Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2023-06-06 in Posts

  1. After some researching I got to know it is a known bug. The working elephant may not enter the Military CC via the edge but from the normal side [tested by me as well on this map]. resulting in ticket #6531, from where you get to the tickets #2190 and its duplicate #2161
    2 points
  2. I have not finished it 100%, but I have finished most of it. mercenarycamppalisadeblend1.blend I attach the blender file.
    2 points
  3. 0ad is an amazing game and it has become my current favorite RTS game, but one thing I still don't enjoy is capturing. There is something that feels wrong to me with the current system, it is way too confusing, it's also annoying for units to try to capture a building automatically. The animation (which I get is a placeholder) feels out of place and ruins the immersion. I know that it doesn't make sense for infantry to attack stone buildings with swords, but maybe some animation of the troops using makeshift rams with logs or blunt weaponry could make it more realistic. Changes to mechanics By default, buildings are not able to be captured. Unless they have certain % of HP diminished. IF that is the case, units can be ordered to capture the building by garrisoning. This could simulate the idea that maybe the walls and doors were damaged allowing invaders to enter through the breaches. Buildings could have a number of slots for capturing enemies, that is, for example a building can garrison 20 people, then 30 enemies could enter a building to capture it, turning the odds in favour of the invader (which already commited some troops and siege to breach the building) If there are no people garrisoned the building is captured immediately. If only women are garrisoned, the building is also captured immediately, the units inside would be kicked out. If there are people garrisoned, depending on how much each side has in the building either the attacking or defending army would start losing men. This could be a tricky thing since I don't know how damage to each side would be calculated, initially I thought the bigger numbers should win, but some people maybe wouldn't like elite soldiers to die to skirmishers for example. Some buildings such as houses and warehouses should be easily breachable. This could be an interesting change, because it would make capturing a more deliberate choice, with the attacker and defender choosing to put more troops in a building if it's important. This probably is a lot of work and maybe it has a lot of issues that I haven't thought about, but let me know what you guys think. or if it's even doable in the engine, or maybe it's just a stupid idea because of balance and all that. Or maybe it can be improved... you tell me haha.
    1 point
  4. @Obelix Is this actually a new issue or the old "ele can't enter CC from a corner"? (I don't know if there's a ticket for that, but it's still a problem in a27RC.)
    1 point
  5. while I like AOE2 a lot, one thing I disagree with is how much vision buildings and units have towards the end of the game. It just makes it very difficult to be surprising, even more so in a game like 0ad where counters are less strict.
    1 point
  6. to be honest, it sounds more complicated than the current system. I don't mind the animation, since it kind of represents capturing. You can think of it like a mob of soldiers surrounding a building and forcing the occupants out. If this was a non-visual process, it would be very difficult to prevent your buildings being captured. Also I don't like the idea of units fighting "inside" a building, as I wouldn't be able to see what is going on without clicking the building. Perhaps one way to improve capturing mechanics would be to calculate a 'garrison strength' (affected by phase, units and/or hero inside) and provide this metric in the UI for your own buildings and also enemy buildings. Although, maybe this would give the attacker too much information.
    1 point
  7. @LienRagI opened a ticket on the AppImage repo and replied at https://github.com/0ad-matters/0ad-appimage/issues/23 and wrote some troubleshooting steps that you could try. You can reply on that ticket if you're a registered GitHub user, or here on this forum thread.
    1 point
  8. 1 point
  9. We still have pond Tuna (for example on Cantabrian Highlands). All fish not in oceans should be changed to generic fish.
    1 point
  10. That's what happens when 100% of the work is volunteer based.
    1 point
  11. As for beating the AI, this is probably just a little slower eco. Because of citizen soldiers and batch training, as well as other factors, one can pull of a much faster boom in 0ad than in age of empires games. This probably comes as a surprise if you are used to a slower economy like in AOE2. @ValihrAnt has a great economy guide. Here is his youtube channel: https://www.youtube.com/@ValihrAnt I wouldn't oppose changing the costs of the eco techs, but I imagine this could be a point of debate for a lot of people. You can find technology prices here: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/technologies As for trample damage, it has been discussed a lot, but I think it would be best implemented in a unique unit, or perhaps a for a class like chariots. Things could get confusing/counterintuitive if all cavalry did trample damage.
    1 point
×
×
  • Create New...