Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2022-12-16 in all areas

  1. Last version is live: - Add a new aura to Alexander that does: "Enemy Soldiers, Structures -10% attack damage". Change Aura1 to "Soldiers +10% attack damage, +15% movement speed." and aura 2 to ""Enemy Civic Centres −50% capture points garrisoned regeneration rate." - Add centurions to the romans (100 food, 50 metal) with a limit of 8 with an aura "Melee Soldiers +10% attack damage and all soldiers -25% experience points for promotion."" - Change roman army camp to 400 wood 150 stone (vs 500 wood 100 stone 100 metal) Reduce health to 1750 (vs 2250) move it to town phase - Add a farming tech to seleucids ("Farms -25% wood cost and -75% build time.) - Increase by 15% Melee and Melee Champion cavalry walk speed
    2 points
  2. Case closed. I am pretty sure @shft has demonstrated the problem perfectly to the necessary people in these forum posts. I don't see any need for more comments.
    2 points
  3. 1 point
  4. version 4 changelog: community_mod_changelog.txt #This is a written changelog for additional merges to each version of the community mod. If you would like to review the exact details on #each merge, visit this link: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests?scope=all&state=merged -0.26.1- !1 Set up gitlab with continuous integration to the mod. -0.26.2- !2 Han farming technologies (village and city phase) fixed. !6 Regicide mode infinite loop from enabling hero garrison fixed. -0.26.3- !4 Move tier 3 blacksmith technologies to the town phase. !5 Healers cost 100 food 25 metal, cheaper temple technologies. !8 Themistocles now provides a wall discount as well as a naval buff, Pericles provides technology discount and soldiers in his aura do not give loot. !10 Civic centers and colonies decreased cost, decreased territory expansion with each age. !11 Axe cavalry buff to hack damage. !12 Change to ptol civ bonus: Ptolemies houses, storehouses, farmsteads +50% build time and -40% capture points. !13 Team Bonuses: Athens get CC technologies -30% cost, -50% research time, Seleucids get CC decreased build time too, Persians get cheaper barracks and stables, Carthage gets -50% mercenary infantry train time. -0.26.4- !26 Add a new aura to Alexander that does: "Enemy Soldiers, Structures -10% attack damage". Change Aura1 to "Soldiers +10% attack damage, +15% movement speed." and aura 2 to ""Enemy Civic Centres −50% capture points garrisoned regeneration rate." !27 Add centurions to the romans (100 food, 50 metal) with a limit of 8 with an aura "Melee Soldiers +10% attack damage and all soldiers -25% experience points for promotion."" !17 Change roman army camp to 400 wood 150 stone (vs 500 wood 100 stone 100 metal) Reduce health to 1750 (vs 2250) move it to town phase !24 Add a farming civ bonus to Seleucids ("Farms -25% wood cost and -75% build time.) !19 Increase by 15% Melee and Melee Champion cavalry acceleration
    1 point
  5. It's good old age-of-empires-tradition that one can shoot through buildings ;-)
    1 point
  6. fortresses are strong enough as is
    1 point
  7. Our deepest apologies for this affront. I will get to work on this straight away.
    1 point
  8. 1 point
  9. Units can't enter buildings that are not for them. Barracks can only be garrisoned by pedestrian soldiers, stables only by horses and camels... Women and healers can't get experience by being garrisoned. I would be ok with fortresses giving experience.
    1 point
  10. Not a question concerning the strength of a fortress, but the acquisition of experience points by units through training. Fortresses, due to their size and purpose would seem to offer more training opportunities than barracks and stables.
    0 points
×
×
  • Create New...