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Showing content with the highest reputation on 2025-03-04 in all areas

  1. I'm glad to announce some new features for Autociv - New panel counters: Ranged units Melee units Total units lost KD ratio rounded to 2 decimal points The population counter in the autociv panel has been adjusted to showing the effective population instead of the top panel's housing demand. housing demand = total units on the map + units in production (optimistic value that helps you with housing plans) effective population = infantry + cavalry + support (realistic value to assess your boom and consider before engaging in fights) In this example, the effective population is 9 because there are only 9 units on the map. But 0AD counter shows 10 because it included the woman that is being trained. To those of you who still don't know how to install autociv, check out this video: https://youtu.be/NSDfiqfqJHI?si=jqnvxXRc8X1KX3_6
    2 points
  2. Indeed, missed that reference in the wiki. Hope that was the last one.
    2 points
  3. Adds the ability to recruit Heroes from the start of the game in the Civic Center. Their stats are reduced. HP count: Infantry 250 Cavalry 350 Elephants 1100 Melee and Range: At or below Champion level. Range: Additionally reduced damage. UPDATE 0.2.0: All Heroes have 2 auras added, with small bonuses for units and research. Added 3 Tactics. Switching is done using the unit upgrade icon when selecting a Hero. Neutral => Def => Att => Neutral Neutral - no bonuses Def - units and buildings get bonuses to defense stats. Att - units and buildings get bonuses to attack stats. Heroes can Promotion up to level 3. Tactics bonuses increase as they advance to the next level. hero-rebalance.zip
    1 point
  4. IMHO, adding some kind of mechanic just to balance champ cav is too much. Perhaps Caltrops can be a tech that adds an attack bonus vs. Cavalry for infantrymen.
    1 point
  5. we got spikes to help out in historical too, i think a similar idea?
    1 point
  6. here you go meow commands.txt metadata.json
    1 point
  7. Yes, caltrops, also known as "crow's feet", were used in the Battle of Gaugamela in 331 BCE. They were an effective weapon against cavalry and chariots. [1, 2, 3] How were they used? [3] Caltrops are area denial weapons made of sharp nails or spines arranged in a pattern. [3] They were used to slow down the advance of troops, especially horses, chariots, and war elephants. [3] The Romans called them tribulus, which means "jagged iron". [4] How were they used in the Battle of Gaugamela? [1] According to a history written centuries after the battle, Persian King Darius III strewed the ground with caltrops to stop Alexander the Great's forces. [1] Alexander was able to maneuver around the caltrops and win the battle. [2] How were they used in other battles? [1] Caltrops were used in the Battle of Nisibis in 217 AD, where they helped the Roman infantry break up a Parthian cavalry charge. [1] In modern times, caltrops are effective against wheeled vehicles with pneumatic tires. [3] Generative AI is experimental. [1] https://www.popularmechanics.com/military/weapons/a60661761/ukraine-dungeons-and-dragons-weapon/ [2] https://www.historynet.com/weaponry-the-caltrop/ [3] https://en.wikipedia.org/wiki/Caltrop [4] https://simple.wikipedia.org/wiki/Caltrop Not all images can be exported from Search.
    1 point
  8. For those of you who still haven't installed autociv or don't know how to:
    1 point
  9. It would be historycally correct for them to have this type of battle formation
    1 point
  10. It might be a nice touch to enable wedge for infantry. Currently there is a wedge, but its only for cavalry iirc.
    1 point
  11. Since cs melee cavs rushs and melee champ cavs are op the obvious thing to do is to increase counter dps of inf polearms. Melees champs cavs are brokens since they lack any counter now, but themselves counter everything (inf, siege, other cavs...) and have the highest mobility. Mobility can be fun, so the nerf should be on their ability to meatshield/destroy armies of spears => restore x3 counter for example.
    1 point
  12. The guy above is straight up facts! #MMGA MAKE MINISTERS GREAT AGAIN!!
    1 point
  13. Currently it's not really possible to do such a thing. The only thing with dynamic pathfinding are gates. The game has a 2D grid not a 3D one
    1 point
  14. That is a great idea - we discussed it a few times but without result yet. Would be deligthed if such feature could be implemented! As an example were this was discussed:
    1 point
  15. For garrison flags for ships see #4581.
    1 point
  16. 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.
    1 point
  17. 1v7 Very Hard Petra: Mission Accomplished. This proves that I am qualified. To improve on: kill faster!
    1 point
  18. It would be interesting if the heroes in this game leveled up like some sort of pseudo RPG.
    1 point
  19. A sniping tutorial for those of you who haven't learnt this key skill:
    1 point
  20. A quick google search tells us the largest army rome could muster in the time period was roughly 150.000. Ingame, you seldom have more than 150 land units. Therefore its logical to assume one population unit represents roughly 1000 people. "A" ship that takes up 3 population space would require 3000 men; since a quinquereme had a crew of 300, we can assume one ship represents 10. Some sources say Rome used up to 500 ships in their campaign against the pirates ca. 70 BC, which would be 50 ships in "0ad terms", which is (coincidently?) exactly the maximum amount of ships you could make, if you keep 50 economic population (which is pretty normal). It checks out. A ship (atleast a quinquereme) should take up 3 pop space and it should not get faster with more people inside. Because a quinquereme doesnt magically get more space for more rowers, just because you put more soldiers on deck. If you want a ship with more rowers, you need to build it differently, it would be an additional type of ship in the dock. But nobody would build it, if it took up more population. The alternative to the current approach would be to make the ships barely moveable without garrison, but make them take up 0 population. Then you could put up to three soldiers inside to increase their speed up to their (current) base value.
    0 points
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