TLDNR: It is illogical that an empire can have one single stable for its 200 cavalry!
Stables should not only be a place for training cavalry, but also for accomodating horses. You should not have more horses than your stables would allow. Just like you can't have more people than your houses would allow. Your horse population should be limited by the number of stables you have. For example, we can set that one stable can house 10 horses. If you have 2 stables, the max cavs that you can have would be 20 + the horse pop bonus from your civic centres (of course the player also need enough houses for the riders of those 20 horses).
Limiting horse pop bonus from a civic centre to be 6 or 8 would make chicken rush more difficult. (the number of horses that you can garrison in a cc could be different from horse pop bonus for a cc)
It should also be possible to set a horse pop limit in a game. With lower horse pop limit, players would need to develop more winning strategies than massing cavs, this is an alternative to what @JC (naval supremacist) proposed here
I am attempting to add a button to the Actor Viewer that will toggle between 2d and 3d projection:
camera.SetPerspectiveProjection(2.f, 512.f, DEGTORAD(20.f));
found in source/tools/atlas/GameInterface/View.cpp
sets the Field Of View, IE how strongly things are effected by perspective.
float m_Distance;
found on line 38 of source/tools/atlas/AtlasUI/ScenarioEditor/Tools/ActorViewerTool.cpp
sets the distance from the object being viewed to the camera, IE how large the object appears on screen.
I want to modify both of these at the same time, but I can't for the life of me find a way to send data from source/tools/atlas/GameInterface/View.cpp to source/tools/atlas/AtlasUI/ScenarioEditor/Tools/ActorViewerTool.cpp
Any advice would be appreciated.
Boston.
The way it addresses sniping has a lot to do with what you said here.
That archers have low dps doesn’t really matter all that much. Sniping is also very strong with skirmishers.
the important part is that currently ranged units are a higher value target than melee units, making the ability to target more distant ranged units overly important.
if an archer is equally valued shooting a melee unit as shooting a ranged unit, then new players that don’t know how to snipe won’t be punished overly by a technique they haven’t learned.
in that case sniping would be a highly conditional approach with mixed results. It would only be useful for highly knowledgeable players that know when it will improve the battle outcomes.
for example, if a player tries to snipe under the rebalance, the opportunity cost is that the enemy melee units will more quickly win their fight, forcing the retreat or loss of the players ranged units.
Well before you get a ton of work underway, check out the suebians in delenda est. If the goths should be a separate civ entirely, then you should be familiar with the suebian/cimbri buildings so the goth ones stand out.
They're probably not 100% ready. Some art, audio, music, etc... may be missing.
I don't know what time period dalenda est covers, It could be something related to this too, not all civilizations are in the period of 0 a.d.
Anyway, we are already working on the idea of adding new civilizations, probably for a28.
Ive had some tennable, easy and highly effective solutions for forever, even wrote out much of the post few months back but couldnt have been asked to finish.
If enough people are interested id be more willing/motivated to finish it, since im off 0ad for a while and idk when ill feel like getting back in, could be a good time to post.
If this post gets 15 positive Emote things, ill do it.