Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2024-11-15 in all areas

  1. Another thing worth discussing is the effectiveness of palisades and walls vs cavalry. There are some things that can be done to make walling more playable: walls snapping to buildings, destroying trees upon completion, increase overlap tolerance for better sealing. In addition to this, wall rebalancing can be done to make palisades and walls more effective against cavalry. This would also give infantry a relative improvement. For example melee cav could be given a 0.3x vs palisades.
    3 points
  2. It Is being added to Ubuntu 24.10/oracular and hopefully also to 24.04/noble, you can follow updates here: https://bugs.launchpad.net/bugs/2071550
    2 points
  3. Ive addressed some of these things in my mod, if anyone is interested. Ive actually decreased everyones capture rate, infantry and cav, champ and regular. Also Champ cavs cost slighly more and take a little more train time so its a little harder to spam them All sorts of other changes too. Similar to com mod, and would like to get more imput for more players!
    2 points
  4. I want this, honestly. Call it the "Academy" class building. It trains Champions, while Fortresses train heroes (and a new Spy unit).
    2 points
  5. In Delenda Est, all civilians are 1 pop, infantry 2 pop, and cavalry 3 pop, etc.
    2 points
  6. lol @Stockfishnub Individual commands = individual clicks? 1 turn = 1 frame? Besides the ones in the thousands, how are their even ones that are around 300? People clicking when its paused?
    1 point
  7. This is the python script for these graphs load_replay.py
    1 point
  8. But I found one player (sanafur) that is currently active and has this unusual active sniping: Maybe he can provide some insight how this is done. commands.zip Sniping with alt+rightclick gives the command to one unit. Or more precisely to the unit with the lowest entity ID / oldest. In a game one can't know realistically which would be that in a group. So if one would alt-rightclick one couldn't give the command to the nearest unit. This would only make sense with a target in range of everyone in a group. Archers and slingers might use this in bigger groups (30+). Skirmishers might try to reach a target on the other side of the group and would need to run between their own army. Halt command (H-key) makes more sense then to attack the next target near each unit without sniping.
    1 point
  9. I also think that champ cav shouldn't be nerfed too much, just having more viable counters is needed.
    1 point
  10. Multiple ideas can be used at once to stop spam. It also needs to be nerfed a bit. The cost is not going to take away the unfair power over their own counter unit; the spear infantry (Hoplites, pikemen, spearmen).
    1 point
  11. Seems like we have consensus: put champions into special buildings, remove them from barracks
    1 point
  12. The current build distance for defense towers was to prevent spam back when towers were OP. So, a minimum distance was implemented, but since then the relative strength of towers has decrease making the minimum distance a little suspect. @real_tabasco_sauce I think this should be looked into.
    1 point
  13. My two cents to this would be: Melee champion cavalry is over-performing, therefore it should either A) be weaker (deal less damage, have less hp, get countered more by spearman) B ) be more expensive (my favorite idea personally; put all champions of all civilisations in an extra building like the spartans/athenians/han already have, which discourages spam. One could also imagine just increasing the training time by 1.5x or the cost to 300f 100w 150m) C) be countered together with all cavalry, by making defensive structures actually relevant (why cant I build 5 Towers next to each other? Seems like a silly restraint considering how expensive and underwhelming each tower is.)
    1 point
  14. Yeah, it looks very nice. We should make our own version, of course, with 0 A.D. aesthetics.
    1 point
  15. I'm right? it looks very tidy.
    1 point
  16. That is why the other alternative is to regulate it with population capacity. In many games the cav usually costs 2 capacity.
    1 point
  17. But that isn’t how any else of the cav-inf balance works. Less resources win on CS-CS and champ-champ balance. Needing a 6:1 (or whatever the exact number is) numerical advantage of what are supposed to be COUNTER units is silly. Add on top of that cav can easily just to run away from a massive army and you effectively have no counter system
    1 point
  18. Besides the hurdle of having to find the good limit to population of allowed units, I don't think it is fun to make a limit on any unit. Champs are a great way to 'coil up' and invest some economic advantage. The problem is the lack of counter options and their efficiency against specifically: melee champ cavs spam. As I said above, even champ spears are meh... not that good of a counter. In short, investing in champ cav is too safe, because of the lack of counters and the amazing versatility of cavalry. Hence the suggestions to nerf capture rate, and increase counters.
    1 point
  19. https://gitea.wildfiregames.com/0ad/0ad/commit/8c250568e7cb9e422c7cf6799ea586dcb14b4f14 ScrollPanel get on live, If anyone found something let me know please with step to reproduce.
    1 point
×
×
  • Create New...