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Showing content with the highest reputation on 2024-02-06 in all areas

  1. Hey everyone, For the past week and a half or so I've been working on implementing an encyclopedia page orientating towards the concept shown by @wowgetoffyourcellphone. And the framework is done. Here's a short showcase: showcase.mp4 And yes, I am aware that it is incredibly ugly. I wanted to get everything to work first and then focus on aesthetics. I moved all texts to new JSON files with a script, and the engine is retrieving the texts from there. I did this because JSONs are easier to read and also provide more flexibilty for adding new features like different formattings, subheadings, or inline links. There are also some elements I'd personally like still missing, for example the portraits, but they are on my to-do list. If anyone has a suggestions, for example on how to cramp the many buttons into the small space in the left panel, definetely let me know. Btw, applause to all developers of 0ad's engine. It seemed very overwhelming at first but it is very easy to learn how to use. Very well done! P.S. no pressure on anyone of course, but (and I know we've asked this a few times already) how can we get to merging into the mainline? Or is it a bad time for that right now?
    2 points
  2. I figured I would assemble some of the ideas I have come up with/seen in the multiplayer lobby. Issues with building arrows: CC has too many arrows/too much firepower, especially for village phase. Its basically a fort with less hp. Sentry towers are overused, especially for denying wood lines early on. Turtling is more prevalent, making it more difficult to push with or without siege. change options for building arrows (there is a lot of them, so some subset of these would be good): Decrease CC "max arrows" currently this number is 23, which is 1 less than for fortresses. Decrease CC range from 60 meters to 55 or 50 meters. Decrease sentry tower base range by 10 meters to 50m. Increase sentry tower cost by 25 stone. (change upgrade cost to defense tower too) All buildings with arrows: Decrease pierce damage or fire rate, increase default arrows. The idea here is to make garrisoning less impactful for building effectiveness, keeping the un-garrisoned performance the same. Currently a tower with 5 garrisoned units does 6x the damage of the empty tower. back to random arrows except when focused. Issues with melee rebalance: melee units balloon in strength when ranked up. fights are too quick, units die too quickly. anti-cavalry bonus damage is too strong. Buildings are 12% stronger vs hack. dogs are op. Rams and siege too easy to kill with melee (already been an issue pre-26.6) Change options for melee rebalance: Remove armor or damage bonus for melee infantry rank ups. Increase melee experience to rank up to match ranged units: (100 -> 125 xp for infantry). Add 5% or 10% hp to all units Slightly reduce anti-cavalry bonus, maybe just for spear cavalry. Use +4 hack armor instead of +5 hack armor for buildings. Reduce dog hp (armor is already 1,1) or reduce dog damage Siege +1 or +2 hack armor. Other issues and solutions: Elephants are not very useful. Not good enough vs buildings to make their purchase worthwhile. Increase in direct crush, maybe also slight increase in splash attack. Iphicrates is OP Port a27 iphicrates nerf to community mod: range aura, +2 armor instead of +3. Catapult splash damage is negligible: Increase splash damage OR increase splash radius.
    2 points
  3. I just tested the mod and I must say i really like the change to the melee. I was caught of guard by the immediate loss of survivability against ranged units, but after getting over the initial shock and switching mindset a little I found it much more enjoyable having my sword units do meaningful things instead of just taking damage like before. Blacksmith armour and such is much more important now and certain hero bonuses have greater value now. I also liked the nudge towards a diverse army to cover different things as apposed to a single unit spam. Overall a great change Now about the catapult splash damage, what is the radius size? I tested that too and it seemed to be non existent, in fact there seemed to be little impact at all from what I could tell, uncertain if I tested it wrong or what exactly the trouble is, so was a little disappointed by that.
    2 points
  4. @Fabius I am glad you are happy with the changes so far. As for the catapults, I didn't want to make them too strong at attacking units, so they have a very small splash radius. So, you will really only see the effect with highly bunched units. It is only meant to slightly improve the catapult effectiveness vs infantry.
    1 point
  5. You can now share your replays on http://replay-pallas.wildfiregames.ovh
    1 point
  6. Egyptians (Ptol) https://en.m.wikipedia.org/wiki/Shadoof https://ageofempires.fandom.com/es/wiki/Shaduf Shadoof. In AoM reduces the farms cost.
    1 point
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