Leaderboard
Popular Content
Showing content with the highest reputation on 2025-07-19 in all areas
-
5 points
-
2 points
-
My thinking on this one: farms are usually placed next to deposit sites already, and you build storehouses directly near the mines, for in these cases, you dont benefit from less time spent to return with gathered resources, in fact one can argue you introduce an indesirable delay in receiving the resources to your stockpile. I see these mainly as a boost to wood gathering, since the walking time to the storehouse increases over time as harvested trees disappear.2 points
-
2 points
-
Great! Wouldn't it be fun if the lobby rating reflected your knowledge of 0 A.D. lore based on quizzes like this one? Maybe that would be more useful for balancing. The solution is: Anyway, still wondering who the Romanian player is.2 points
-
I disagree. It's much more easier to defeat teams of defensive AIs than aggressives. The latter will swarm you early on.1 point
-
1 point
-
1 point
-
1 point
-
Maybe they follow George Washington's advice and mount a good offense as the only means of defense . Are you defeated at the first attack of the AI?1 point
-
1 point
-
1 point
-
1 point
-
That's a good thing that you improved the cryptographic security. GG to anyone who thought about brute-forcing it.1 point
-
1 point
-
Also the building type (temple, house with FF researched). Context always mattered reading stats and are most useful to read while looking at the replay or in the autociv summary. Problems with the autotrainer are also discussed long by a post Feldfeld. Besides the adjusted batching at the right time the meta changes that you don't need to check your base for production but can focus on raids. On quickstart it's very easy to see that it's better, but we shouldn't care because the advantage is small. I told Atrik before he should at least make it slower and emulate a good player. The discussion was derailed, that he didn't create quickstart. Then the oddity detector came out and he slowed his local quickstart down by one turn just enough down not to get detected by it, but not as slow as a real player.1 point
-
How would this be balanced? You'd just have an useless unit that is somewhat good against cavalry, but takes full damage from everything. How about you try and counter them with anything other than cavalry and CS spearmen? Why would they have weakness against spearmen, anyway?1 point
-
1 point
-
1 point
-
Since ModernGUI already format a lot of datas in that regard, I played around to add theses stats to the summary. Pretty sexy hum? As a side note I found out of the 4 matches I replayed (the summary can generate those stats if you played with this mod or in replay) I found no correlation between usage of autotrain and idle building stats. In the summary above, the first one I do use autotrain (and other players in the game use autotrain and quickstart as well) and in the second, host have a rule against autotrain. Unfortunately to do track those stats, I haven't been able to avoid it to be in mixed with serialized data, so It isn't possible to use and stay compatible. But if someone want to experiment with it I pushed those changes this branch of ModernGUI.1 point
-
This is a great start. I wonder if it wouldn't benefit from its own new texture. I think we could save some triangles by getting rid of the 2 staircases we won't commonly see. I think the original building abutted walls and other buildings on those 2 sides anyway. So, copy the double staircase on the front over to the left side we see here, then get rid of the 2 staircases on the far side. I might be able to help with textures for the staircases. The game does have this: Which would be verrrrry useful for the Wonder. Here it is on the Tachara:1 point
-
After the nerf of champion cavs, Naked Fanatics will become the next brokenly OP unit. This unit is already highly OP in non-champ-cav TGs; it deals insane damage in P2 and is hard to defend against, then in P3 it can be spammed en mass as a melee + meatshield. Most importantly, they counter the cavs to well. There are already very few infantry units which can beat it in a direct frontal 1v1, then if you factor in the cavalry-matching speed, it makes Gauls too OP. The cause of this situation is that the unit has double the health of a spearman and the same armour. It is also affected by all upgrades, including armour ones, which means it's not naked at all: Suggestion: in order to live up to their name, they should have no armour at all and be unaffected by the armour upgrades. Also the cost might need to be reconsidered. You can't have 200 health and full melee armour and near-cav speed and no weakness against spearman.0 points
-
But their turn rate and acceleration are much better. Also factor in the length of their spears.0 points