they gradually shift to make almost purely javelin cavalry as they realize it is the most dependably OP unit for any battle scenario. I would recommend nerfing damage from 18 to 16 (same as skirm inf). Its also worth noting that Unit specific Upgrades removes the "free" cavalry buff upgrades from the stable.1 point
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Good question. I'm not able to extract the 0ad win32 executable with p7zip-full on Linux. I think that it's unlikely that any of the devs will work on this, at least not any time soon. You can make the change yourself. First, build from source. Alternatively, you might be able to use the precompiled binaries available on the source repository. Then, modify the release script to use an alternative system, maybe 7-zip SFX, for creating a Windows installer. Then run the script to produce the installer for Windows.1 point
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I have been berated by this player once and it kept me from playing the game for months afterwards. His remarks were extremely sexist in nature and just generally appalling. I wish there were a way to keep people like this from playing the game because I genuinely don't like being in the same space as him.1 point
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Buenos días o tardes; -Avances en los garamantes; @Lopess @Stan` @wowgetoffyourcellphone @Genava55 Edificios/Buildings (I think that with the icon it is easier to distinguish) (I have to make the icon -camel stable-) (I have to make the icon-palmera field) (Horse stable) (elephant stable) -We must add , orchards , Libyan camp , stockade and wooden tower , in total there are 23 _¿What do you think? -Now I'm with the units. Sorry for the inconveniênces* -1 point
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This is what i did with Grapejuice, and also removed their fantasy heal on the battlefield.1 point
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some ptol specific feedback: similar time to reach p3 and will to fight as a25 like the heroes from fort very much pikes still a little OP but nice change on the pierce armor rate 10/10 love my ptols some gauls specific feedback: able to reach will to fight and p3 in record time food gathering lightening fast sword champs slice through cav and eles like warm butter 11/10 potential new fav civ1 point
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Indeed. I think Gauls should get a cheap/trash archer that does not promote beyond Basic rank. These are the "hunters" that Vercingetorix called to arms during the Gallic War against Caesar. For Britons, I think their Champion Chariot should be available 1 phase earlier and have this feature from DE:1 point
