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Showing content with the highest reputation on 2023-02-28 in all areas

  1. I share your frustration with a lot of the territory bugs. I hate the weird loops and bubbles too. Also, allies taking over your terrain is annoying. This is especially prevalent from AI allies who love to do this for some reason. What I think needs done though is that allied borders should have stronger weight against each other so that they resist each others expansion more. Couple that with some border calculation fixes to get rid of the weird loops and bubbles and I think we got a winner.
    2 points
  2. Acceleration is an astonishingly simple calculation compared to the pathfinding and ranged combat. One major improvement acceleration has made for the game is making the movement advantage of cavalry less than total. In alpha 25 cavalry were so fast and agile that it was too easy to mitigate losses by selecting when and where to fight. In a26 if you make a mistake with cavalry you will lose many more units as you run away, and this is due to acceleration. This is why cavalry have slower acceleration than infantry. Other changes could be made to improve how infantry accelerate as well and perhaps considerations can be put in for ranged versus melee units.
    2 points
  3. Acceleration can be improved rather than removed. It also does not cause lag or alter pathfinding. Turn rates are fast enough already, with the exception of rams. About the chariots, you are right that they are not quite the same, but it is more of a unit design effort than quick fix.
    2 points
  4. I always thought overriding this for a civ bonus would be fun and unique.
    2 points
  5. Do you have a comment about what you have seen so far in the game? Would you like to see some changes? If you have some constructive criticism, please post it here! We can't guarentee that we can make the changes; but, if your point is a valid one... we just might.
    1 point
  6. Dear all: I would like to request for a new map that is suitable for 4v4 TGs. If anyone can help me make it or teach me how to make a map, that would be great! Mainland is currently the most popular map for TGs, but aside from the spawn location issue that I mentioned before, it has 2 additional imperfections. 1. Berries spawn between mines. This is hugely inconvenient, so it should be prohibited. Berries should be far from the mines. 2. There are random hills on Mainland; they can lock a player inside at times. These hills are just an obstruction: either both sides are frustrated, or, the archer side gets a huge advantage. I think these hills are completely unnecessary and they don't make the match more fun or enjoyable for anyone. Their only real effect is offset the balance and foil battles. This hill might look innocent but it will cause great frustration once fighting starts. This is not even the worst case; today I was barricaded into a cage by 3 hills and I couldn't help my allies nor escape enemy attacks... Sad... In conjunction with the spawn location issue that I mentioned in another thread, I believe that we need an upgrade, a better version of Mainland that is fair for all players. We can start from Mainland as a benchmark and tweak it such that: All players get equal, dense forests that are accessible in phase 1. All players get equal number of berries No geographical features All players get equal amounts of metal and stone Players can decide where they would like to spawn based on their choice of colour, e.g. yellow being team 1 border, orange being team 1 pocket... Please comment if you have any additional suggestions. Best, Helicity
    1 point
  7. https://forums.taleworlds.com/index.php?threads/research-odrysian-kingdom-thracian-union.263647/page-4 plenty of references.
    1 point
  8. Inside the traditional Balkan architecture I found some photos. https://www.alamy.com/stock-photo-brushlyan-village-m-tarnovo-region-traditional-architecture-balkans-31012853.html
    1 point
  9. Finding a preserved wall is extremely rare but such frescoes exist inside the Thracian tombs: Helvetia tomb, near Shipka in Bulgaria and Maglizh tomb in Stara Zagora, Bulgaria Thracian tomb of Kazanlak Thracian tomb of Aleksandrovo Svesthari tomb General
    1 point
  10. Possible wonder? The sanctuary of Tatul: https://stock.adobe.com/nl/images/drone-top-view-thracian-sanctuary-located-near-tatul-bulgaria-carved-grave-cut-in-the-rock-ii-millennium-bc/459965556?as_campaign=ftmigration2&as_channel=dpcft&as_campclass=brand&as_source=ft_web&as_camptype=acquisition&as_audience=users&as_content=closure_asset-detail-page&asset_id=477666973 https://www.tourism.government.bg/en/tourist-destinations/2801/5546
    1 point
  11. Again, some pictures I already posted in the past: Edit: pictures I just posted in the AC Odyssey thread
    1 point
  12. Yeah, there are a bunch of variations in what we could do. We could do just mercs like you suggest. Could do all military. Could do just eco buildings. Could do all buildings.
    1 point
  13. + + + ----------------------- => all civilizations in 0 A.D. are designed according to their best and most magnificent settlements. Not the regular and average ones. For example, the Persians are designing according to the buildings of their most important cities, which does not represent the majority of the settlement the population of their empire lived in.
    1 point
  14. Yes, but unfortunately you have to make arrows into heat-seaking missiles, which I think a lot of people agree is undesirable.
    1 point
  15. Carthaginian Embassies buildable in allied territory? (Possible in Delenda Est already)
    1 point
  16. I made a mod (my first attempt to mod) that gives some civs additional cataphract types, in the hope of increasing the types of strategies available. Maceman cataphracts offer high crush damage and extreme anti-cavalry abilities, but at the cost of dealing almost no damage to infantry and relatively weak armour. This is to reflect the anti-cataphract tactic of using a club to bash enemy cataphracts' helmets used by the Parthians and Sassanids. Their crush damage means they can also be used as a siege weapon. Due to the short length of clubs and agility of infantry units, they do very little damage; 1 maceman champion cannot take out 1 spearman. Persians and Seleucids can train these champion units from their stables after researching unlock champion tech. Having access to this unit helps them to assert dominance in the cavalry department and effective ban cavalry from other civs. However, their exact stats are yet to be determined; by default I gave them some pretty extreme values to emphasise my point. Therefore I would like to request the balancing advisors @Lion.Kanzen @Player of 0AD @maroder etc to help me determine their stats. Meanwhile, to strengthen Rome, I gave them an archer cataphract. These units are extremely agile, well-armoured and have a long range, but do little damage (9.5 pierce per second) and are quite inaccurate. Rome learnt this technique from the Parthians after the defeat at Carrhae. They have very short loading time, so they can fire as soon as you order, unlike normal archers who take 700ms to prepare. This unit is designed to be a skirmish force + anti-elephant unit instead of meatshield, although they can survive for quite long under fire. You can troll enemy infantry by drawing circles around them with these and sniping any weak targets. They take quite long to kill an unit but I managed to take out 30 Roman sword champs with 10 of these without any loss. Here is the mod: cataphract mod.zip
    1 point
  17. Our beloved video game got featured on German tech news platform Golem.de: https://www.golem.de/news/openttd-wesnoth-co-quelloffen-wuseln-und-aufbauen-2302-172204-2.html
    1 point
  18. Most important about the game imo. There is not some ***hat company behind it, but an engaged community. Big companies will seldomly support a game for 20 years because they want you to buy their new titles. This is not the case for projects which grow out of love for the matter. So yes, important fact and thus important info in the article.
    1 point
  19. 1 point
  20. Currently stuck in Feature Freeze until all the bugs with the new renderer are fixed.
    1 point
  21. I like those ideas for the Thracians, Greek-style wooden temples.
    1 point
  22. It was just a start. The section in the bottom right has room for new textures such as you requested.
    1 point
  23. The game plays differently to starcraft and C and C in a variety of ways. One of these is that land can't be shared by allies.
    1 point
  24. Yes, well, it is probably poorly balanced and all. I just opened atlas and started playing around with it just for the sake of creating a map
    1 point
  25. There appears to be tradeoffs for acceleration. With no acceleration, you get dancing and less visually appealing movements, and less options for balancing/diversifying movement mechanics. With acceleration, you lose agility. I think the main value of acceleration is the additional mechanic it provides, (ie give spearcavalry +50% acceleration compared to other cavalry for improved chasing). It allows for more interesting diversification of units. With respect to acceleration making lag worse, I would disagree. What you experience in late-game 4v4s is almost entirely lag between turns with very little contribution from acceleration. Players have certainly complained about unit responsiveness in previous alphas before acceleration, and that was also because of lag. If you set up a 1v1, I bet you will find the units much more responsive and enjoyable to use. That being said, I would be fine with some reductions to the acceleration values and/or turn rates.
    1 point
  26. Is there any plan to introduce hoplite mercenaries to Persia? They were a focal piece of many battles such as the Battle of Cunaxes and ones during Alexander's campaign.
    1 point
  27. I kinda fixed it now, will commit the fix later.
    1 point
  28. first feedback: I now you gave them extreme stats to showcase a point, put it would be better to start from realistic values. So their speed of should be similar to other cavalry, probably even slower due to their heavy armor. Yours are way to fast The same goes for the attack repetition rate and basically all other values as well. At the moment they are just superhumans. Try to stick to the values that are used in the other champion cav templates.
    1 point
  29. I am writing that the territories overlap and the allies have a common territory at the intersection. In the case of the enemy - the same, but until someone's city center is demolished and the buildings begin to move under the remaining zone. Exactly the same influence as the Tech center in Tiberium Wars, which adds its own small circle to the current circle from the city center. Simple houses or sawmills can have zero impact, just like simple turrets or power plants. In the long term, the developers could decide for themselves which building will create a circle of influence, and which one - a percentage increase to the expansion of all existing circles. And what kind of buildings should not "make the weather" at all and just stand in the area of the city center.
    0 points
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