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  1. I play a lot with ele at the moment maybe it was with me you had as opponent this game? I'm not sure how to counter this kind of gameplay, but i can tell what's annoy me when i do this strategies. What i prefer to do is ele + slinger it's really efficient, but once i start attacking i almost produce only elephants (at leas with 3 ele stable) in continue, so my eco is focus on that : 50 women on food and 15-20 guys on gold. if you kill my slingers, it will be hard for me to replace them because I won't have enough stone and wood to replace them. What you have to know is also that in fact i lost a lot of elephants and they keep coming again and again to replace just as a meet shield, so if you go in my base killing few women or capturing my ele stable, it's over for me. Also those armies are slow if you move you army fast enough my ele would not do any damage. Now few tips to play like that : Ptols are great good food eco, slinger are great with elephant, awesome. Koushites : Ele are cheaper (best is to play ptol with a teammate as koush) beware archers are not as strong as slinger you'll have to focus on eco to replace ele and archers Mauryas are great +20 population easier to have a good eco, archers are weak, but you can build ele sable sooner, wich make ele faster. Make at least 3 ele stable and produce them in continue do not hesitate to put them in the middle of the battle, and loose them. keep ele in a control group, and beware to make them attack units all the time, if not they start destroying stupid thing all around. Have fun!
    2 points
  2. 1. check that your forge techs have been researched. Your enemy may have had a substantial advantage due to researching upgrades. 2. Don't commit the fight to only the elephants. If too much of your army is only attacking the 12 elephants, then the enemy can easily defeat your army. After this, they are down 12 elephants, but your entire army has been defeated. So, If they are not an immediate threat to important buildings like a fort or a civic center, you should focus on killing the army accompanying the elephants. Then once you have an advantage, then go after the eles. 3. when using eles, you need a sizeable force to accompany them. There are also heroes that effect eles such as Seleucus Nikator of the seleucids that provide valuable bonuses to elephants. Elephants can also be strong versus infantry because they can 1 hit depending on the upgrades and hero auras available. general tips for fighting (under the current balance of the game): do not attack an enemy with a long, strung out army. Say if you task your army to attack something far away, your ranged units will arrive first one by one and get melted. It is easy to lose a fight even with a massive number advantage like this. generally prioritize ranged attack upgrades and pierce armor, as ranged units are generally more powerful and influential in fights than melee units. if you see enemy defenses (temple, fort, etc), this a good indication of where not to attack, just go a little bit past them and make the fight awkward for your enemy. Likewise, don't spend time putting up tons of defenses in one area, just for your enemy to walk around. Don't take a fight you are not very confident in.
    2 points
  3. Only one reference to "elephants" in the Gameplay FAQ. Maybe someone will add some of the info from this thread...
    1 point
  4. damage percentage also counts. the more damage the easier it is to capture.
    1 point
  5. That's why I wasn't so specific. It would be nice to see the replay.
    1 point
  6. 51. My usual citizen cav + 1 tower guy. Probably less. Just try it. Probably depends on civ, tecs, ranks... Don't overthink it. If it works great, if not regroup.
    1 point
  7. I just go by feeling. If I make an early move against a weakened neighbor ~70 units - including 10 healers - is plenty. Other times I just try and either succeed or retreat, heal up, snipe enemies and retry.
    1 point
  8. Guys already replied, but let me add 2 ideas: 1. Do you analyse replays and to see on your own what you should have done? Why did you let him make so many elephants, which are not cheap units at all? 2. Maybe you should also check whether you were already way much behind in term of macro? This is what happened to me - I was like "wtf, I am not experienced to counter that unit" but in fact I was too much behind so I couldn't do anything...
    1 point
  9. Yeah that'd be nice but security is hard to ensure. We could make sure you only can download signed mods (with an opt-in option for insecure ones but then anymod can force that to be off) But you still have to agree with mod.io terms to download them In my head base functionality is modmod. Public extends it with extra components, shaders, assets, etc. Also removes most of the hardcodings needed in AtlasUI, wxwidgets dependency, so it's a win. But, one has to implement more GUI features for Wxwidgets is more complete.
    1 point
  10. The answer is that it's complicated and depends on: The capture strength of your units, the capture points and the capture regeneration of the building, which is influence by the type and number of units garrisoned inside of it. (Also a number of techs may influence the result) If you are super interested, I recommend to look at this file: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/simulation/components/Capturable.js But imo there is no way you will be able to accurately calculate during a game how much time it will "exactly" take. I would recommend to try it, see how fast the bar is going down and then decide if it's worth it to commit to the attack or rather retreat.
    1 point
  11. https://en.m.wikipedia.org/wiki/Ten_Thousand https://discoveringancienthistory.wordpress.com/2017/04/06/fighting-for-the-enemy-greek-mercenaries-in-persian-service/
    1 point
  12. For pragmatism and historical accuracy, the Greeks Mercenaries perform better in combat and frequently mentioned by ancient historians. i know It's monotonous but it is a fact Persians prefer Greek Mercenaries instead of local levies or raising a new infantry corps (Kardakes).
    1 point
  13. I don't think it is necessary to abandon the soldiers of so many ethnic groups under the Persian rule and choose Greeks. There are already too many Greeks in this game, and it will appear monotonous.
    1 point
  14. Trying to add a Champion Javelin to the game again is not a good idea, the design that existed in the A23 was eliminated two years ago and it was the right thing to do. To strengthen Persian infantry, you can add axemen and immortal archers.
    1 point
  15. I don't recommend continuing to strengthen the javelin soldiers, the 0AD javelin soldiers have greatly affected the game experience. I now really hope that these range soldiers are nerfed to the same level as in other ancient warfare RTS. We all know that the Persians ruled many peoples, they have a very complete infantry, there are different nationalities of axemen, macemen, swordsmen, slingers, archers, spearmen (the Assyrians are especially professional). We can arbitrarily choose infantry from one or two ethnic groups to join the game to strengthen the Persians. Currently, the Persians have fewer infantry types than cavalry types, which is too abnormal.
    1 point
  16. It would be nice perform a "zoom in" sometimes.
    1 point
  17. Skirmishers + Spearman+ cavalry(for kill ranged). In theory it should work.
    1 point
  18. You mean Judea. Kingdom of Judah is different timeframe.
    1 point
  19. Completely ahistorical, I'm afraid. Better to make some kind of tech or bonus to the Thracian Peltasts they have. "Mountain Men" (+20% health) or "Leather Boots" (+20% speed) or "Skirmishing Tradition" (-50% promotion XP required) or all of the above. Macedonians and Late Romans for sure! (dart-throwers, can be classed as slingers, for the Macedonians; Staff Slingers for the Late Romans). I'm horrified by this suggestion. Definitely a possibility.
    1 point
  20. It is not ideal for people to get started from scratch, yes. But it is enough for all the modders we have had in the past 11 years. Most of them don't want to reinvent a RTS. For reference on how having a bare bone mod as first screen can affect players https://video.fosdem.org/2020/K.3.201/gamedev_spring_steam.mp4 That being said I think the approach we're taking with @trompetin17 on GitHub is the right one. One mod mod with a basic map editor, and a mod selector. All the needed shaders, minimum components and other xml files, and GUI to make something. https://github.com/justjuangui/shouldbeinmod_pyrogenesis All the other mods can build on top of that.
    1 point
  21. Unfortunately, we already have too many Hellenic civs and I am not suggesting we turn 0 A.D. into Greek A.D. Is it possible to add champion skirmishers and slingers into other civilisations, with the excuse of having a few very well trained athletes who were also well equipped in battles? There are always a few students who excel from the pack and we can just proclaim them to be the champion units of that civilisation.
    1 point
  22. For reference, this idea has been implemented in vanilla in https://trac.wildfiregames.com/changeset/27244 and https://trac.wildfiregames.com/changeset/27487.
    1 point
  23. One thing is about the religious architecture of the Han Dynasty. There was no Buddhism and Taoism in the Western Han Dynasty, but 巫祝Wuzhu in the temple Miao carried out religious activities. These people were not monks of a folk religious group, but official positions set up by the state, which could be held by women.
    1 point
  24. Because I found that these structures have been made, such as the academy buildings to train 期门Qimen (虎贲Huben) and 羽林Yulin, and the government buildings to train civil servants, which are departments that only Han capitals have. If we set the three stages as 乡Xiang-县Xian-郡Jun, then we need to consider whether to retain these structures. In fact, I think their functions can be divided into civic centers and fortresses, because the civic center in the Han Dynasty itself represents the government.
    1 point
  25. For those wanting the article, I put it attached with the message. The Kardakes are part of a real institution of infantry trainees but their role as heavy or light infantry seems to have varied. Probably they are a polyvalent and mobile force. The idea of them being a Persian version of the hoplite is bull***t but they must have been decently armed. 10.2307@41722251.pdf
    1 point
  26. Yes, the Persians did use large numbers of Greek mercenary hoplites. However, the kardakes were neither Greeks, nor armed in Greek fashion, and not champions; whether they were ethnic Persians, Iranians, or a multi-ethnic mixed force cannot be determined, nor whether they were a standing force, mercenaries, or a war-time levy. Because the immortals only appear in Herodotus and the kardakes primarily in Arrian, the latter might have been a replacement of the latter; in any case, both fought as heavy (i.e. melee) infantry. Anyway, given how problematic 0 A.D.'s version of the kardakes is, I support removing them from the current Persian roster.
    1 point
  27. Given Nescio's argument, it seems valid to potentially scrap the unit due to the ambiguities surrounding its use. If we want the Persians to be represented fielding hoplites, there were ample examples of that in simply recruiting Greek mercenaries. The most famous one that comes to mind is the employment of Memnon of Rhodes and his men during Alexander's campaign.
    1 point
  28. IDK Just something from that regions.
    0 points
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