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Showing content with the highest reputation on 2022-12-11 in all areas
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I really can't understand how some people could say you are toxic. I'm starting to believe that there's an Anti-JC Agenda going on, maybe ruled by... Anyway, to justify a lack of courtesy with the "I say the truth" card is typical from a person who ignores totally the relationship between content and form. Also, knowing some Rimbaud poems doesn't make you an educated person, maybe a learned one. As you surely know, education comes from the latin verb educo which means to extract/push out. Which is clearly referred to a process of self-awareness and development, not to the storing of informations in your brain. Ergo you are just as educated as my hard disk.3 points
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I'll explain a few of my votes. I voted no for #7 because elephants are already borderline OP in my opinion and this will buff them a lot. I imagine this will make them 1-hit kill a lot of units. On top of that, personally i'd like perhaps a return of catapult splash damage and i'm not sure the change prepares well for it. I voted no for the cavalry nerfs for reasons I already explained in this thread. Voted no for #9 pikemen because while the current situation may be not great i feel this change lacks a bit of vision and turns them slowly into spearmen. Voted no for #11 crossbows because in my opinion they are rather weak. Voted yes for all well supported proposals except #2 Alexander which I skipped. Voted yes for #3 unit specific upgrades. IMO it is good that it is a complete change (and not divided into many changes) because otherwise it would be way too slow, and the changes go well together. Whether the upgrades themselves are good, that I don't know without playtesting but it looks like a nice change to try for me. It also acts as a cav nerf as it removes the cavalry speed and health upgrades. It would be nice if a changelog for the mod can be shown in the game for people who don't follow the forum. I remember autociv had some form of changelog when it was updated.2 points
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No one reasonable will be upset with you. You did/are doing a great job. Assuming this all gets implemented into a27, there will be several new changes--maybe more than a24--and we did it without adding a new civ. That is a huge accomplishment. On this note, thanks to @wraitii and @Stan` for creating this project--I think it's been a huge success and one that makes a27 much more likely to succeed even though a27 will likely include a large number of changes. Thanks, @real_tabasco_sauce and everyone else who participated here2 points
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What was the criteria we used last time? I thought it was a super majority or at least a majority of all votes cast. Lots of people pick the third option as a "I like some but not all choice." At a minimum, I don't think something that skids by on a 40%, 35%, 35% votes should get in.2 points
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Here's are my concerns and suggestions for #3 after going through everything and summarizing it for myself (note: this took 2+ hours. Not a simple vote item). Final Conclusion Statement: It's a great idea and it's something where 0ad should strive for "civ differentiation." However, the main issues is that base units needs to be balanced and roles more defined. That is, spear/pike/sword/axe, bow/skrim/sling/xbow, cav vs infantry, need to be more defined. Currently, cav are OP for endgame even without the proposed upgrades. As it stands, the upgrades, I think, would make 0ad a cav-centered game. Suggestion/Middle ground: A checkbox in community mod to "enable" this over base game. Alternatively, a new "community mod" type but then this wouldn't get usage. My analysis is based on the following "data" and extraction of information. · Athenians o Horseback training P1 .65 Attack/Range/PrepareTime .75 Attack/Ranged/projectile/Spread Husbandry P1 1.1 Health/Max Chamfron P2 +1 Resistance/Entity/Damage/Pierce Longer slings P2 +5 Attack/Ranged/MaxRange 1.1 Attack/Ranged/PrepareTime Basic Training P1 1.2 Attack/Melee/Damage/Pierce Battle Charge P2 1.5 UnitMotion/Acceleration 1.1 UnitMotion/Walkspeed · Britons o Husbandry o Chamfron o Longer slings o Basic Training o Battle Charge · Carthaginians o Heavy draw weight Available P1 Maury/Kush/Carth/Hah 1.15 attack/ranged/damage/pierce modification 1.5 projectile speed modification o Horseback training Basic Training Battle Charge · Gauls o Horseback training P1 .65 Attack/Range/PrepareTime .75 Attack/Ranged/projectile/Spread o Husbandry o Balanced Javelins P1 +30 Attack/Ranged/Projectile/Speed 0.7 Attack/Ranged/Projectile/Spread o Spear Thrower o March training P1 1.1 UnitMotion/Walkspeed · Han o Heavy draw weight o Horse Racing P1 1.1 UnitMotion/Walkspeed 1.5 UnitMotion/Acceleration Lancing tactics P2 1.2 Attack/Melee/Damage/Pierce .25 Attack/Melee/PrepareTime Streamlined Fletching Longer Pikes P1 Sele/Mace/Ptol/Han +4 Attack/Melee/MaxRange Basic Training Battle Charge · Iberians o Horse Racing o Lancing tactics o Balanced Javelins o March training · Kushites o Heavy draw weight o Horseback training o Horse Racing o Greaves P1 +1 Resistance/Entity/Damage/Hack o Lightly Armored P2 1.3 UnitMotion/Walkspeed 1.5 UnitMotion/Acceleration -1 Resistance/Entity/Damage/Pierce March training Hand Guards P2 1.1 Health/Max +1 Resistance/Entity/Damage/Hack · Macedonians o Horse Racing o Lancing tactics o Streamlined Fletching P1 1.5 Attack/Ranged/projectile Speed 0.8 Attack/Ranged/Projectile/Spread Longer Pikes Buttspike (Rome?) P2 1.2 Attack/Melee/Damage/Pierce 1.5 Attack/Melee/Bonus/BonusCavMelee/Multiplier Balanced Javelins Spear Thrower P2 Mace/Rome/Gaul +5 Attack/Ranged/MaxRange · Mauryas o Heavy draw weight o Scouting tactics Available P1 Adds 10 to vision & range Cavalry Heavy Draw P2 1.15 attack/ranged/damage/pierce modification 1.5 projectile speed modification Husbandry Chamfron Greaves Lightly Armored · Persians o Scouting tactics o Cavalry Heavy Draw o Heavy Axe P1 1.65 Attack/Melee/Damage/Hack 1.5 Attack/Melee/Damage/Crush 1.5 Attack/Melee/RepeatTime Raiding Cavalry P2 1.15 Motion/Walk 1.25 Motion/Acceleration 0.75 Resistance/Entity/Damage/Pierce Basic Training · Ptolemies o Scouting tactics o Horse Racing o Lancing tactics o Longer Pikes · Romans o Horse Racing o Lancing tactics o Balanced Javelins o Spear Thrower o March training o Hand Guards · Seleucids o Scouting tactics o Cavalry Heavy Draw o Horse Racing o Longer Pikes Buttspike Balanced Javelins · Spartans o Horse Racing o Balanced Javelins o Basic Training o March training "Heavy draw weight" Available P1 Maury/Kush/Carth/Hah 1.15 attack/rangedd/damage/pierce modfication 1.5 projectile speed modification "Scouting tactics" Available P1 Pers/Sele/Ptol/Maur Adds 10 to vision & range "Cavalry Heavy Draw" P2 Maur/Sele/Pers 1.15 attack/rangedd/damage/pierce modfication 1.5 projectile speed modification Heavy Axe P1 Pers 1.65 Attack/Melee/Damage/Hack 1.5 Attack/Melee/Damage/Crush 1.5 Attack/Melee/RepeatTime Raiding Cavalry P2 Pers 1.15 Motion/Walk 1.25 Motion/Acceleration 0.75 Resistance/Entity/Damage/Pierce Horseback training P1 Gaul/Athen/Kush/Cart .65 Attack/Range/PrepareTime .75 Attack/Ranged/projectile/Spread Horse Racing P1 Rome/Mace/Kush/han/Iber/Ptol/Spart/Sele 1.1 UnitMotion/Walkspeed 1.5 UnitMotion/Acceleration Lancing tactics P2 Mace/Han/Rome/Ptol/Iber 1.2 Attack/Melee/Damage/Pierce .25 Attack/Melee/PrepareTime Husbandry P1 Athen/Brit/Maur/Gaul 1.1 Health/Max Chamfron P2 Athen/Maur/Brit +1 Resistance/Entity/Damage/Pierce Greaves P1 Kush/Maur +1 Resistance/Entity/Damage/Hack Lightly Armored P2 Kush/Maur 1.3 UnitMotion/Walkspeed 1.5 UnitMotion/Acceleration -1 Resistance/Entity/Damage/Pierce Streamlined Fletching P1 Han/Mace 1.5 Attack/Ranged/projectile Speed 0.8 Attack/Ranged/Projectile/Spread Longer Pikes P1 Sele/Mace/Ptol/Han +4 Attack/Melee/MaxRange Buttspike P2 Mace/Sele 1.2 Attack/Melee/Damage/Pierce 1.5 Attack/Melee/Bonus/BonusCavMelee/Multiplier Balanced Javelins P1 Iber/Mace/Spart/Gaul/Sele/Rome +30 Attack/Ranged/Projectile/Speed 0.7 Attack/Ranged/Projectile/Spread Spear Thrower P2 Mace/Rome/Gaul +5 Attack/Ranged/MaxRange Lead Shot P1 1.3 Attack/Ranged/Damage/Pierce 1.25 Attack/Ranged/Damage/Crush 1.2 Attack/Ranged/RepeatTime Longer slings P2 Athens/Brit +5 Attack/Ranged/MaxRange 1.1 Attack/Ranged/PrepareTime Basic Training P1 Athen/Pers/Brit/Spart/Cart/Han 1.2 Attack/Melee/Damage/Pierce Battle Charge P2 Athen/Brit/Cart/pers 1.5 UnitMotion/Acceleration 1.1 UnitMotion/Walkspeed March training P1 Iber/Rome/Gaul/Kush/Spart 12.1 UnitMotion/Walkspeed Hand Guards P2 Rome/Kush 1.1 Health/Max +1 Resistance/Entity/Damage/Hack Civ-Balanced.docx Upgrades-Balanced.docx1 point
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1 point
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right. at the time I voted I hadn't noticed that the upgrades were civ specific, for instance. btw @real_tabasco_sauce don't make this personal, it's the worst thing you could do. no one wants to reject changes because they don't appreciate your work, and no one wants to feel obliged to accept changes out of appreciation of your work alone. that would be bad. (personally, I skipped that question, for various reasons that have been said already by others) anyway, mind that all civs can train mercs after capturing buildongs that train them.1 point
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Hello everybody, I'm opening this thread to review past changes introduced into community mod. If one, some, or all changes that have been playtested with the community mod are approved here by the community, they can be merged into the main game. I hope this process fosters thrust towards introducing new changes in the community mod, as they don't need to be permanent (changes to the main game are also not permanent actually, but we as the community have the responsibility to manage the community mod). I invite everybody to share their opinion, before opening any poll, please don't be shy, any feedback is important.1 point
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That blame should go to the boring players who resist anything they don't understand. Keep in mind that to understand it all you need is to read the link that is posted and ask the author a question. That would be very twisted indeed if you got blamed. If I remember correctly the Team bonuses were almost rejected last time and have since been quite successful in terms of player feedback.1 point
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I would say learning new things is good. If there are more things to learn, that means there is more content to explore. Also Said saying he feels like a newbie is a massive exaggeration, he still plays very well XD. Also, this isn't a balance mod, its for new features too. Again, I think I did a bad job of communicating what the upgrade system involves. Sorry to all the yes voters.1 point
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1 point
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I'mma get bashed for this one: For 4 I voted no. It may be good ideas. Great ideas too. I'd strongly, however, suggest making that "1 item changed/modified then vote for that 1 item." Do not bundle items as riders for voting. It's hard to get a large overview of impact on the individual items/riders. It would be better for a "no bundling/riders" rule on changes to be voted on. Might sound stupid, but riders could be a problematic (a rider is an additional provision added to a bill or other measure under consideration).1 point
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In the screenshot that seeh posted, not only was Shyft_Sierra being verbally abusive to leopard, but leopard was verbally abusive to Shyft_Sierra. "Your mother ____ dog Shyft_Sierra, and conceived you Shyft_Sierra," said leopard, in response to Shyft_Sierra's abuse. There is also a private statement that wang_wei engaged in verbal abuse of Shyft_Sierra. Two wrongs don't make a right. Please do not verbally abuse Shyft_Sierra just because he's verbally abusing you. Instead, calmly screenshot the misconduct, post it on the forum and do not get provoked. leopard and wang_wei, consider this a warning. If you engage in too much verbal abuse of other players then there will be a consequence, starting with mutes, and escalating from there. Shyft_Sierra had 36 infractions in the 0ad lobby that lead to mutes between October 30th and December 5th. leopard had two infractions and was muted on November 30th. wang_wei had no documented infractions in the lobby. In the future, please post evidence of misconduct as you observe it. Players, please be respectful of everyone, including those who are disrespectful toward you. Realize that players being disrespectful might have had troubled pasts, been victims of bullying at some point, and might not yet know how to react to it constructively. Please don't verbally abuse or bully others, as it is a cycle of abuse that causes harm, including to one's own self esteem. Please instead try to cheer up a person who is engaged in bullying, and help them act constructively.1 point
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Currently there is mess with basic term what are these changes? No single in-game help to see them (easy - straight-forward), Im not able to digit out on forum, gihlabs and everywhere else (it is so much time consuming activity and just imagine everyone should follow it?). My suggestion is the person who is signing this mod @Stan` ? he should also check these details are provided and implementd in-game (no other channels) for particular "version". The code to show such readme when new version is delivered can be taken from autociv or similar mods.1 point
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https://www.facebook.com/permalink.php?story_fbid=pfbid02SH6hp9hyRm79oEDnvMMXMm6yVt7ZcGQtL9DYchhirfvNYmcfCbVKq3dVynyN7uiBl&id=1000288359299551 point
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I would like to stress that so far only the rice field and regicide fixes have been committed. Nothing from the mod itself. A possibility is for the mod to be rebased for A27 and continue to exist as standalone. We have not decided what to do yet because there is too little activity on the other side. Only three people are active. One is working on a new Atlas, the other on Vulkan, and the last one is working on some minor art fixes.1 point
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Dude you want to kill us with inflation like global economist did to us in real life?! Yeah, in OpenRA Ladder if you play with much better player and you lose, you will still get points. And opponent will get points as well. But both of you get so small amount of points which makes such matches pointless. That actually makes sense to me.1 point
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I wouldn't mind anyway, a reset would be nice. I think there could be a reset with every new alpha, like a new season.1 point
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I think that ranged cav are the best units this alpha, so I caution against buffing them. I would rather see changes made to make trading more important.1 point
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I find healers quite strong at rank 3. It’s not that they keep units alive—a unit under fire dies. It’s that that can reheal a unit after a fight so it doesn’t die right away in the next fight. That has a snowball effect. It also allows you to rank up your fighting units, which also has a snowball effect. A couple rank3 healers can heal an entire army quite quickly. Denying that strength is basically saying that a half promoted army isn’t OP, but we all know it is1 point
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Rank 1 Healer HP Heal Range Interval 085 05 12 2 085 05 17 1.6 085 05 22 1.3 Rank 3 Healer HP Heal Range Interval 133 15 18 2 133 15 23 1.6 133 15 28 1.3 A single rank 3 healer fully heals a ranged citizen units in about 4 seconds. How powerful do they need to be? I wouldn't want healers to be able to keep the army alive mid-battle, like an RPG. Currently at rank 3 it's like getting a reinforcement teleported to where your army is in 4-8 seconds with only the initial healer cost. I think they're underused, which could be a consequence of the fact that it's faster and (more important) to build 2 blacksmiths (at least) and a market to go to p3 than to make a temple. I will however say that the techs are expensive, considering one will likely only make a handful of healers.1 point
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Yeah we did something like that. Unfortunately this means only 5 changes will be actually added, which is a tiny fraction of the work I put in here Hopefully I don't get any blame for the lack of content.0 points