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Showing content with the highest reputation on 2025-03-02 in Posts

  1. About ministers, the bonus was intended to be much more, then there was an argument made that this needs to be useless for the sake of balance. Trying the initial intended value is still something I think is worth a shot. Another point is just because top players don't use certain techs doesn't mean low elo players can't see value in it, so the statistics probably paint a skewed picture.
    4 points
  2. I believe the crew is built-in; additional passengers would make the ship slower, due to increased weight. (Don't implement that!)
    4 points
  3. You can start by making a mod for this yourself, then try to submit it as patches towards the main game. Alternatively, we can keep it as a mod. To make the mod, start with Seleucids and Persians as template and assets source...
    3 points
  4. Nearly 7 years ago, Alpha 23 was released and contained a new map called 'Dodecanese'. The release bulletin promoted the map with an exclusive feature: Nonetheless its little bridges aren't destructible as @Atrik just has critizised: I'd like to discuss with you whether this change should be implemented or not. At first I liked the idea of Atrik. But when thinking about, I remembered problems in A26 when AIs where shooting down structures, what slowed down the game. Those where changed, but with a feature like this, we might get in trouble again. After all I advertize this idea, hoping there might be technical possibilities to prevent AIs getting into dead ends.
    2 points
  5. Indeed, I'd like to add garrison flags for ships.
    2 points
  6. A video demonstration of the disproportionate OPness of champion spear cav: Spearmen are intended to be counter cavalry effectively with its 3x bonus, yet the champion cavalry kills regular infantry spearman with 205 remaining health. This is disproportionately OP. Its also defeated a Persian immortal (a champion unit that has hard counter against cavalry) with 57 Hp left. Even matched against the strongest infantry spear units of 0AD, the Spartan Olympic Hoplite and Macedonian shield bearer, the cavalry unit inflicted severe injury before dying. Combined with the mobility and its affordable cost in late game, this unit is disastrously OP. Solutions: Reduce its damage to a sensible level so that it cannot kill a spearman in 5 hits. Decrease armour value Limit the spam - either only allow them to be produced from special buildings or raise their price to unaffordable levels. Give some counter units to every civ. Leif has implemented features in his Historical mod to limit the abusive spam of this unit, which is great. I think we should have some limitations in base game as well. The training champions from fortress mechanism of A23 was good.
    2 points
  7. Here is the popularity of the technologies in my database. All data from A27 A24. The data is gathered from 369 games with 1436 players (not individuals [if a player is in 2 games its counted as 2 players]). From the 1436 players are the top 600 selected with the highest eco_score of spend resources by minute 13 selected and evaluated. So games in which the player booms and is likely left alone. The percentage shows how many of these players who can researched the technology actually researched the technology in that game. So if a tech is only available for han, and all the han players researched it, it would be 100%. This could be used to balance some techs. tech_stats.xlsx
    1 point
  8. Alpha 27 is near and it's time to start thinking about the art goals we'd like to hit for Release 28, which is a release we hope will make a big splash. Finish the Cimbri faction (early Germans) New Market model Make the building models looked more "lived in" with props such as vines, etc. Commission an artist to create portraits for the Heroes, roughly in line with the portraits of other heroes already in the game. A new Wonder model. What else? Create Ramming animations for Ramming Ships Essentially just need to "reverse" the walking animation for a few cycles, then go forward again. Can this be done programmicly or will it actually require new dae animations? There are several Ramming Ship models in-game. Add a "dust" or "debris" particle upon collision? Terrains & Biomes Fill out the "Italy" terrains more Fill out the "Steppe" terrains more China biome? Need to replace the chief hunting source on Steppe maps (horses) and expand our Asian animal list a bit Saiga Mongolian Gazelle Goitered Gazelle Wild Ass / Onager Bactrian Camel Yak Przewalski's Horse Persian Wonder Apadana of Darius Perhaps a few more "Wonders of the World" to go in conjunction with a new "Capture the Wonder" game mode? Re-top Athena Parthenos model from DE to reduce number of triangles by half for inclusion in the game. Battering Ram models Chinese Kushites Carthaginians Add garrison flags to all Ship models Hero Portraits Find someone to remake all our hero portraits at a higher and consistent quality? More Statues, Shrines, Artifacts, Eyecandy Would like to introduce the concept of Cultural Artifacts to skirmish maps in main game. More Shrines, at least one for each civ in the game. Greeks and Persians are already covered. Statues and other similar eyecandy objects for all the cultures in the game, not just Greeks and Romans, although more Greco-Roman stuff would be nice too.
    1 point
  9. Just some thoughts: Bolt shooters might be a good counter, but they are too slow. So, should heavy spear cavalry be better or pikemen? Somehow I don't like that slingers seem to be a good counter. Is that realistic at all?
    1 point
  10. The concept of a champion cavalry (with 1 population) is somewhat problematic. (1) If it can't hold up for its value in a fight (in the sense of beat a unit that is 30% of its cost), it is just a mobility gimmick. (2) However if it is fairly competent at dealing with 30% cost units, then the game is decided by getting enough recources to build a more expensive army. This seems an unfixable design to me.
    1 point
  11. Well, you are using gaul champcav, which have 10% more damage than regular champcav. Also, regular CS spearmen benefit from ranking up, so involving more units would give a more realistic picture of the situation. Lastly, you should keep in mind that champ cav cost more than 3x the resources of spearmen, so it is justified that they should survive a 1 to 1 match with spearmen. Its a resource counter, but obviously there's more to the situation since we have citizen soldiers. A good player can avoid spearmen extremely well, and in that case, you still have half your economy chasing cavalry while your enemy can have 100+ units on eco. Someone with champ cav and skirm cav can almost always choose their fights, so if there are too many spearmen coming, they go to something weaker. So I think the mobility factor is heavily underrated.
    1 point
  12. Probably the main challenge is to make an entity that will act as bridge, and it's implications... Is there any total conversion mod who ever tackled this kind of stuff?
    1 point
  13. I just started a separate discussion:
    1 point
  14. For garrison flags for ships see #4581.
    1 point
  15. Hurray for more garrison flags!
    1 point
  16. Somewhat related - I'd be interested in discussing countering elephants ...
    1 point
  17. pretty sure 0ad is just 500 BCE to 500 CE But if you have some ideas for civs let me know and i can try working them into the historical patch.
    1 point
  18. Update for ModernGUI (1.27.12) Key new features: Custom Colors mod from @Mentula with new options Fixed colors by player slot (option, on by default), with a color preset. Only distinct colors, very good for minimap. Hot vs Cold colors for team games. (To remove the fixed color option, check "Allow all Colors" option) You can pick a color for yourself that will always be assigned to you on game loading. You can change colors, revert to vanilla colors in options. Easy queuing from @guerringuerrin Holding down "Alt" now also works to 'Order One Unit' for production buildings! When selecting multiple buildings, you can queue 1 unit (or 1 batch in combination with "Shift") to the least busy building! When selecting multiple buildings, if some buildings are idle and some not, production will only go to idle buildings, this mitigate highly the "bug" where one building get a big production queue will others are idles when using control groups to queue units. Options (almost-modular mod ) All the options can now be changed in-game without requiring restarting to apply.
    1 point
  19. Maybe we should define a different policy as follows: If I conquer a building or a CC, those people can produce only the units they were used to produce - except for any champion units (the "ruling class" of that kingdom that has been pushed aside due to the conquest). After you conquered a kingdom, it is unlikely that that kingdom has the ability (and the will) to exactly match your capabilities. As an example, if Maurians conquer a gaulish CC they cannot expect to get worker elephants from the CC, but they might get gaulish melees etc. This would lead certainly to a mixed population - my player colours would be borne by my own troops plus the ones of a different Civ - the ones I have produced in the conquered areas. In the above example i would have gaulish troops as part of the Maurian army. Complex, confusing or interesting? i'd be curious to hear you opinion!
    1 point
  20. Is it tho? 30 seconds for ONE woman... not to mention the time it takes to research it XD I dont see why I shouldnt just use the cc
    1 point
  21. Its typically off-meta in most games. 10% is pretty expected to me.
    1 point
  22. Unlock_females (at houses) stands at 10%, lol
    1 point
  23. Thank you for the analysis ffm ! As expected, most are eco techs, then armour, then civ-special. I see no particularly OP tech here; the most popular are all essential things needed to unlock more.
    1 point
  24. ! This is really nice data here. Its still shocking how much ppl skip loom.
    1 point
  25. Coast Range and Migration are the two new ones. They are not fully naval, but hybrid maps.
    1 point
  26. I think we need to reduce the capture speed, especially if a unit is garrisoned. And of course leave rapid deletion possible as is currently the case. (reward and ease of gameplay)
    1 point
  27. I think you have to decide whether you want a game that is as authentic as possible or a game balance that ignores this. In the time in which 0AD is set, the navy was not as usable as it is today. After the Romans had practically the entire Mediterranean under control, ship development stagnated. Arrow ships did not exist in the traditional sense, at least you couldn't sink ships with them, at most you could set them on fire. In principle, all war galleys were designed for ramming or you tried to capture the enemy. Special weapons like the Corvus or Harpax could be added to the Roman navy. For example, I think it would be fun if you could add pirates to sea maps as an option, like treasures, which can get on your nerves during setup. And also, as with delenda est, I think a naval shipyard is better than just one harbor for all units. But that's just my opinion...
    1 point
  28. Make the bridges destructible on Dodescanese I want to ram bridges with new ram boats.
    1 point
  29. Hi everyone, Answert 3 for me I haven’t played many naval matches in the new alpha, but I feel like the initial excitement quickly turned into disappointment. Catapult accuracy: I find it strange that catapults can hit moving ships with such precision. It breaks immersion and gives land units too much of an advantage against fleets. Ship spacing and cost: Seeing so many military ships crammed into a tiny area bothers me. Maybe their cost is too low? I think ships should be more expensive but also more durable to encourage tactical battles rather than unit spamming. Unit balance: Infantry should be almost useless against ships, except for specialized units with fire or crush damage. On the flip side, ships shouldn’t be land unit slaughter machines, except in logical cases (like triremes with archers or fire ships). Naval technologies: I appreciate the fishing-related techs, but some military upgrades feel boring or even make water combat more unbalanced between civilizations. It would be interesting to rethink these aspects to better reflect each faction’s strengths and weaknesses. I understand that perfect balance on water might be impossible given the unique identities of each civilization — and that’s a good thing! But we could aim for equivalent power levels across factions to keep naval warfare engaging. On naval combat: I’d love to see water battles become a space where cunning and strategy outweigh sheer ship mass. There’s so much potential to make naval combat exciting — far more than what Age of Empires 2 offers, where sea battles can quickly become dull. I’m sure the community has plenty of ideas, and even if not everything can be implemented right away, a few balance tweaks (like cost, population, or ship durability) could already improve the experience. Honestly, 1 population per military ship feels way too low. I’d suggest 3–5 pop instead! What do you think? Which adjustments would you prioritize? See you on the seas of 0 A.D.! ⚓
    1 point
  30. Ima be honest whichall. Old system ain't coming back, lol. So, focus on making the new system better. Thanks @chrstgtr for his analysis and suggestions (I have quibbles, but w/e). Any new overhauled system is gonna be trash in the first iteration (see: capture/attack balance). This alpha changed a lot of things. Keep playing and give suggestions to improve the changes besides "changing it back." There are many valid reasons for the new changes that aren't invalidated by an awkward 1.0
    1 point
  31. Wait a minute! Where is the one-boob armor in female form? I feel cheated.
    1 point
  32. Tom0AD about Saved Games feature
    1 point
  33. I think that the reason why the spear cavalry should not restrain other cavalry is to solve the problem that some civilizations have champion spear cavalry, while other civilizations may not even have CS spear cavalry, so the champion spear cavalry can counterattack the sword cavalry or axe cavalry of these civilizations, making the battle more one-sided. So on the one hand, I think that the champion spear cavalry should be limited to production in the fortress, so that its number can be limited. At the same time, the champion spear cavalry cannot counterattack the CS spear cavalry or sword cavalry and axe cavalry, so that other players can use a large number of CS melee cavalry to stop the champion spear cavalry, instead of being unilaterally slaughtered by the champion spear cavalry. I don’t think the CS spear cavalry in A27 is too strong, because they have been weakened in previous versions of the game. But if you want to further weaken the spear cavalry (whether CS or champion), you should not continue to increase the counter multiplier of the spearmen against the spear cavalry, because the spear cavalry has a mobility advantage. As long as the spearmen can’t catch up with the spear cavalry, this counterattack ability is invalid, so my suggestion is to reduce the counter multiplier of the spear cavalry against the spearmen and swordmen (considering that they all have shields). The spear cavalry should only cause 75% damage to the spearmen and swordmen. In this way, no matter from which direction and when the spear cavalry chooses to attack the melee infantry, they cannot cause a large number of casualties to the melee infantry in a short period of time and then break away. The spear cavalry must spend more time fighting with the melee infantry to cause enough casualties, and a long battle means that the spear cavalry itself will be killed by the spearmen. Therefore, if the spear cavalry wants to reduce losses and choose to break away from the target in one blow, they can only attack those range infantry that lack cover, and the existing square formation that wraps the range infantry in the melee infantry will be more valuable.
    1 point
  34. Clash of the Titans @ValihrAnt Vs @borg-
    1 point
  35. Ubuntu PPA with 0ad 0.27.0 + updated Mesa drivers: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/ EDIT: the PPA has 0ad 0.27.0 for 24.04/noble and 24.10/oracular (25.04/plucky already has 0.27.0). Older releases are not supported in the PPA (consider upgrading ).
    1 point
  36. Doesn't that make you think (or cry).
    1 point
  37. They should gain more speed due to size and crew of rowers. Special ramming ships Which is known as melee ships.
    0 points
  38. Please add Arcasid or Sassanid Empire to this game I have requested this since 2 years ago. Iranians in Medieval time or at least from 500 to 1000 AD
    0 points
  39. Give all ships atleast "land ram-level" of pierce resistance (I think its 35?); its massive wood, no amount of arrows is gonna sink a rowing ship. Give every civ a version of the ram ship. This will become the "normal" warship, used against other ships. Reduce the garrison capacity significantly or introduce a debuff to its speed depending on amount of garrisoned soldiers. Revert some aspects of the "Arrow Ship" and rename it to "Transport Ship"; The arrows it shoots should be random again and scale with the amount of troops garrisoned, but prefer land units over ships and buildings. This takes on the role of "anti-landunit" warship, used for harassing cs and women close to water. This ship should not cost metal, as it is basically defenseless against ram ships. Move Scout Ships to p1. This way there are strategic considerations; is it worth to invest in some ram ships to defend your arrow ships which can disrupt the enemy economy? Or can you get away without defending them? Do you spread your units between many ram ships to cross a river or risk losing many at once by putting them in one transport ship (but use less res for ships)? Its a bit of a rock-paper-scissors game; only ram ships dont do much on land, only land units dont do much against arrow ships, only arrow ships dont do much against ram ships.
    0 points
  40. I don’t like the current navy system. But we should also remember the old system was absolute garbage. I think a lot of problems with the current system owes to balance problems and an overly complicated system that should be stripped down. Problems With Current System Balance is bad. There are a bunch of ship types but players basically only make arrow ships. This says balance is off and/or there are too many ship types. We should try to balance the ships or just get rid of some types. Land-water balance is off too. Ships die quickly to land units, which means ships are only useful to patrol the water. This means it’s mostly just about denying fishing and they’re a sunk cost if fishing isn’t contested at any point. There are too many techs that no one researches. The techs are overly costly and complicated. The fact that ships are basically only used to deny fishing underscores how the tech tree way over complicates this. We lost the siege ship, which could destroy buildings from sea. This is an aspect that has just gone missing. Again, another element where navy is inferior to land units Ships are too expensive. I don’t want to get into a fight where I pay 100m every minute just so I can fish. This very quickly leads to a system where fishing means you will slow/stall yourself and players should skip fishing or rely on their teammates to defend fishing Scout ships are useless against other ships. They should be in p1 or not exist. Giving an option to rush fishing in p1 seems like better gameplay anyways. Having a system where rushing can backfire against a phased opponent also seems like better design. The only real strategy right now is to train more ships than your enemy and to train them earlier than your enemy. Again, this is a balance problem. A lot of this could be fixed by putting scout ships in p1. Positives With Current System It got rid of the garrisoning=strength meta. I can’t understate how much I hated that system. It slowed down eco, made you susceptible to losing a massive amount of pop and resources in seconds, and led to snowballing.
    0 points
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