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Showing content with the highest reputation on 2025-05-29 in all areas

  1. Maybe I am wrong, but basically the "two-gendered citizen" mod (in A26) was getting quite close (women and men as standard citizens able to gather resources, but had poor fighting abilities). The only change instead of just depicting male and female citizen with the same gather rates (high for food, low for everything else), would be to determine a gather rate for male citizen and a different one for female, right? The only difficulty is now to allow creating intentionally a number of males citizen with a certain gather efficiency and female citizen with a different rate. IIRC the "two-gendered citizen" mod just arbitrarily added two different avatars with the same properties.
    3 points
  2. It also boosts the gather rates by 20%? I remember seeing higher gather rates for economic citizens on the Structure Tree when I tried to "glue" it on A27. An icon next to the Female Citizen? But, that will just confuse people. We can just reuse the mod and lower the CS gather rates for food and wood. Maybe even for all resources if the testing phase allows it.
    2 points
  3. Found this totally by accident: https://www.facebook.com/photo/?fbid=1118356523659872&set=a.554138156748381
    2 points
  4. I would prefer forts not to have a too a central role in 0ad. I actually like having the choice of not building any to go aggressive vs building it if I plan to defend. Putting units trainable in the forts reinforce the need to just build it whatever, and therefor you play a bit more every game with the same build. Regarding balance, I think a framework for balancing should be worked on. It would be interesting to make relation graphs to have clear views on what are each unit role. Below some example with some existing relationship between units in 0AD (A27 stats, they rounded but they are actually real). Power is dps * hp (after converting armor to hp equivalent, so it does take into account armor, thoughts if hack and pierce armor value are different, a decent mitigation is to use the average of the two), so for jav above, it doesn't account for the accuracy gains.
    2 points
  5. Thanks , but it's a sketch/invitation to make a complete map of all unit relationship. As said, primarily to give some kind of framework to unit balancing but it could also be useful for curious people learning the game.
    1 point
  6. Thank you all for your input. The thread was opened to discuss the current meta and find a way to add more choice in the early-mid game. I propose just two changes for now, so you can ignore the drastic changes mentioned in the OP post. 1) Add a new male economic unit (Male Citizen). Give him the same gather rates as the current ones for CS. 2) Lower CS gather rates for food and wood by half but keep the stone and metal gather rates for now. We can discuss further changes once these get tested. AI should also be adjusted to train this new male citizen and avoid using CS for food and wood (use CS only for mining).
    1 point
  7. Ah my bad “Su Nuraxi in Sardinia is a settlement consisting of a 17th century BC nuraghe, a bastion of 4 corner towers plus a central one, and a village inhabited from the 13th to the 6th century BC, developed around the nuraghe. The 2nd image is what the settlement would have probably looked like” No credits for the image.
    1 point
  8. It doesn't seem to be working. Is it the same process as with other mods? Just download the file into 0ad mods folder and extract? Isn't even showing up on the invalid mods list *Aw hang on I fixed it. Mod looks dope
    1 point
  9. A bit more from olive to yellow for you? [40, 80, 160], [180, 59, 73], [227, 119, 194], [210, 210, 16], [148, 0, 235], [255, 127, 14], [23, 190, 207], [115, 0, 84]
    1 point
  10. This heavily depends on the number of champions, as they get exponentially more powerful in numbers. Early game CS army without upgrades fares poorly, especially as Spartiates get promoted to Olympic status. EDIT: But yeah, if your opponent gets to train 20 Spartiates, you should have enough citizen soldiers to defend by then. Those champions aren't cheap. However, you'd need a lot to hold that many with acceptable losses, so make sure you scout what he's doing.
    1 point
  11. I'm making a balance mod and I will add them.
    1 point
  12. Bumping this to ask is it possible to make this compatible for A27? For all of us who like to use only economic units for...well, economy. EDIT: This mod can very well check some of the boxes from this thread:
    1 point
  13. well we also slowed infantry down a little too, just not quite as much as cav, closed the gap slighlty since it does say "walk"speed Plus again if you think of it in historical context and you have an army marching to a pitched battle location, they all march together same speed. Now in some cases they would send the cavalry off to run in front, scout, distrupt etc. but otherwise it makes no sense for the cavalry to get to the battle first if your gonna fight with Heavy Infantry and then use the cavalry on the flanks and to attack heavy infantry from behind.
    1 point
  14. Why nerf the speed of cavs? The whole point of cavs is being fast. If cavs are slow then just use infantry instead. We do need strong units but at reasonable quuantities.
    1 point
  15. Other games do this effectively by increasing the population cost of more powerful units. To be honest, I'm not sure why 0 A.D. doesn't do this. For example, making Seleucid Cataphracts take up 3 population slots is a sensible solution to what's the most broken unit of the game at the moment. Just see my match against Rome, where I didn't lose a single one out of 41 (!) Cataphracts. Also, making other champion units take up at least 2 slots is a better option than re-purposing Forts.
    1 point
  16. From https://mod.io/g/0ad/m/shiny, a few small changes were required to make this mod work on released a27. I've ported the endgame screens, added some parts to ModernGUI. Would be too bad to let this artwork vanish in archives. All credits to @maroder obviously.
    1 point
  17. Great suggestions, but this one is too micro intensive. 0 A.D. is not a RPG, players already have a lot to think about during the game. Plus, ranged units already die too fast to cavalry. Roman roads could be a great benefit. Maybe too great, as Romans already got a huge buff in alpha 27. Perhaps, the roads could be made into a neutral structures on some "Roman" maps. Maps with the roman theme will have them. Traps/pits would be a nice addition, and also a good homage to Stronghold. Certain citizen-soldier units could have an option to make them for moderate amount of wood. No need to make them too deadly or too expensive, to avoid abuse.
    1 point
  18. Me alegra ver aún una comunidad ávida de trabajar en este juego, con gusto probaré el mod
    1 point
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