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Showing content with the highest reputation on 2021-03-13 in Posts

  1. I only recently started playing this game and am really loving the overall art design except for one. The fortress. I just don't understand why the artist/s have decided to make the strongest defense structure in the game to be so short. They are literally shorter than your walls. It makes no sense I don't have any complaints about the area the fortress covers or its hit points, garrison and any other features. But for city builders and defense-based players who like to build walled cities defended by towers and fortresses, the fortresses are just visually unappealing. I think fortresses need to be designed much taller to give them a formidable and imposing aesthetic. And definitely taller than the walls.
    4 points
  2. Really what I call a constructive criticism, thank you. I'm already working on some patches: https://code.wildfiregames.com/D3677
    4 points
  3. Currently blacksmith technologies, the vast majority of time, are still only researched a while into Phase 3. They’re just too expensive for what they provide and without any bonuses for phasing up or specific unit upgrades, like in AoE2, phase 2 is generally just a step on the way to p3. Place the 4 buildings, maybe get eco upgrades and go up. Making blacksmith upgrades more accessible will help encourage aggression in phase 2. In addition, I believe there should be a 3rd level of upgrades for the blacksmith, especially if we stick with just 4 different upgrade types. Also, I like that upgrade costs for ranged and melee are differed by food, wood costs and I will stick to that. To keep it simpler I’ll also retain both armor upgrades having same total resource cost and both attack upgrades having same total resource cost. Attack Currently: 600F/W + 400M then 900F/W + 600M Attack Proposed: 150F/W then 200F/W + 100M then 400F/W + 250M Armor Currently: 400F/W + 400M then 600F/W + 600M Armor Proposed: 100F/W then 200F/W + 50M then 500F/W + 300M I think the last armor upgrade providing +2 armor instead of +1 would be good too (I based the cost on that being the case), as the armor upgrades scale worse and it would also help keep the kill times from becoming too low.
    3 points
  4. Hello ! I have seen plenty of feedback and complain about A24. So I will share with you my personal feedback, I hope it will be constructive and maybe help some people to understand the new Alpha. Some point can be redundant with other feedbacks; I just want to be exhaustive (As much as I can), I don’t want to insist on any point. Civilizations strength and weakness : Athenians: A23 : Used to be a strong civilization due to Strong slingers, very good hero Iphicrates (+3 overall resistances) and black cloak for siege sniping and raiding. A24 : Seems a bit weaker due to weaker slingers, hero permanent death and no more black cloaks. Strength: Stronger building +10% metal gather rate per phase Iphicrates Slingers for low wood map Archer champions Weakness: All ranged infantry are based on minerals (stone/metal). Sword infantry trainable only in docks. -> Athenians weaker in A24 than in A23 (It’s OK, they were too strong) Britons : A23: Top 3 civilization, strong economic bonuses (population space on every building/building faster to build/rotary mill), decent hero, strong early slingers rushes. A24: Better balance, small economic bonus with building faster to build, Dog phase 1 strong for rushes (can easily deny all food income of your enemy), decent hero. Strength: Faster building Dogs Rushes (Good micro mandatory) Weakness: Weaker building Only rams as siege weapon -> Britons weaker in A24 than in A23 but still decent, harder to play, not a beginner civilization anymore. Carthaginians: A23 : Decent civilization, strong cavalry, very strong hero, variety of siege weapon make them adaptable to situations. A24 : Strong civilization, very strong hero, Strong archer, variety of siege weapon make them adaptable to situations. Very good team play: Hannibal Barca + international trade bonuses. Strength: Cheaper docks Strong hero International trade bonuses Massive Stone Walls (good option now due to floating stone) Apartment Weakness: Swordsman only as mercenaries -> Carthaginians stronger in A24 than in A23. Well balanced now. Gauls: A23: Top 3 civilizations, strong economic bonuses (population space on every building/building faster to build/rotary mill), strong heros and fanatic strong for raids. A24: Decent civilization, economic bonuses (building faster to build/extra food upgrade).Very strong power spike at phase 2 due to extra damage on sword cavalry en cheaper fanatic. New champions, Heroes easier to reach. (Cheaper stable and barracks.) Strength: Building faster to build Extra food upgrade phase 2, helps for the sword cavalry spam. Strong Heroes Strong melee cavalry (+15% damage) Strong team bonus Weakness: Only rams has siege weapon Weaker buildings -> Gauls weaker in A24 than in A23 but still decent. Harder to play, not a beginner civilization anymore. Iberians: A23: decent civilization mostly played for its team bonus, decent hero. Very defensive civilization. A24: decent civilization weaker team bonus, decent hero, Strong cavalry champions. Strength: Good hero Very strong champion cavalry (fire damage) Extra sword upgrade Revered Monument Massive towers Starting walls Very strong fire ship Weakness: No economic bonuses Only rams as siege weapon (Ok there is champion cavalry) No counter to melee cavalry phase 1 -> Iberians are stronger in A24 than in A23, They are more independent and don’t need to rely only on their allies. Kushites: A23: Worst civilization, even with decent heroes, economic bonuses (pyramids). Team bonus not useful due to weak elephants. Weak unique mercenaries, costly rank 3 healers. A24: Strong civilization, Decent heroes Economic bonuses (pyramid). Strong team bonus, Strong unique mercenaries, free rank 3 upgrade healer. Strong unique Axeman champions. Strength: Small Pyramid (+15% gather speed) Large Pyramid (+10% damge +1 resistance) Rank 3 healers Stronger rams Mercenaries maceman Champion Axeman Decent Heroes Archery tradition (+10 attack range for archers) Weakness: None -> Kushites are way stronger in A24 than in A23, many gameplay possibilities. Macedonians: A23: One of the worst civilizations no swords, no spears, useless heroes, no economic bonuses. A24: A bit better thanks to champion swordsman, New champion crossbowman (a bit weak can’t be spammed due to massive overkill) Strength: Phase 1 spear cavalry Variety of siege weapons Hellenistic Metropolis (Civic center +100% Health points) Stronger buildings Weakness: No economic bonuses No spear infantry (except champions) -> Macedonians Slightly stronger in A24 than in A23 but remain as a bad civilization Mauryas : A23 : Decent civilization (Very strong in nomad games), Heroes a bit weak, economic bonuses (Elephant worker), +10% population limit, only elephant as siege weapon (except expensive champions maceman and tricky rams) A24 : Very strong civilization, Heroes still weak, economic bonuses (Elephant worker), +10% population limit, Strong unique champion maceman, Strong Archer chapions, Strong elephant archer, Indian siege elephant, access to rams.(cheaper barracks/stable) Strength: Elephant Workers +10% population limit Elephant faster to recruit Indian Siege Elephant Extra Sword upgrade Archery tradition Unique Champion Maceman Strong archer champions (poison damage) Strong archer elephants Cheap Walls Weakness: None -> Mauryas are stronger in A24 than in A23 Persians: A23: Good civilization, slow start and very strong late game. Extra population limit, over powered cavalry, no economic bonuses, Average heroes, strong rams. Apadana (resources trickle) A24: Strong civilization, balanced cavalry, extra population limit, double conscription, strong rams, Indian elephants. Apadana (resources trickle), average hero, huge trading bonus. Strength: +10% population limit Archery Tradition Double conscription Indian Elephants Strong Rams Apadana (Resources trickle 1food + 1wood +0.75stone +0.75metal/seconds) +25% trade gain Weakness: No early economic bonus -> Persians have a stronger start and weaker late game in A24 than in A23. Civilization way better balanced than in A23. Ptolemies: A23: Top 3 civilization, economic bonus (free buildings), good team bonus, Strong heroes, strong army compositions, large variety of siege weapons. Very strong navy: Lighthouse, Juggernaut. Camel Archer Phase 1. A24: Very strong civilization, economic bonus (cheaper buildings), good team bonus Strong Heroes, strong army compositions, large variety of siege weapons. Camel Archer Phase 1. Standard navy. Strength: Cheaper buildings (-40% cost for house, corral, storehouse and farmstead) Strong heroes (and in Civic Center) Variety of siege weapons Stronger Bolt Shooter (faster less overkill) Library Hellenistic Metropolis Military Colony Camel archer at phase 1. Weakness: Swordsman only as mercenaries All ranged infantry are based on minerals (stone/metal). Spear unit only as mercenaries -> Ptolemies are slightly weaker in A24 than in A23. A bit better balanced but still very strong. Romans: A23: Strong civilization, good heroes, good team bonus, strong siege, very strong military camps, spear cavalry phase 1. No palisade and no economic bonuses. A24: Decent civilization, good heroes, good team bonus, strong siege, weaker military camps, spear cavalry phase 1. Now they have palisade Phase 1. No economic bonuses. Strength: Castra (Army camp) Strong heroes Strong siege Good team bonus Spear cavalry phase 1 Weakness: No economic bonus -> Romans are weaker in A24 than in A23. (It would have been great to have other kind of unit in castra than only melee) Seleucids: A23: Decent civilization, medium heroes, variety of siege units, good army compositions. No economic bonuses. A24: Decent civilization, medium heroes, variety of siege units, good army compositions. No economic bonuses.(no change overall) Strength: Free champion infantry upgrade Military Colony Hellenistic Metropolis Variety of siege units Good army compositions Weakness: No economic bonus -> Seleucids remain a decent civilization in A24. Better balance overall now. Spartans: A23: Good civilization, good heroes, strong women, skiritai and black cloaks phase 2 (huge power spike phase 2),the Agoge (+25% health to spear units). No economic bonus and population limit penalty (-10%) A24: Medium civilization, good heroes, strong women, no more population limit penalty. No more black cloaks and skiritai 25% more expensive. No economic bonus. Strength: Good Heroes Strong women (stronger than javelineer with loom) Stronger buildings Weakness: No economic bonus Only rams has siege weapon -> Spartans weaker in A24 than in A23. The change on the skiritai is a bit too much in my opinion. Overall balance: Lack of Metal: The current overall metal cost is fine for 1v1 when you have access to several metal mine. Contrariwise for team games 90% of the time you only have access to your starting mine (so 5000 metal). Economic upgrades: 1600 Metal Wood = 600 Metal Food = 600 Metal Stone ~ 200 Metal (1 or 2 upgrade, more is useless cause not enough mines) Metal ~ 200 Metal (1 or 2 upgrade, more is useless cause not enough mines) Forge upgrades : 4000 Metal Melee = 1000 Metal Range = 1000 Metal Hack = 1000 Metal Pierce = 1000 Metal Other upgrades : 5350 Metal Cartography = 100 Metal Cavalry = 350 Metal Will to fight = 1500 Metal Towers = 1000 Metal Siege = 1100 Metal Temple = 750(+600)Metal Trade = 550 Metal Buildings: 700 Metal Civic Center / Military Colony = 500 / 200 Metal Hero Building = 200 Metal Units: Hero = 400/350/300/200/150 Metal Champions = 100/80 Metal Mercenaries = 60/80 Metal Siege = 150/180/250/220 Metal Trader = 80 Metal -> Just for economic and basic forge upgrade you don’t have enough metal on your starting mines. New forge upgrades: They are way better than it used to be. Having same upgrade for infantry and cavalry allow a faster adaptation to your opponent composition. For example, your enemy is going full archer then just go melee cavalry to clean is army. A bit too expensive. Due to the lack of metal. Mercenaries: Very expensive due to the lack of metal. (only 80 resources but all resources don’t have the same cost) Similar strength as standard units but doesn’t gather resources. Costly Rank 2 upgrade. (they should be rank 2 by default and upgrade for rank 3) Faster to train -> Expensive unit for panic situations. Never used technologies and building: Theatron: currently way too expensive a barrack on the border is the same and at least it produces units. Outpost: useless in A24 Naval Shipyard: Units repairing ships are better and less expensive. Edict Pillar of Ashoka: hard to reach, expensive, not very useful because buildable only on own territory. Monumental Architecture: too expensive for a bonus/penalty upgrade. Persian Architecture: way better than Monumental Architecture but still an bonus/penalty upgrade. Spying technologies: 500 food + 500 metal + 600 metal is way too much expensive. A standard cavalry do better it cost only 150 resources and it can fight. Ranged Infantry Balance: Without any micro archers are stronger than javelineers and slingers Bigger range makes units easier to micro Weaker units (less Health Points) makes ranged unit even stronger. -> Archer units are too strong. Maybe give back the A23 statistics to the slingers and give 2 or 3 standard pierce resistance to the javelineers making them stronger against ranged units and still weak against melee.(like this all 3 ranged infantry are unique) Catapults: Catapult are way weaker than they used to be in A23, they are useless against units (which is great) they are easily destroyed by archers, they deal very few damage. However they are a bit too expensive : they are more expensive than rams and elephants. I suggest to reduce their resources price and also the population cost, 3 is too much currently 2 might be better. “Turtling”: The consequence of many change made turtling (staying on your base waiting your opponent to suicide on your defence) too strong. Building are way more deadlier than they used to be. Demography: Hard to keep a high population: Units have less Health points. (impact the overall balance) Units are longer to train. -> HP bonus per phase was nice. Miscellaneous: Slingers now use their ranged weapon to attack wolves! Ambriorix now is worth it ! No more penalty it’s great ! Hero permanent death, it will be fixed on A25 apparently. (Am I right?) Units turning : It avoid dancing abuse, which is good, but maybe the better ranged accuracy was enough. Slow down the game. Retreat is now similar to suicide. Trading ships : They are clumsy, they can’t be spamed. The trader garrison bonus is not enough. A trader + a merchantman should carry the same amout of resources between two docks as a merchantman with a trader garrisoned. Wonders: Doing the population limit bonus as a percentage is really great. Celtic population bonus in every building was too strong but it was a great to have. Instead of removing it completely reducing it would have been nice. Bugs : DDOS: Finishing a game is really rare. (balance issue is nothing compared to this) Lags: currently the game lags way too much making it not very enjoyable to play. (I wonder if a smart person can make a “cubic” mod to replace all 3D design/texture/animation by cubic shaped volumes without animation with mono coloured texture. To reduce lags) Graphical issues example: destroying animation of mauryan barracks is broken, half of the walls disappear. Pathfinding issues : Units are clumsy Units disobey Units have their own will Units auto focus : Units are automatically focusing palisade, field and walls. This is game breaker your entire army can be killed because they hate fields. Example : Units don’t protect siege units when opponent ungarrison building because they are attacking field or palisade or walls. Also for ship, a shore fight between 2 ships, can be unbalanced by the presence of palisade on the shore. -> Unit should attack (capture aswell) buildings only if they are tasked to. Philip V doesn’t have full description on the learn to play panel. Rank 2 units in castra are not specified in the description. Rank 3 Healer in PR’IMN are not specified in the description. Wrong hero description for Caratacos in French. Personal feeling about the future: I have seen some proposition on the forum about gameplay “innovation” and I feel like it tend to copy similar RTS games such as Age of Empire 2. For exemple the food decay, the scout phase 1, cavalry not able to hunt anymore, stable, siege workshop... I am a bit sad about that, this game is wonderful and unique. It can be improved with real gameplay innovation such as regenerative fishes, trees and berries. There is no need to copy other archaic games. In the other hand lately Age of Empire tend to do the same and copy 0AD innovations: Soldier able to build Dock used as resources deposit Units can be garrisoned in houses -> I hope it is just a feeling. To conclude, in my opinion it is great that many issues has been discovered on this Alpha, it can’t be perfect the 1st time but it can always be improved. It is mostly the negative part pointed out but the work done is really great! Overall it is nice to play on this Alpha! Thank you everyone who contributed to this project! Post Scriptum : I have seen lots of complain about this Alpha but note that everybody has access to the next Alpha on SVN, you can test it and give your feedback before its release.
    3 points
  5. I was wondering if it could be nice to have something like an "ambush site". The idea is to have a building serving only to hide units from the enemy in a specific spot. The ambush site could be used to ambush faster units, valuable units or units with better range. It would be an alternative way to defend against camels or spear cavalry rushes for example. It would provide you with some vision when soldiers are inside. Even after being spotted, the ambush site could provide some passive defense since the enemy would not know whether some units are inside and getting close would be therefore risky in any case. In latter game, it might be used to ambush valuable units such as sieges. You might also use it to hide some skirmishers from the enemy chasing them. I have in mind something like a small building which looks like a bunch of trees (don't know if that's feasible). It should be cheap, fast to build, could be built on any territory. For the ambush to make sense, the building should not be visible on the minimap. It should be small enough such that the enemy don't spot it by moving the cursor around too easily( maybe the size of an iberian house). I think however that it should look like a bunch of trees to allow to formulate guesses about potential ambushes and catch the idea that units are "hidding behind trees" (if you spot a bunch of trees next to your additional berries, you should be worried or if you see some soldiers disappear somewhere, you could guess they hide in those trees). The building should be available in P1 and easy to destroy too after you spot it. I remember a post mentioning that guerilla technics were specific to Britons, I think it could be a fun addition to that civilization (especially if dogs could be hidden there since they have no economic utility). Would something like this be feasible? Does that sounds nice? Thanks for your feedback!
    2 points
  6. Hey everyone, I am writing this post to let you know I will become mostly unavailable in the coming weeks. As some of you know, I pushed my limits a lot farther than I ever did for this release, and this combined with some of the threads here + AFK life has had a big impact on me. Probably because I always want to see and take the best out of people. Anyway, to be able to give my best again, I need some rest. And unfortunately, it seems that requires a complete break, else I get dragged in too many things at once, and will never stop until I break again. We have art assets to improve, maps to ditch and make beautiful again, and maybe even a new civ to add. Social Media might be a bit silent too for a while. If you see people having issues, don't hesitate to help / direct them to the forums. "All we have to do is decide what to do with the time that is given to us." I count on everyone of you to help make A25 a success and to be nice when I'm gone, and I hope to see you all soon. See you soon everyone, PS: If you really need to reach me you can send me an e-mail.
    2 points
  7. Hello all, the last few days i've bricked und built thousands of bricks and pieces ... the reason was: i've found in the www this amazing 3D Temple from Alan Canepa and i decided, this would be my medieval wonder. Even though this is a model with "Extended Commercial License" i would not use this but rebuild it by myself. If you compare the models, yes, my model is absolute not so fine as the original, but i'm happy with this. All pieces are made by myself except the statue's: they are also under CC0 License and are created by Daniel74 The next step is to build a lowpoly model from this, because the Blend-file is absolute too big ... - it would never find the way to 0ad als DAE ... So, here are some pic's: First the Original: and here the my try:
    2 points
  8. Here's an alternate set of costs for discussion sake: Infantry Hoplite 60 food 50 wood Infantry Pikeman 60 food 50 wood Infantry Spear 60 food 40 wood Cavalry Spear 100 food 40 wood Infantry Sword 70 food 30 metal Cavalry Sword 110 food 30 metal Infantry Javelin & Archer 40 Food 60 Wood Cavalry Javelin & Archer 80 food 60 Wood Infantry Slinger 40 food 20 stone (weak slingers) or metal (strong slingers; Balearic, Rhodian)
    2 points
  9. If you don't mind, in Delenda Est I will go with my original idea for the heroes and make the "Battle Priest" a hero and the "Jaguar King" a hero, just so they can have a choice just like the other civs have a choice. If I do this, do you have any suggestions for the auras? Each hero in Delenda Est has these attributes: Primary Aura (ranged, 20-50 meters) or Bonus The bigger the range, the lower the effect; the shorter the range, the greater the effect "Bonus" could be like Agis, where he has 3x more health than other heroes, or be like Leonidas who has greater attack than other heroes, or Iphicrates who is much faster than other heroes, etc. Secondary Aura (global) or Bonus "Global" means it covers the whole map for as long as the hero is alive. Global auras tend to be weaker in effect because they cover more units/structures. Special Technology Unlocked in Town or City phase. Mount or other personal Upgrade in City Phase. Most heroes can upgrade to a war horse (all of the Roman heroes) or chariot (Cambyses and Xerxes). Leonidas upgrades to a frenzy mode. Socrates upgrades to campaign armor. Since Zapotecs don't have horses, they can maybe upgrade in some other way as Leonidas and Socrates do.
    2 points
  10. Omg yes - this would be phenomenal, and also would differentiate Carthage from Kushite mercenary camps even more And then those buildings could really be embassies as opposed to mercenary camps - to explain as the situation was in a23, and is in a24 there is only difference in semantics of the name - this would give the whole new meaning to the concept of "embassy" in Carthaginian civilisation, and the limit would not affect it because barracks are unlimited anyway I think this would be the best solution to this problem - Carthaginian barracks cost 200 wood and 100 stone witch is too expensive for only archer and spearman, but it would in this case make the cost of the structure more reasonable I think it is not fair to have a building that lets you train only 2 basic units and no champs to cost the same as for example Kushite barracks that give an option for sword/spear/pike/archer/archer champions or better yet - Macedonian or Ptolemie which also lets players train mercenaries that also costs the same price - if this on the video is implemented everything would make more sense in regards to the price of buildings
    2 points
  11. Oh sorry! It was in 2014, the decision was made to remove hard counters (like the rps designed in the early years) and replace them with stats (speed, accuracy, range...) and gameplay features (flanking, ...).
    2 points
  12. In fact my original idea was that only Gauls could have access to the forge in the village phase (I did it in my patch), I think it would be a great differentiation, with a historic backing to be a good rush civilization
    2 points
  13. Just as there is unlocking technologies, there could be unlocking structures. One use of those structures would just be to unlock the corresponding units, not to actually produce them (barrack is for that).
    2 points
  14. Indeed, they could be a little bit more impressive.
    2 points
  15. I posted something like this on the suggestion thread, but after giving it a second thought I'm not sure if people would not find it annoying, especially in late game with tons of buildings and units.
    2 points
  16. Actually the Athenians need an entirely new wonder (the Parthenon). The actor they're using right now is the temple of Zeus at Olympia. Something for a future task.
    2 points
  17. That was posted many times. Those things were around 2014. At the time there was a design group, then one person in charge of the gameplay. That was the beginning of the lobby too. A time of changes: https://trac.wildfiregames.com/changeset/15644 https://trac.wildfiregames.com/changeset/15655 https://trac.wildfiregames.com/changeset/15713 Decision of moving to hard counters to gameplay features: But then, there was an appraisal of those changes:
    2 points
  18. Please consider taking into account the @Obskiuras concept designs, they look really good.
    2 points
  19. @wowgetoffyourcellphone Is there already a texture set for the suedi civ, or does it need to be done ?
    2 points
  20. 0 A.D.: A Sandbox for Exploring Game Balance at the AI and Gaming Research Summit (23/Feb/21) Relevant 0 A.D. part: 1:00:40 Speaker: Brian Broll (Homepage & wiki/GettingStartedReinforcementLearning article and Youtube account)
    2 points
  21. Know how there is a "max gatherers" stat? There can be a "max attackers" component. For structures we can make it rather large, like 80 for a large structure. But for units we can reduce it considerably. We can base it largely on footprint size. So, melee attackers attacking a target won't mill around and run around trying to get to the target if too many are tasked to the target, they will find a new target instead. And then also, archers will seek a different target if too many are already targeted. We could even go a little more granular with it and divide it up between melee and ranged max attackers.
    2 points
  22. Take care, and all the best to you, friend
    1 point
  23. There could easily™ be an option to toggle how often notifications occur. Could be as simple as: Frequent and Infrequent. Yours would be the "Frequent" option, while "Infrequent" would be a few of the items I and others have mentioned.
    1 point
  24. In some AoE, when a player starts building a wonder, everyone gets to know it, and where is being built. This makes wonders feel a lot more special, and adds a unique variation in gameplay. I always wondered why is 0 ad different in this.
    1 point
  25. thank you, the reason is, gate is unlocked so it is not seen as obstruction until units get to it, at that point they should try to go around but looks like they are failing to do that. now I am not sure what was the case in a23b but until gate is unlocked units will try to move trhough it because there cant be separate grid for every player (or can but with huge memory overhead) and closed gates cant block pathding because own untis would never use them. probably @wraitii would have more ideas since he rewrote unitmotion in a24
    1 point
  26. When I play 0AD and my mom walks in:
    1 point
  27. "Judean People's Front??? We're the People's Front of Judea!!!"
    1 point
  28. which would mean it could, contrary to the technologies, be taken away from you again, when someone destroys the building. Sounds interesting.
    1 point
  29. Why not for romans camp only auxiliary units ? like mercenary but units with a precise identity and role
    1 point
  30. al menos con los mayas creo que deberíamos de hacer eso teniendo la referencia.
    1 point
  31. Currently, the Suebian buildings use these textures from Millennium AD: structural/norse_struct.png structural/norse_roof_b.png But if you want to you can make a new custom one (preferred).
    1 point
  32. What is talked about here is some tweaking, reworking could be being able to buy info about techs researched, how many troops there are, how many resources are stocked. The issue with the current setup is, it's much cheaper and more reliable to just send a horse into the enemy base. The advantage of being able to bribe any unit to share vision is mostly if your opponent plays hide and seek with his last one or two units.
    1 point
  33. I do support the idea of all units being bribable and I also like the idea of escalating cost to do so. So if you really want to know if your opponent is going for a rush, you can invest your 50 starting metal in a bribe and see what he's up to. But then you have to delay the first woodcutting upgrade. The next time you want to get intel, it costs 100 ect. ect. But I also see the problem, that once you invest let's say 800 metal, you are very disappointed when you bribe a unit just to find out that the position of your opponents cc has not changed. Maybe that just needs to be tested in game, to see if it is enough of a improvement.
    1 point
  34. Dos PR mas https://github.com/0ADMods/pre-colonial-mod/pull/21 https://github.com/0ADMods/pre-colonial-mod/pull/20 Hola @dmouse muy bien vere cuanto antes.
    1 point
  35. A25 commits affecting gameplay or balance: 25135: Remove the attack from wall turrets. 25134: Increase gather rate technology effects / revert rP24719. 25133: Exclude Towers from Town->City phase requirements. 25132: Unlock the Iberian monument in Town Phase. 25131: Change 'Archery Tradition' tech to an attack range increase. 25130: Unify the resistance of foundations. 25129: Reduce cavalry training time and increase movement speed for ranged cavalry. 25128: Remove then entity limit for the Embassy. 25123: Technically seperate Turrets from GarrisonHolder. 25092: Fix fishing boats hunting whale. 25058: Streamline ship stats. 25057: Lower cavalry melee attack range again. 25055: Fix siege_attack tech not affecting Maurya. 25000: Search for resources near a current location before the init-pos. 24973: Let domestic animals flee when attacked. 24972: Fix Iberian starting walls on Skirmish maps. 24953: Unify UnitAI and AnimalAI. See also https://trac.wildfiregames.com/wiki/Alpha25#Gameplay
    1 point
  36. Actually it makes sense in Celtic culture that a flat yard/court is a place of authority or justice. It seems to be the way it worked for assembly as well. In the case of modern Breton, it seems that the word lez is synonym to court and lord house or palace. Wikitionary gave two examples from literature: Disprijet o deus lez ar roue, hag en em gavet int en lez an nenv. + En em gavet dirak lez ar roue Grallon, hemañ, o klevout an trouz a oa, a ya ivez da sellout, e vercʼh Ahez en e gichen. Another Breton dictionary give the same meaning: https://geriafurch.bzh/fr?q=lez&d=brfr Welsh: https://glosbe.com/cy/en/llys https://welsh-dictionary.ac.uk/gpc/gpc.html You can make it simpler and choose one if you prefer. Thank you for opening the thread, this is really useful. I will not oppose your choices, this is fine for me to letting you the hand on the matter. I can only participate to share point of view and information, and debate a bit. But you are in a better position for choosing. If it is possible to have different names for the Britons and Gauls it would be great but only if it is not a pain in the...
    1 point
  37. 1 point
  38. It has a little-known game but maybe that's what you're looking for: Age of Empires
    1 point
  39. I am trying a different approach, a little more similar to reconstruction.
    1 point
  40. 1 point
  41. It is a symbol associated with the Norsemen and Anglo-Saxons, from the early medieval era. The *Valknútr/Valknut is very controversial because there is a lot of modern folklore around it, most of its interpretation is based on myths. The exact signification and importance of this symbol for the Norsemen is the not known. For the Elbe Germans, a common recurring symbol is this is one: Other decorated items and symbols: For the other patterns Edit: for people interested in the subject, some Roman items found close to the Quadi (a rare english article on the subject): https://dk.upce.cz/bitstream/handle/10195/67771/Jilek_2016_Roman Metal Vessels.pdf?sequence=1&isAllowed=y
    1 point
  42. For now the team has talk about add a faction , but not a Iberian one, may be Scythians. Be has this discuss about Edetani, Turdetani, Lusitani, etc. but the answer for now is not, but may this can be changed by mind team and art department, may be a convince not design document can be the difference in here. Even all faction can be a mod faction after to be presented as full faction.
    1 point
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