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Showing content with the highest reputation on 2021-10-23 in all areas

  1. Players should not start with 5,000 Stone and 5,000 Metal right next to their Civic Center. I understand that not all maps have that setup, but since mainland is the primary map that people play this should be implemented for mainland maps. And most maps :p. Here is why I think the change should happen: For a fair amount of games, 5,000 may be all the metal and stone a player needs for the entire game. That is too simple. Civilizations that use slingers or mercenaries (I'm looking at you, Ptolemies and Carthaginians) have the bonus of having their resource gatherers be protected by the Civic Center. This gives 2 advantages: Miners are protected from early raids Farmers are more easily protected from early raids since you can just garrison the miners in the Civic Center and then ungarrison them toward the enemy. Instead, there should be 1 small stone mine and 1 small metal mine having no more than 500 of each resource, similar to how there are a few straggler trees near the CC at the beginning of a game. Then on the outside of their starting territory should be larger mines, similar to how there are large forests for wood. The challenge of this layout would be increased difficulty of protecting farmers from raids for all civs throughout phase 2. It would favor players raiding food economy. But there are defensive structures and building-layout strategies that can be used to mitigate the danger. (Maybe cost and/or build time of palisade walls could be adjusted to support this change?) This would also make scouting important so know if your opponent is leaving their farmers vulnerable in order to boom or build military faster. Thank you for reading!
    4 points
  2. Thank you for naming it after me! Let's commit it and implement into A26? By the way, there is a city called Yekaterinburg located in Perm province of Russia, and it has similar geography to your map.
    3 points
  3. This reminds me of a map called Anatolia, in Age of Mythology. A fine addition to the game. I mean, the water could mean rivers or lakes (still mainland themed). It's just that water is not the main feature of the map and can be ignored. It does allow Athens to build marines though.
    3 points
  4. the whole point of mainland map is that there is no sea. that's why it's called mainland.
    3 points
  5. A new map loosely based on chess. Created by @Jammyjamjamman and idea and help creating from @andy5995 . 1v1 map, where both players start with (the same set of) 16 units. Players must kill all of their enemy's units to win. Available in community maps 2 .
    2 points
  6. 2 points
  7. Another simple but powerful idea I wanted to suggest: What are your thoughts on implementing a tiny stat boost / unboost based on the territory your units are standing on? Whether for health or how well an unit preforms in combat or some other unit stat. It would be identical to how a hero boosts the strength of units close to them but for territory. It's based on the idea that when near their home, soldiers feel safer and can preform better... when in an enemy's territory by comparison, they're more scared and might preform a bit more poorly. The phase of the territory you're standing on should increase the effect, thus village is weaker (it's a small and weak place) town is normal (a larger and more crowded establishment) and city is stronger (big city so more reason to feel safe / scared). Optionally there could be a bravery upgrade that can be researched to mitigate this. The gameplay effect would of course be that attackers have a somewhat harder time conquering an enemy base. I envision it as something among the following lines: Own territory, +1.0 boost: Soldiers are fighting in their home and feel braver. Allied territory, +0.5 boost: Soldiers are fighting in the territory of an ally, they feel safer but it's not their own home, halved boost effect. Neutral territory, 0.0 boost: Units are battling in a place owned by no one or a neutral faction, no buff / debuff. Enemy territory, -1.0 boost: Your army is alone on the enemy's land, they're nervous and may have a harder time preforming.
    2 points
  8. Why is it necessary that all heroes/units are from a factions zenith? If you take heroes from different eras you also get heroes that fought different enemies so that leave more room for stories and such. Taking only heroes from a factions zenith means the Macedonians do not have a Greek enemy represented in the timeframe of their power. For me it seems to be fine to represent most factions as they were during the period of their zenith and the time thereafter until say 0AD.
    2 points
  9. Which is why it would need to be paired with compensatory nerfs to other components of defenders advantage. Maybe get rid of the CC's attack so people will stop clustering their farms around the thing?
    2 points
  10. and it's very much into Russia's mainland.
    2 points
  11. This new random map will probably get into the next release of Community Maps. It's mostly Mainland with some elements of Latium added. The res and trees, etc. are the same as Mainland vanilla. Any suggestions for it? Other opinions?
    1 point
  12. 1) With 500 of each metal and stone you will be able only to get the P2 eco upgrades and build some barracks, nothing else. 2) If you need to go outside your territory to get other mines, how can you do it if you don't have the resources to build a civic centre? 3) If there are little mines scattered in your territory (that can be easily reached during P2 for example) these little mines have a capacity of max 10/12 men. THis is the heaven of any rush player, and the nightmare of any counter rush player (cavs are just so fast that can kill these small group easily before reinforcement can arrive). I prefer the idea of having the 5000 metal and stone mines in your territory (reachable also in P1) but not next to the cc. The main problem is that in this case you have no way to protect the fields from a possible min 8-10 cavarly rush. It's already hard to defend a cav rush in the fields with 5000 res mines, imagine to do it when your mines around the cc are exhausted even in the early game. You cannot keep 20 men idle just to defend the fields.
    1 point
  13. First of all, I would like people to approach things as age of empires 2 did. If you want to play a different map, you can bring your own and play on it. I think the distribution has some charm. It allows for some specialized builds, such as the Carthaginian one. Also, there is not enough wood near the CC, so the players need to move out anyway.
    1 point
  14. @Lion.KanzenFor requests, I think the best way would be to open per-map tickets on the community maps 2 repo. I wasn't really planning to start taking requests... I just saw alre's message and figured I could make a quick fix. But... yes feel free to open a ticket on the repo if you notice a map that you'd like to see improved and me or someone else may do something with it.
    1 point
  15. There must be villains (heroes who took power in decay) We have Antiochus IV for example. The Seleucids are not having their best time.
    1 point
  16. They indeed have steeper benefits, but it is a lot harder for them to promote, even if ranged units need more xp. Xp is gained per damage dealt and ranged units deal more damage and aren't prone to dying as much a frontliners. Also, promotion is a subject we could tackle in other ways. I was playing with Leonidas and had hoplite tradition, so you expect to do more damage and get easy promotions for the hoplites. That was not the case in the battles.
    1 point
  17. This seems like a situation where both sides have a case. You want to play the game until your army's defeated. The other side wants to guard against the problem of people who fight all the way down to the last unit and cause silly lengthening of games. In a situation where neither side is clearly in the right, you should negotiate it out beforehand.
    1 point
  18. I made them myself, yeah. Just simple 16x16 pixel art. I'll need to ask whoever decides to take the task what exactly they will need as far as icons go.
    1 point
  19. yeah, kushites buildings are so cute: pyramids, camps and a huge temple ... wonder diversity are indeed beautiful, also ptolemaic libraries are cute. another interesting building for diversity are apartments, I forgot to research who made the first proposal for this building but thanks !. I don't know why only carthaginians have it, since romans had very crowded cities, see: https://en.wikipedia.org/wiki/Insula_(building) also, I am pretty sure other civilizations had it too, like persians and ptolemies who also had huge cities.
    1 point
  20. maybe something like a "defensive mod" for the great aspect of community games in which trading, defensive walls, defensive siege could be valued. but I also agree that a25 favors speed and aggressiveness and to counter it a bit, proposals like that could help a bit, thanks @MirceaKitsune
    1 point
  21. I always was told that an attacker needed to have about 3x the strength of the defender to be confident of winning. Defence naturally gives advantages. A25 does not feel like this at all.
    1 point
  22. Something I noticed about snowballing is the imbalance of ranged/melee units, where ranged units are more valuable/important. If you defeat an opponent in a battle, he loses some of his ranged units. While the winner only loses some melee units and keeping the more valuable/important ranged units alive. Currently, you only IMHO need enough melee units to tank enemy fire. So having lost some melee units is not bad as long as you have enough to tank opposing fire, In some situations having about 10% melee units can be enough in these situations. If you have most of your ranged (&valuable/important) units alive, then you remain at nearly full firepower. So here is another way for me to advocate reducing the power of ranged units.
    1 point
  23. turtling is not a bad thing, many players like that strategy and should be given the opportunity to enjoy it. hence, there is no need to just penalise turtling in every change to the game. actually, turtling is pretty weak in this alpha and I don't think that buffing it would be bad at all.
    1 point
  24. @user1 My lobby name: Beaugoux Offender: DCM DCM quite the game when he was lossing. commands.txt
    1 point
  25. Definitely that would be fair. True, but her ability was in recruiting foreign leaders to side with her. Her retreating at the Battle of Actium was baffling at least in my opinion. Neither of these really are the makings of a 'hero,' but I am sure that there are some qualities to her I've missed. I would support this even though he was not ruling during the Golden Age, but that would definitely be contingent on Sparta having access to pikemen. While Iphicrates is hardly bad, he is again outside the scope of Athenian hegemony. Aristides would be a redundancy to me. Pericles fills the role of statesmen pretty well as is. Thucydides was a phenomenal historian; his quality as a general is difficult to assess as he is only known for being late to the Battle of Amphipolis. Another alternative I would offer would be for Cimon to be represented.
    1 point
  26. Good idea! I have no idea how to do that though, or what textures I should use. Can anyone tell me how to do that, or make a pull request? The code is here. Ok, so to work around that fair point, I created a version with higher water (so docks can be built) but gave it a different name. It's called @Yekaterinaville. And both versions are in the community maps 2 repo.
    1 point
  27. Click on following There should be option to unfollow
    1 point
  28. @andy5995 Very nice thank you! Echoing @alre 's comment, you could have an almost "sibling" map without water or with steep cliffs as @wowgetoffyourcellphone already mentioned (if it's worth the effort).
    1 point
  29. Could you host a game and test it with a local friend? You can open the "Network host statistics" via F11 (try Alt+F11 if the former won't work) and toggle through till you see it. The RTT value (aka ping) is what you are looking for. The value for your local friend should be very low. If not, something is wrong, report back if this is the case for you. The lobby itself is hosted by WildFireGames (the maker of 0ad), but all the games you play connect you directly to the game's host. Depending on your location (many players are located in Europe/USA/South America) and internet quality, certain players may experience delays. Using an Ethernet cable can help reduce latency a bit. Another option would be to create your own server lobby for India. There are detailed instructions in this GitHub repo, but that's probably not the answer you're looking for. github.com/0ad/lobby-bots
    1 point
  30. Love it! Finally Mainland has some water for navy. 1 suggestion: make the shorelines less steep so that docks can be built there.
    1 point
  31. @Stan` which is the standard for an in-game image, especially something the size of the storehouse.
    1 point
  32. I'd say add a cliff texture along the shoreline, assuming you don't want any naval access.
    1 point
  33. I am going to design the final version of this. I lost the original. the photo of this is a kind of water supply in a town 64 km from the capital. This is exactly a "naciente". It is exactly my concept of water supply, since it is in a rural area, with almost no industrial technology, primitively molded by human beings, at most stones and concrete, wood, The rest is all natural and caused by mountain water.
    1 point
  34. Would discourage rushes and favour turtling. Terrible if implemented in 1v1 games
    1 point
  35. @lagger, I think you are jumping on conclusions to quickly. First of all, you assume someone misused their powers, whereas a little more interest in that person might bring you on other views. For the case of being expected to resign after your allies have lost, that is indeed something. Against 4 opponents you won't have a fair chance and that is something you understood as well. Noobdude decided to close the game, which seems rude to you. In 0ad we are in the inconvenient position that if the host leaves the game, the game closes. That aside, I think the notion of ''rude'' depends on how you view it. Obviously you might have fun trying to defend, but what if the other 4 players just consider it a waste of time? Is it then still rude to leave the game? The answer on that question depends on what is bringing you towards the game and if that is competitive play, then winning 4v1 is not your thing. So probably those people view that you are just wasting their time by trying to play 4v1, while the game is all ready over in their view. Also, if they think that someone who drags unwinnable games on, they might consider that annoying. So is a person allowed to kick someone from a game if they consider that person annoying? Or let me rephrase it: Do you have to accept annoying people in your games? If the answer is "no", then you can hardly call that an abuse of power. While I (hope to) understand your point of view, there are people with other views. I think that both views should be respected and phrases as "rude" and "abuse of power" are not in place. Also if you don't like Noobdude or anyone in particular, you could always host your own games and decide with who you want to play.
    1 point
  36. Maybe we should use the same abbrevations as used in-game there?
    1 point
  37. Pre-holiday treat, I can go away knowing you've got a double bill of games to watch
    1 point
  38. I really hate the champion unlock techs. I feel like they're completely unnecessary, or cost too much/take too long to research as you indicate.
    1 point
  39. I think that match will go down in 0 A.D. history, honestly. It's that good. But I wish we could see more champions and ranged siege. More chariots from Britons, more swordsmen from Romans. Units who make these civs unique, and they should be viable.
    1 point
  40. Voy hacer un mod acerca de esto. Eyecandy stuff. I'm going to make a mod of interactive things for maps.
    1 point
  41. You are right, you respecting anyone is never gonna happen.
    1 point
  42. 1 point
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