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Showing content with the highest reputation on 2023-04-22 in all areas
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4 points
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I personally am not so hung up on the dancing thing. I agree, that particular issue has largely been mitigated. I just think /in general/ it would be a good thing for units, by default, to spread out their attacks and not all attack the nearest unit possible. A "MaxAttackers" component/element in the templates could be one way to do that. I agree that such a unitAI/template change should be overridable by the player if they wish to focus-fire on something. User input, to some extent, should override default behaviors. But also keep in mind, we don't allow players to set 100 gatherers onto a farm or 50 gatherers onto a tree either. They spread out. It's nearly the same concept and no one bats an eye at that. A MaxAttackers template component would work very similarly to the MaxGatherers component in that sense. It's not "automating the game" to have those things, IMHO, and generally leads to better default unit behavior.2 points
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2 points
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1 point
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Genava es historiador no es artista 2D. No conoce el repositorio de texturas.1 point
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We could probably set MaxAttackers as some kind of ratio to size of the target, so that larger units can have more attackers targeting them (makes sense I think). But a setting of 20 MaxAttackers for infantry and cavalry could be a good starting point. It's something I'd love to be able to play around with and see if I couldn't make battles flow better and look less like a mosh pit. I could even see such a thing make battles stretch out linearly, naturally recreating what a real battle would look like.1 point
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This is really nice to finally see the Thracian tombs! Well done.1 point
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Yeah thats a good idea. Something globally defensive for buildings. I think it would be cool to make the recruitment speed a lot faster, like 50% faster but only for champions and mercenaries. Excluding economic units justifies the much faster train time, and also distinguishes it from other train time hero, which is 20% faster with indibil.1 point
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Dromichaetes was an incredible leader, he should be considered too in the list of Thracian heroes.1 point
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Teres I is the founder of the Odrysian dynasty. It is generally thought he unified the Thracian tribes to resist against the Persians. I would give him defensive bonus. Maybe making the capture of the buildings harder. Better recruitment speed too.1 point
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Awesome work! I really like the look of these buildings now. potential hero bonuses: 1. Teres I: I don't have a great idea for this guy. 2. Sitalces: This guy seemed to have led some successful invasions, including one into macedon, with a large army from various different regions. How about: +10 pop space, infantry -25% food cost, and cavalry +15% move speed, +10% damage within 45m. 3. Kotys: Seemed to be a great negotiator, always had allies for war. This could be another ally bonus hero, with perhaps speed being prioritized.1 point
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1 point
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No, you can make rpg out of it. https://github.com/LenaTheWolfess/MMO/tree/a241 point
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1 point
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1 point
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Horses garrisoning in barracks and infantry garrisoning in stables isn’t illogical, but I feel somewhat indifferent about the gameplay effect. As for horses in towers: op towers would be easily captured by horses who could then garrison to deny resources in an enemy base.1 point
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sorry but no. turtling almost does not exist in 0 A.D. and we are not going to remove logical coherence just because of that. and putting a horse in a tower is not logical either. -when soldiers defend a tower it is also an abstraction of other attacks made by infantry, such as throwing rocks or boiling oil. if they hide swordman they mean they are smart. and it's perfectly logical, besides you can use infantry inside the Rams. it's not going to accommodate personal preferences. not without a strong logical-gameplay argument. it's not going to accommodate personal preferences. not without a strong logical-gameplay argument.1 point
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1 point
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first the mercenaries easy and then the mechanics of the camps.1 point
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SVN users: there is now a release candidate version for A27 - see first page for screenshots. Here is the download link: https://api.mod.io/v1/games/5/mods/1965214/files/3658747/download (you have to manually download & install it) Feedback and bug report welcome - maybe I will have time to update it again for the official launch of A27.1 point
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1 point
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If only there was some kind of documentation about what tech modifications are available.1 point
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It's now working. I don't have time to play it more right now but it seems to be what I was looking for I think I'll continue working on formation stuff with your mod, which seems a lot more suitable for them than alpha 18/svn.1 point
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It's indeed possible to delete a file by adding .DELETED to the end of the filename. So if there's a file template.xml in the public mod that you don't want, putting a template.xml.DELETED file in your mod will remove it (the contents of the file doesn't matter).1 point