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Showing content with the highest reputation on 2025-02-26 in all areas

  1. Do it. No one wants these monstrous ships.
    3 points
  2. Proto design of the new market.
    3 points
  3. I would very much like to reduce warship size by 25%, which I believe would reduce collisions and weird overlapping noticeably (but of course not eliminate it, that requires more pathfinding work).
    2 points
  4. Interestingly these sound like they'd apply pretty equally to AoE2's naval system. People also complain about that one a bit but it's proven hard to improve.
    2 points
  5. 1v7 Very Hard Petra: Mission Accomplished. This proves that I am qualified. To improve on: kill faster!
    2 points
  6. I'll make other designs and you choose the one you like the most.
    2 points
  7. I´m using this references for the new design
    2 points
  8. Adds a more advanced bot(based on PETRA) to the game. UPDATE: Version 0.7.4 When retreating, support units will enter the garrison if there are relevant buildings nearby. After building a Temple, the bot will recruit 5 Healers and add them to rush groups, etc. Added individual queues for Siege units and Elephants. As soon as these units become available, they will be recruited with higher priority. Reduced conditions for moving to the next phase and building a second Civ Center. UPDATE: Version 0.7.3 Fixed a bug with recruiting Champions Fixed a bug with recruiting Support units, set the limit to 50. Added recruitment of Cavalry and Infantry at the start of the game for more defense against early rushes. UPDATE: Version 0.7.1 Disabled debugging. Fixed a bug when recruiting a large number of support units. The number would be around 60. UPDATE: Version 0.7.0 Support Units will react early and move a safe distance away from the opponent's units (Ranged and Melee). Ranged Units will react early and move a safe distance away from the opponent's Melee units. UPDATE: Version 0.6.1 During resource gathering, units will be distributed more optimally, depending on the speed of gathering a specific resource. UPDATE: Version 0.6.0 Added settings for the game with a limit of 200 units. Changed settings for queue manager. Now resources can be transferred without restrictions from low-priority to high-priority queues. UPDATE: Version 0.5.5 When planning the base, buildings will be placed closer together. To reduce unnecessary movement of workers, Houses will be built near Storehouses. UPDATE: Version 0.5.3 UPDATE: Version 0.5.1 Compatible with 0.27.0 Economics When recruiting workers, mercenaries no longer belong to this class (as they do not have the resource gathering skill). Factions that have access to mercenaries will first recruit a certain number of workers from their units, then mercenaries. For faster economic recovery Added scripts that check the number of Support units in each game Phase, if there are fewer units, their recruitment priority is increased. Construction of Special Buildings: These are built as soon as they become available to a faction. For example, Carthage will build all 3 Embassies in Phase 2, not Phase 3. Sparta will build a Syssition on Phase 1 and a Senate on Phase 2, not Phase 3. Corral - 5 in total. Build from the beginning of the game. UPDATE: Version 0.3.0 For the Volatile Market mod: Added a feature for building an Embassy. Prioritize exchanges to get resources(food, wood, stone, metal). Batch Size changes depending on the amount of food resource available. The more resource available, the larger the size can be. UPDATE: Version 0.2.1 Changing priorities and some other settings. UPDATE: Version 0.2.0 Bot adapted for the Volatile Market mod. Actively barters new resources and researches technologies. Settings are more noticeable after 15-20min of play. Focused on players with experience. Bot with the same bonuses for each difficulty level as the basic PETRA. At population limit(e.g. 300) it will hire units up to the ceiling. More technology and economy oriented at the start. More active in the Market. Builds more buildings to hire units. bot_PETRA_Expert.zip
    1 point
  9. I haven't a single idea how the balancing thought the new naval was a good idea. Ram Ships are def OP broken, any civ that doesn't have either fire ship or ram ship is inherently in a worse position than an enemy who does have them. This is ridiculous: HOW DOES GARRISON NOT AFFECT THE SHIP AT ALL? How is the speed of a ship manned by 30 crew the same speed (slower if the one you're chasing has one single stupid upgrade and you don't) than an ungarrisoned boat? How does it make sense?
    1 point
  10. if it doesnt train women from houses, definitely isnt @Atrik It crashed 0ad twice the times i had it enabled... Ill have to see if i can figure out whats going on.
    1 point
  11. Garrison effects are pretty problematic for ships. Previously, ships subscribed to the "bigger = better" model, and 1) having a ton of ships and 2) garrisoning ships was the way to dominate the seas. But this takes an absurd amount of population, so very few players wanted to play like this as there is usually land to fight over. With garrisons affecting the strength of ships, you often could not tell how strong an enemy ship was until after it sank your ship with your handful of soldiers inside. On improvements we can make, I think moving scout ships to p1 would be good. I initially was against it, but I think its the right move. They might need to be weakened a little bit. What cost changes would be good? I heard that ships are a bit weak to land units, so we could bring up pierce armor. I don't think the techs are very complicated, but if players don't get a lot of the techs and don't get value out of the techs compared to just making additional ships, they should be streamlined.
    1 point
  12. Also, the bad bartering stops the bot from going into phase 3 within a reasonable time. Furthermore, it never seems to train women from houses even if it's Roman. At the other hand, the total number of economical units can grow very big. Is it a bot or is it @Atrik? Lol
    1 point
  13. Honestly, all navy is going to be disliked until pathing works better. It is just too clunky right now. There are some items, like changing unit cost, that could easily be improved, though.
    1 point
  14. Tangentially related: https://gitea.wildfiregames.com/0ad/0ad/issues/7666
    1 point
  15. @JC (naval supremacist) with his 70 or smth armada of scout ships only obliterated me and sheep in 2v1 scenario... all ships can be useful depending on the scenario
    1 point
  16. yes, agree with that. What I was mentionning, is that the "ownership level" of the building should not change during the assimilation process, independantly of where the building is, unless another faction send troops to capture it. Then, from the moment the assimilation period is completed, the ownership level should decrease if it is not link to territory root unless garisoned.
    1 point
  17. Sorry I missed this. A "garrison" refers to a host of troops stationed at an outpost or defensive location. So the idea is you paid for some soldiers to be stationed at the fortress, which is why you get additional default arrows.
    1 point
  18. Updated to Version 0.5.1 Compatible with 0.27.0 Added description to the first post.
    1 point
  19. It would be really fun for every hero to recruit their administrative king. Administrative kings would have economy aura while combat kings would have combat aura. For this though we need some additional modelds. Maybe in the short time the idea of being able to train two heroes at the same time is more interesting.
    1 point
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