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Showing content with the highest reputation on 2026-07-08 in Posts

  1. If you want you can try to finish some of the 70% done new animals here are a few https://gitea.wildfiregames.com/0ad/0ad/issues/1983 https://gitea.wildfiregames.com/0ad/0ad/issues/1993 https://gitea.wildfiregames.com/0ad/0ad/issues/2003 there's most of the info in the forum post that the issue links to.
    2 points
  2. I'm currently working on vassals, small randomly placed settlements on the map that will auto produce their own workers to gather resources in the area as well as a small patrolling army to gaurd their own territory. The player can capture these vassals in order to have them autonomously work for them. Vassals can provide income for their owners using their workers as well as add a basic level of defense for an area with their patroling army, after they have all their workers and a defending army, they will slowly build up a small army to attack your enemies with. I find it adds some really cool and valuable points on the map to take control of. While they wont be able to defeat your enemies on their own, coordinating your attacks with theirs can add a welcome boost to your own attacks. This also makes the maps feel alot more dynamic. Edit: 02/05/2026 Added latest version of the vassals mod. -Vassal units can be selected if you want to inspect them but they ignore all commands given to them by the player. -vassals once captured project the players influence around themselves. -vassals will produce villagers to gather resources for their owner. -vassals will produce patrol armies that protect their territory. -Once a vassals patrol armies get big enough, they will instead be used by the vassal to attack your enemies. Vassals will spawn randomly, but right now they will spawn in the same specific random place on every map type for testing purposes. Vassal produces units faster than in the final version for testing purposes. Edit: 02/05/2026 Added a new version with random and much better spawning of vassals around random maps. Edit: 02/05/2026 Last edit for today, improved vassal spawning so the game will try to spawn at least one per player. Also the game will try to make sure there is pathing to at least one other player before placing a vassal in an area. Edit: 09/05/2026 - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Edit: 10/05/2026 -Vassals now produce units much slower. -Fixed a bug where vassals would stop trying to build structures if they could not find a place to place a structure on their first try. Edit: 11/05/2026 -Impoved vassal spawning to make sure they now always spawn. Vassals Mod.7z
    1 point
  3. As for champ cav maybe one can make them even slower to train. The problem of champ cav being overpowered arises mostly when they are in large numbers 40 or more. However I still don't understand why you would add resistances to cataphracts when they already were the strongest ones before for essentially the same price. Yes reducing the speed is nice and it makes sense to do so for other champ cav too. Currently melee cavalry counters ranged cavalry and they are faster. So reducing the speed makes the fight more like infantry melee vs ranged where the melee has to chase the ranged. Given that champ cav is the best unit in the game that is the better way. I personally would propose to increase training time for all champ cav by at least 10 seconds. Interestingly some chariots already have more training time. I wonder if that's part of why they are so bad. If that doesn't help maybe one has to find other ways to limit excessive production or even impose a global limit like with for example war dogs. Fanatics are meant to counter champ cav and I think we can all agree that it's fine to make them to counter champ cav. So let's move them to P3 where they would be needed. Maybe we can try out some of the ideas in this topic in a new community mod ? Also some thoughts about the Germans here now that I had some time to watch players actually use the civ: - restore resistances upgrades affecting seeresses and maybe -15 cost. they are only very rarely used as healers and a giant death ball scenario like we tested seems unlikely - cimbri raider metal cost down from 95 to 80 like the Meroitic Temple Guard so 75 metal with the civ bonus. there is no reason to have a higher metal cost just because it's in P2; the clubman got already more crush damage in p1 and otherwise cimbri raider stats are identical to temple guard except 5/6 instead of 6/5 resistances swapped - for consistency update the territory tech to only apply to neutral territory not enemy
    1 point
  4. imo cav generally is too fast but people are probably not ready for that discussion XD. I think catas being OP must be the Ambush map speaking.
    1 point
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