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Showing content with the highest reputation on 2021-07-13 in all areas

  1. I would point out that despite pikemen carrying a long pike, that weighed, if we are to believe wikipedia, 14 pounds, they compensated by wearing much less obtrusive equipment. Their shields were smaller and their armour tended to be lighter. An example of their flexibility on the field could be seen in the Battle of Guagamela in which the pike formation was able to move out of the path of Darius' scythe chariots, ensuring that the brunt of the Persian shock force died to the harassment of missile troops. Pikemen should move more or less at the same speed as other infantry, not significantly slower. They should be able to resist melee attacks fairly well yet be somewhat vulnerable to missiles. The key strength, I will reiterate, is that they should be able to make use of their range; currently the range of the pikeman is roughly half of its real-world counterpart. Thus their strength should be when massed, being able to beat virtually everything in a straight-up fight.
    3 points
  2. Space Rifleman. In the future I intend to make a mod (base defense) with some things I'm creating along with @Alexandermb rifle animations and @Stan` stella_artis texture.
    2 points
  3. yes, more of the same kind. when I say "10 archer", count some 4 skirmishers instead, and the result is the same. wouldn't you agree that the phalanx was significantly less manouvrable than - as a typical comparison - the roman legion? speed of units in game is based more on general "manouvrability" than on actual speed of moving soldiers.
    1 point
  4. @BreakfastBurrito_007 it's not a matter of archer or slingers, they all deal the same kind of damage. Unless you are facing a 100% melee opponent, pikes are still OP in a25, compared to other melee infantry.
    1 point
  5. A minor point as although the treasure chest appears when the cursor is over the resource but when collected the treasure column (or loot column) in the resource summary page don't change from zero. Thankfully the resource value of the treasure is added to the appropriate resource so its not a big deal but I do remember the treasure count being accurate in A23 and A24. I'm running 25823 at the moment and rechecked this behavior, but I first noticed it occurring with whatever release was available over the weekend. I have not checked any other treasure containing maps. Other than that so far everything else appears to be running smoothly, and the game is behaving! Windows10
    1 point
  6. Slingers are nice early on. You want to invest all your starting resources to pay dividends. The fact that a Ptolemaic player can build a barrack and train 6 slingers and save 180 wood is useful in the starting phase. Also you seem to be only thinking about men, but there are women too ;P (don't know if you heard that earlier) If we compare melee units, we need to remember that they are sometimes shot upon while the melee units don't attack (such as capturing). In those cases the pikemen seems to have the advantage. I also made some post on how useful pikemen are: The second title was just to troll a little and make a point of target dummies ;P. I called on purpose it "what if..." instead of "how do you think about if..." or "what would happen if..."
    1 point
  7. it certainly depends on the civ, but ptole boom is not bad! and they use pikes a lot. false. I've repeated the test above and it's sufficient to alter the proportions a bit in favour of archers (40 melee + 20 archers) to make pikes prevail on swords as well. and pikes are cheaper too! truth is pikes are extremely resistant to everything, and they don't have counters. also their role in game is a mistification of their historical one. see the liked thread.
    1 point
  8. As I noticed from @Yekaterina 's demonstration of Mace pikemen, I feel like pikemen are too fast. Wielding pike that long should be difficult. I suggest either slowing down their running speed, or trigger the charging order on closer range, or combination of the two.
    1 point
  9. Pikeman civs boom slowly, I suppose that is a nerf Ptolemies: either pikes or slingers. Very frustrating Seleucids and kushites: train them from barracks when you need Macedonians: pikeman civ, but I tend to use pure javelineers in phase 1 and some pikes on mines in P2.
    1 point
  10. I installed the whole workload and it worked smoothly. The only issue is the hard disk space it takes.... I haven't. I recommend just installing command line tools using tortoisesvn then using powershell to svn co.
    1 point
  11. As Angen said, VS2017 runtime is needed to compile the game. However, this is available in VS2019 and there is no optional tab because everything that you want to install is listed under one section. They no longer categorise something as 'optional', you just search and tick all of the things you want to install, separately. The advantages of this approach is there are no hidden options and you have full control over what is being installed. The disadvantage is you need to think about a list of things you want to install and then search them up one by one. This is not a problem for 0ad because the wiki tells you the things you need. However, this made it easier for me to find and tick the XP components.
    1 point
  12. It takes up disk space. No other side effects. For me, I would choose VS2019. It has a more complete and up-to-date set of tools available. Also it is still supported by microsoft and not 'outdated'. The process was easier on VS2019 than VS2017. VS2019 takes slightly shorter time to build as well, I suppose it is better optimised.
    1 point
  13. You have to install a workload and the external components. Workloads contains a bunch of generic tools, and the game requires some more stuff namingly the XP toolset. You can however use the normal toolset if it's for your personal use. The reason we recommend it is because the behavior might be slightly different with the normal toolset. As far as I know it only works with Git.
    1 point
  14. Right click on the desktop -> AMD settings ¹(must be there with the current driver) -> System -> Switchable graphics -> Find application ²(if it is not listed, look for it under 'Profile installed applications') -> Switch to high performance ¹ If this setting is missing: https://www.amd.com/de/support/kb/faq/gpu-driver-autodetect ²I'm not sure, but you'd have to be looking for pyrogenesis, not 0AD. (Could someone specify that more precisely? Thanks) ____ Windows 10 - "back then" - overwritten my manufacturer drivers with the MS scrap with every update. You should check this every update. The Windows Generic Driver from the Update never supports OpenGL, as it should. The driver has to be renewed manually from: https://downloadcenter.intel.com/
    1 point
  15. Because you need vs2017 to compile the game. You can however install vs2019 as is noted further on the wiki but you need to install compiler for vs2017
    1 point
  16. about pikemen, remember that it's being asked to change their role: Pikemen are currently OP*, so I think it's a good moment to change their stats completely. *Pikemen currently lose to other melee infantry, but their durability has a great tactical value, and, as long as ranged units are present, pikemen are very effective: I've done some simulations, and 50 pikes win against 50 spears, if backed up with even just 10 archers (on each side), so in practice spears always lose to pikes.
    1 point
  17. @Ceres I think I figured out the problem with VS2017: when you are installing components, go into the 'optional' part and tick 'Windows XP support for 2017'
    1 point
  18. @Ceres Please don't give up I will try to make a VS 2017 video for you. I myself used VS 2019 but it is only used in one of the steps. I have never tried VS 2017 for 0ad.
    1 point
  19. Lower damage increases the opportunities for micro; increased damage gives more value to initial positioning. Low damage games have more tendency to snowball, as players will be more able to escape from bad fights before suffering significant damage. Personally I like micro opportunities, but I must say, EA already suffers from a problematic amount of snowballing. RTS is at its most interesting when there is a sustained back and forth (see AOE2 and SC BW). This requires the ability to either trap or immediately kill large numbers of units when they get out of position. EA's pathfinding doesn't really allow much trapping, so buffing melee DPS is probably the better option over all. Edit: But on the other hand, it might also be that slow, grindy fighting has become a staple of 0AD's identity. Changing it to prevent snowballing could alienate current players. In that case nerfing ranged DPS combined with other measures to reduce snowballing might be the better solution... in short, IDK.
    1 point
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