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Showing content with the highest reputation on 2020-09-03 in all areas

  1. These are for the original 0AD civilisations in Alpha 23. I concluded the following from my personal experience playing 0AD. If you disagree then please comment below. 1. Athenians Strengths: Hero characters offer great technological gains Slingers and hoplites are decent in mass formation Navy can be excellent Weaknesses: Has access to neither rams nor elephants - this makes siege very difficult. The Athenians must rely on catapults and bolt shooters for crush damage. 2. Britons Strengths: Economic bonus Quick development in early phase - allows early rushes that hinder enemy’s development Decent melee troops - can easily destroy enemy siege weapons Buildings cost less and every structure can offer a small population capacity increase Can train unique war dogs that are effective at harassing the enemy Weaknesses: No archers Buildings are not very durable Only siege weapon is rams, and not very durable / damaging rams Unimpressive navy Too reliant on wood 3. Gauls Vastly similar to Britons with 3 key differences: 1. No war dogs 2. Gauls have access to a tavern which trains naked fanatics - they are very brutal 3. No Island settlement 4. Carthaginians Strengths: Extremely broad range of troops and siege weapons - allows for many different styles of play and strategies. Almost unstoppable in the late game. One of the best civilisations at naval warfare - the Cothon (unique to Carthaginians) can produce and heal quinqueremes (heavy warships). Embassy allows access to other factions’ units -great diversity. Has the strongest wall tower (Mijdil) at 12000 health points. Weaknesses: Slow development in initial phases. Lack of bonuses Swordsman can only be trained from embassy. 5. Iberians Strengths: Talented at defence: the Iberians are given free walls surrounding the civic centre; buildings are much more durable compared to other factions. This helps with surviving early attacks. Decent infantry - swordsman, spearman, slingers. Weaknesses: Only siege weapon is rams Inadequate navy 6. Kushites Strengths: Has access to every type of infantry unit, with their unique Nuba Clubman and champion archers. Also decent cavalry and elephants (especially the elephant hero) Siege towers filled with archers can be deadly Pyramids offer 10% faster boost for workers and soldiers - can be a huge advantage if deployed appropriately Weaknesses: No catapults or bolt shooter. Slow-developing economy to begin with 7. Macedonians Strengths: Access to siege workshop - this allows siege weapons to be produced extremely quickly from every corner of your territory, which can be deadly to your opponent. Has access to every single type of siege weapon Weakness: Economy develops very slowly, so may be quite vulnerable in early phases No swordsman - they only way of defending against enemy ram attack is use your own rams 8. Mauryans Strengths: Has access to worker elephants - if played well, the Mauryans can develop their economy extremely quickly. Excellent range of infantry The hero Chandragupta Maurya is an extremely durable elephant hero that can easily take down enemy structures without being killed. Population bonus of 10% Weakness: No catapults or bolt shooters Extreme reliance on food 9. Persians: Strengths: Has access to every type of cavalry Has access to both elephants and rams - this can be hard to defend against Can train hero, elephant and rams from separate buildings - this saves a lot of time Population bonus of 10% Weaknesses: No bolt shooter or catapults Huge demand for resources Very complex structure tree which is difficult to master for beginners 10. Ptolemies: Strengths: Farming bonus These buildings are for free: houses, farmsteads, storehouses. This can save up quite a bit of wood in the early phase, which can be invested in training soldiers instead. Ptolemies have one of the best navy in the game; Juggernaut is the single heaviest ship in the game; lighthouse can reveal all shorelines so you can know what the enemies are up to in real time Also decent infantry, cavalry and champions Weaknesses: In the village phase the only soldier available is pikemen. They walk very slowly and deal little damage. Extreme reliance on metal. The Ptolemies can be severely hindered on a map with little mineral Camel archers are only effective in large numbers Many important units can only be trained from a military colony. 11. Romans Strengths: Has access to entrenched army camp and siege walls, which can be built in neutral and enemy territory. This allows you to shower the enemy with an endless rain of rams and cavalry units Access to catapults and rams Strong navy Weaknesses: No significant weakness 12. Seleucids Strengths: Strong navy Elephants + catapults can be a deadly combination Player given a choice between reformed army and traditional army Weaknesses: Slightly slower economic development Relies on military colony for swordsman, archers and close quarter cavalry. 13. Spartans: Strengths: Women can build defence towers and sentries - saves some male workforce Allows for fast initial development Extremely strong infantry: Skiritai Commandos and hoplites from the Stoa are unstoppable Weakness: Population penalty of -10% Limited cavalry options. Personal opinions: Gauls and Iberians are the best civilisations for beginners, because they have a simple structure tree (easy to learn and master) and also are strong enough to survive any early attacks. Mauryans, Persians, Spartans, Ptolemies, Macedonians are good options for more advanced players. They require some practice to get used to but if played with the appropriate strategies they can be unstoppable. Seleucids and Romans are well-rounded civilisations with no dramatic weaknesses, so they are good for practising skills or strategies. I also make 0AD videos on Youtube: https://www.youtube.com/channel/UCMfNFa4F-ml8KUDKn2sYspQ/playlists
    3 points
  2. A 3v3 map; all players start on a modified continent map surrounded by water, with a large lake in the middle. May not be balanced for PVP games. You can get the two files from https://github.com/andy5995/0ad-maps/tree/trunk/maps/skirmishes aa2020_3_modified_continent_6p.xml aa2020_3_modified_continent_6p.pmp
    2 points
  3. Terra Magna Mod: 1. Han Chinese Strengths: Has the most manoeuvrable catapults in the game - the Chinese catapults do not need to be packed or unpacked, and their small size allows them to sneak through gaps between buildings. Furthermore, they do not have a minimum range. Wide range of infantry and cavalry, especially their unique crossbowman and crossbow cavalry. Their unique Government centre can train ministers (units with high capture attack and can boost workers) and research technologies. Chinese archers cost 40 wood and 50 food each - 10 wood cheaper than other civilisations. This saves you some wood and provides you with cheaper male workforce. Palace guard archers and palace guard swordsmen can convert their identities for minimal costs, which allows for more versatile strategies. Population bonus of 10%. Weaknesses: No rams or elephants - this makes siege difficult. However, their catapults can take on the role of rams, possibly more effectively than the Athenians. Does not have the best navy. Initial developments may be slow. 2. Zapotecs strengths: Full range of infantry. Initial development is quick Zapotec Battle Priest can offer a significant boost to your melee infantry. weaknesses: No cavalry Only siege weapon is rams Weak navy. 3. Xiongnu strengths: Can build anywhere, ignoring territories. All buildings can be moved. All Xiongnu women are archers, but weaker than their male counterparts. Initial development could be extremely fast. Buildings can serve more than one purpose, for example, their yurt can serve as both a house and a resource dropsite. Their farmstead is also a market. Weaknesses: Buildings are not durable and easy to capture. No defence tower, sentry, fortress, temple, wonder available to build - hard to defend their own territory. Xiongnu rams have half the health of other rams and a much lower crush damage. Devoid of navy and dock. Cannot farm - only food source is hunting animals, which is unsustainable.
    2 points
  4. One of my first attempts at 0 A.D. map making. A 2v3 skirmish map, I created for me and a friend to play vs the AI. It puts us closer together at start, and pits us against 3 AI at the other end of the map. To make this map, I used a randomly generated version of Mainland, set for "Giant" sized (although because the sides are inaccessible, the total land area is about 30% less than a standard Giant sized map. aa2020-2_skirmish_map-0.0.1.7z
    1 point
  5. hello, My ign is facts Maliks (the offender) quit a 1v1 (without resigning) which I was winning Please look into it and grant me the points i should have gotten edit : forgot to tag user1 @user1 commands.txt
    1 point
  6. Millenium AD mod: 1. Anglo-Saxons: Quite similar to Britons and Gauls Strengths: Very proficient at farming, so could boost the initial population quickly Cavalry can be trained from cavalry stables, which are quite cheap. This allows a continuous supply of cavalry troops. All buildings offer a population capacity increase Village phase buildings cost wood only. This saves up stone and metal for later use. Weaknesses: Only siege weapon is ram. Buildings are not particularly durable. Weak navy. 2. Byzantines: Quite similar to Romans Strengths: Full range of infantry The Byzantine galley can train more ships armed with catapults form itself. This could be useful when your ships are far from your dock. Weakness: Compared to Romans, they lack a bolt shooter and Quinquereme (heavy warship) Compared to Roman rams, the Byzantine rams offer less damage. 3. Carolingians Strengths: Can supply units very quickly Decent combination of infantry, cavalry, rams and Trebuchet All buildings offer a population capacity increase Weaknesses: Longhouse (Barracks) only become available in Town Phase, but if only costs wood so can save you some stone. Weak navy. 4. Norse Strengths: Initial development could be very fast if played well All buildings offer population bonus Can train women and Axeman directly from houses. Can train heroes, champion and rams directly from Jarl's Hold (civic centre), which has more health than typical civic centres. Strong women (triple the health of Celtic women and offers a 10.0 hack attack) Their medium warship not only has the most health (4000 points) but can also train other ships. Incredibly strong infantry Houses can serve as storehouses and can be garrisoned. Weaknesses: Each Norse player can only have a maximum of 10 houses - this makes housing your population difficult. No defence towers - weak defence. Barracks only available in Town Phase No fortresses or Wonder - this places much stress on the civic centre to train units and siege and upgrades. Only siege weapon is ram. 5. Umayyads Their buildings look almost identical to those of the Seleucids Strengths: Rapid initial development Decent combination of infantry and cavalry. Can build civic centre and military colony and military camp - allows for rapid expansion and continuous supply of units. Weakness: No siege / crush weapons at all. This cripples the Umayyads as they can only capture enemy buildings, which is especially difficult if they are garrisoned. The only unit similar to a ram is Arab tribesman, which is similar to Kushites' Nuba Clubman. Weak navy. Their best ship is Byzantine Galley at only 800 hit points. Personal views: The Norse is quite similar to Xiongnu and Scythians, and can be quite a threat if played well. Byzantines are a slightly weaker version of Romans, but with archers. Umayyads are incompetent when facing another faction in 1v1 due to the lack of rams. However, if they could capture the catapult or bolt shooter of another faction then they would be stronger. Also, in a team game, Umayyad units combined with Macedonian siege weapons could assemble a formidable invasion force.
    1 point
  7. I updated this map and renamed the files slightly. Various changes: added roads, improved terrain appearance... aa2020-2_5p.xml aa2020-2_5p.pmp They can be downloaded from https://github.com/andy5995/0ad-maps/tree/trunk/maps/skirmishes
    1 point
  8. In blender the units have 2 mts tall.
    1 point
  9. Just letting you know that I have released the next version of nsisbi, and the changelog documents what changed. Enjoy .
    1 point
  10. We need this in vanilla as well. Not including the apartment blocks was a mistake, and low walls would be nice for all civs, even if it's just for us single player guys who love to beautify our base...
    1 point
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