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  1. The Stalfos The word Stalfos has its etymology in the ancient Akkalan language, and refers to bones of once living creatures. In modern times the term is applied loosly to almost any undead abomination and monstrosity. As a political entity, the identity of the Stalfos has changed just as dramatically as all the kingdoms that have risen and fallen across the history of Hyrule: due in part to the undead being the servants of many fighting lords and necromatic powers. HISTORY The origins of the rituals and practice of animated skeletons is lost to time. Many Hylian scholars agree that necromancy had its origins west of the Gerudo desert at a time when dragons still ravaged the land. In the ancient lore of the Gerudo and Akkalans, necromancy was common practice during the Ancient Age in the far west of Hyrule. The Kingdom of Ikana and Cobble Kingdoms were famously destroyed during the height of their necromancy practices. Many cults to the forgotten god Mudora practiced necromancy rituals deep in the Gerudo Desert. After King Nohans' conquest of Hyrule, the Ancient Akkalans enforced a complete ban on all forms of necromancy and thus the practice faded for hundreds, if not thousands of years. Petty necromancers and Gerudo Kings have occasionally tried to revive the practice over the centuries, with little luck. In modern times there have been stories of Stalfos appearing in larger numbers than was usual. Whispers of necromantic powers returning the Hyrule are not uncommon. Indeed, there are forces at work that wish to revive the long forgotten arts of cheating death. NECROMANCERS Without a master, most undead simply wander without any clear objective. Shambling Stalfos and ReDead zombies can be found aimless in the darkest corners of Hyrule, remnants of a long gone necromantic age. Should these horrors ever fall under the power of a necromancer or mage with enough skill, they could be used to wreck untold havoc on the world as a fearless horde of soldiers that feel no pain and no remorse. PLAYSTYLE The Stalfos have a very distinct gameplay structure that deviates from many other factions. The Stalfos are not creative by nature, and cannot construct new buildings or train new units. Rather they can only transform dead material into what they currently need. In terms of structures, the Stalfos must capture pre-existing ruins on a map and by ritual transform them into the buildings they need. Should there be too few ruins for their purposes, the Stalfos can expend many Rupees to unearth a new set of ruins at a target location. Once these ruins have been dug up to the surface of Hyrule they can convert them into the structures that they require. As for Stalfos units, they accomplish expanding their army by collecting the corpses of their victims and converting them into the forms they need for battle. This is represented by the "Bone" resource, which replaces food. Bones can be harvested from any dead organic creature, as well as graves found on some maps. If a Stalfos player has a unit that can directly raise the dead, they can instead instantly turn corpses into new units. For more details on the Stalfos Heroes and their unit roster, check out the spoiler below: HEROES
    6 points
  2. I'm not sure what happens in your situation @Sebastián Gómez, but catapults prefer to attack structures above units (i.e. if both a structure and a unit are in range when it unpacks, it will attack the structure) and they will just execute any order given to them by the player (e.g. if you tell them to attack a _structure_, it will do that when that structure is in range). That said, I guess one can add a small circulair splash damage to ensure it _hits_ an unit when it lands close enough (the projectiles are much larger than e.g. arrows, so it is justifiable).
    3 points
  3. Between a24 and a25, the biggest change has arguably been unit pushing. This new feature has succeeded in smoothing unit movement considerably, but has made much more than that: it has changed they way units move and look, and the way they approach and engage enemy targets. I always felt like in this regard, mine was a minority opinion, but after discussing with a friend who was much more enthusiast than me about unit pushing, I think we can possibly agree on some way to enhance it, so I will speak out about what I think it's wrong about it. Units interpenetrate basically every time you move them. When you have a whole bunch moving together, they form queues so tight that they look like solid worms of people. In some cases, it may be hard to tell how many soldiers there are, making it particularly difficult to predict how a battle is going to go. It is even more difficult to tell how many soldiers are getting killed, because they are so densely packed in the melee that people dying are invisible inside the mob. Rams can sometime interpenetrate so deeply that two of them may look like there is only one, while they are attacking a building. Choke points are no longer of any real strategic relevance, you have to fit melee units into them to make them effective, and that's usually impossible/unfeasible. And the slightest gap between two buildings allows a whole cavalry army to pour in between in a couple of seconds. Any passage, narrow or large, can fit an army as large as you want. I think it wasn't necessary to deviate so strongly from how unit movement looked before, the new pathfinder is more andanced and effective, but it went too far on this new road. It is ok if a big mass of units struggles to go trough a narrow passage, that's how things work in reality anyway. And besides that, I think the look of battles is worse now than before, less clear and more hazardous. In any case, unit interpenetration is bad and should be avoided if possible. Thank you for bearibg my rant, let me know what you think.
    2 points
  4. Si, bueno, pero, colocaría como la 3a fase, guerreros doblando armaduras más pesadas, como la malla quota y la lorica squamata, bien como cascos de bronce (montfortinos y calcídico celtibérico). Otro bueno modelo es este: Una observación personal que noto es que muchas de las representaciones, en términos de apariencia, retratan a los lusitanos con barbas, pero los pocos hallazgos arqueológicos, registran a los lusitanos con bigotes, trenzas laterales y cabello largo.
    2 points
  5. Note that splash damage was removed in A24. Bolt shooter was the only one able to keep it...
    2 points
  6. https://0ad.mod.io/delenda-est/ @Itms has verified the mod and it's now available on mod.io. As discussed in the other thread, some of the heroes aren't done, but most everything is playable.
    1 point
  7. Add autociv after delenda est and it will work (tested)
    1 point
  8. Welcome! Maybe we can help you. What exactly doesn't do well? What is the order of the enabled mods you have? Any error messages? Windows or Linux?
    1 point
  9. @Player of 0AD but what you had in splash you lost in mobility. Cata-heavy armies could be outmaneuvered. As a cata-heavy army the disadvantage was you had to know when to unpack and not do it too early or too late. Very few players could manage catas. Most cata armies started appearing 16-18 mins into the game and that is only if you intentionally went cata. Also, only 2 civs could do it (Rome/mace) due to arsenal/encampment as other civs would only be able to do it in the 20-23 min mark. Also, catas are a good anti-snowballing measure. Finally, they can be easily countered with cav. Catas are not much worse than champ cav ...and with current metal availability plenty counters and better alternative strategies (e.g., champs) than catas.
    1 point
  10. Catas weren't too OP. It was just a different strategy. If someone went mass catas they weren't mobile. This means instead of attacking a strong point - the cats mass - then attack and destroy their base (packing/unpacking, chasing were impossible with catas. To play catas well you either forced enemy to come to you by attacking a base or played slow with walls). Afterwards destroy the catas and the units defending them. Rams can't attack people and can't destroy farms. It's unrealistic imo. If a person got Infront of the barrel and get there is no reason why they wouldn't sustain damage. If a farm is an object with structures on it then there is no reason why a the structures on the farm cannot be destroyed by a ram. Additionally, if a catapult-ball were to shatter on impact and soldiers were nearby no reason why soldiers should be immune to such damage. @Player of 0AD yes there is a range difference. However it wouldn't prevent archers from killing a cata. However, that range difference currently makes it possible for catapults to stealth-kill a base. Imo, decrease range and add splash and make catas harder to kill for archers.
    1 point
  11. @Stan` Maybe you would like considering some advertising of this "citybuilder/ pure educational" way to use 0 A.D. at school etc.
    1 point
  12. Delaying enemy units before they can reach your structures and units? Giving more time for your range troops to shoot to the enemy? There is not same reasoning because now enemy has to destroy them or capture by territory to get to you. If anyone can just click at them and delete them there is no reason to invest resources to build them to begin with.
    1 point
  13. I see your problem. We can ban them from attacking organic units completely. However, I think the problem lies in them being given a turret mechanism instead of an aim and shoot mechanism. I will take a look at the code and SREE if I can restore them to aim and shoot (like archers)
    1 point
  14. Let me elaborate again since I think my point was not stated correctly. Catapults are meant to be used against buildings. However, catapults try to shoot at people all the time. This is useless since in this alpha, the damage they can cause to people is almost none. So you end up with a catapult that is always shooting at people even after receiving the order to shoot at a building. To better illustrate, imagine that in alpha 26, rams were given the ability to attack people too. Also imagine that the damage they could cause to people once they catch them was 0. With this setup you'd end up with rams that will be trying to catch people on the battlefield all the time instead of focusing on destroying buildings. Even worse is the fact that once a ram can catch someone, it won't kill it because, as I said, the damage the ram can cause is 0. Well, this is happening to catapults right now. They try to catch people all the time. It doesn't make any sense since people is almost invulnerable to catapults. So, if catapults were meant to be so useless again organic units in this alpha (and almost against buildings too), why didn't you take away the annoying fact that they try to catch people all the time? Why didn't you make them like rams, which only try to attack buildings. They don't waste time trying to catch people just to inflict 0 damage once they get them. It's the same with siege ships which right now suffer from the same problem.
    1 point
  15. I agree that catapult need to be fixed. They were OP in A23, weak in A24 and A25. They were OP in A23 because they were effective at killing both infantry and buildings, with huge resistance to pierce damage. Catapult spam = unstoppable. They were weak in A24 because, although they still had fair accuracy, archers could shoot them down easily without getting harmed themselves. In A25 they are trash because they are not accurate at all and vulnerable to everything. So we want them to be something between A23 and A24. My proposal: Boost accuracy: spread = 2 Keep maximum range at 100 metres, but decrease minimum range to 30 metres. Keep damage values the same as A25 Increase armour slightly so that they can finish their job before getting shot down. Keep them ineffective against infantry; no splash damage. So that they have to take out infantry units 1 by 1 so not OP at all.
    1 point
  16. They don't look useless to me. If a ram reaches a building, swordsmen can be ungarrisoned and defend quickly. If an elephant approches a building, ranged units can be ungarrisoned and also defend rather quickly. The catapult is the only siege weapon which can take out key buildings from a save distance, inside the own fortified position.
    1 point
  17. Buenos días / tardes/ noches; -Reconstrucción de un "Guerrero Lusitano"(que debería ser el de fase 3 , con algunas remodelaciones extra para hacer diferentes modelos); -Muy parecido a la descripción de Diodorus Sciculus aportada por @Ardworix. Disculpen las molestias*
    1 point
  18. About the rice again: From my point of view, this could be a middle ground between the extreme square rice fields that are currently left in the han mod and the eyecandy round ones (Although the eyecandy ones would still be my first choice). And I guess one could also make this design adaptive to the terrain as it is also comprised out of smaller units. But I would still like the rice to be a little less perfect grid like and the dividing lines a bit less straight.
    1 point
  19. F4 doesn't open anything but I can everything is installed correctly. No other mods. Shift+F4 works but nothing happens when I press F4 please do help. Latest 0ad. and latest Autociv from github. Especially created an account to ask for help.
    1 point
  20. To keep balance better and add a new feature, how about ladders as an addition to rams. These would not have an attack of their own, but allow hack troops to attack defenders on the wall top and capture wall sections?
    1 point
  21. Note that bartering and trading are 2 totally different things which have nothing to do with each other except for that you need a market. For bartering, you just need one market, that's it. You don't really need a third player for trading. However, if you trade with an ally and not with yourself you will receive a small "international bonus". Notice that trading is not really trading but just resource generation. Also notice that trading is not always necessary, gathering and bartering is usually much more efficient.
    1 point
  22. Why are you floating 20K resources ?! In a good TG when I am rich I float 4000, but that's about it. What is the point of storehouses on control groups?
    1 point
  23. Some models based on the Cantabra War. Several references to the weapons and costumes used by the Lusitanians comes from coins commemorating the Augustus period referring to the Roman victory over the Cantabrians, and that despite the name "cantabra", took over an alliance between Galaicos from the mouth of the Minho to today's Cantabria. This is also because, according to Estrabon, all the cimbros (Lusitanians, Galaicos and Cantabrios) were dressed in the same way and used the same weapons.
    1 point
  24. An alternative civ ranking: All civs are OP! Athenians: OP hoplite spam, OP Iphicrates, OP sword cav Britons: OP wardogs, OP chariots, OP boom, OP sword cav Carthaginians: OP mercenaries, OP Hannibal, OP Marhabal, OP elephants Gauls: OP champs, OP boom, OP sword cav, OP Vercingetorix Iberians: OP team bonus, OP fire cav, OP swordsmen, OP Indibil Kushites: OP pikemen, OP pyramids, OP champs, OP elephants Mauryans: OP elephants, OP sword units, OP pop bonus, OP monk hero, OP champs Macedons: OP spearcav, OP pikemen, OP champs Persians: OP cav, OP pop bonus, OP elephants Ptolemies: OP team bonus, OP boom, OP pikemen, OP elephants, OP heroes, OP colonies Romans: OP spearcav, OP army camps, OP consular bodyguards Seleucids: OP pikemen, OP champs, OP elephants, OP colonies Spartans: OP hoplite spam, OP team bonus, OP Leonidas, OP Brasidas, OP skiritai, OP champs
    1 point
  25. Three cav raiding doesn't sound like a rush. That sounds like a harass. Killing five women with 3 cav is also not a successful rush--at best you are even after that exchange if the defender doesn't panic and create a bunch of idle time. Loot would help--saying having extra res isn't helpful is clearly misguided. No, clearly a good play should be rewarded, and a bad play should be punished. The point of what I proposed is that you would have to keep rushing (and keep doing it well) or else the rushed player will eventually recover and their natural late-game strength will overwhelm the rushing civ, which is naturally weaker late game. It could also be the case that that rushing civ provides a lot of loot if they do a bad rush, so that one bad engagement could flip the game back or even or upside down.
    1 point
  26. played MegaGlest before. it has not hotkeys like autoCiv i think (i really enjoy)
    1 point
  27. I think this is a good idea, otherwise catas are too OP. I just think they have been overnerfed in the past 2 alphas; now no one uses them. It should be able to deal huge damage to the unit that it hit, but only that 1 unit at a time.
    0 points
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