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  1. Just concerned about the healer changes. If you make healer upgrades/cost of healers too cheap then Mauryas are left with just 1 hero that is useful. Just something to think about. Currently, having mauryas as allies is beneficial due to temple upgrade team bonus and hero for cheaper temples and temple upgrades. I think if the healer changes are implemented then Mauryas team bonus AND the hero upgrade (chariot hero) may need a change concurrently. @chrstgtr @BreakfastBurrito_007 @real_tabasco_sauce
    2 points
  2. Laconia is a Scenario where you usually start in an somewhat inferior Position, although both player have almost the same number of population. Most of them are set in a battle situation where without interaction Spartanians (as standard player 1 looses his complete army without much losses for the Macedonian. So the game description says: Using formations improves spartanians performance witout much impact on battle outcome. Simply running away and avoiding the battle is not good because the group of macedonian champion cavalery almost encircled your army and they are faster than your infantry. With micromanagement it is possible to alter the outcome of this battle. I like to experiment for a quick game without the need to built up your army. I want to share some of the results in this tread.
    1 point
  3. I’m just trying to say you both have reasonable positions. Might as well test and see at this point. I doubt I would care either way
    1 point
  4. This one, is about 8 min till the defeat of the macedonians. metadata.json commands.txt
    1 point
  5. I think you and @real_tabasco_sauce are ignoring good arguments each of you put up. Healers are extremely strong when used correctly and leveled up. Metal can be gathered far quicker than food--the only concern is whether you run out. Metal is available on maps, but can easily be exhausted if you go for a merc or champ army. I would be fine with either cost structure.
    1 point
  6. To start this is a alpha 25 alpha 0.26 replay, which is one of my fastest victorys in about 5 min. These first files are all alpha 0.26 altough in 0.25 the behaviour of the javlineer was different and better fight results were possible. I have found no Subforum for 0.26 replays. This is why I posted here. commands.txt metadata.json
    1 point
  7. @thephilosopher Long-term solution is not "don't play maps x,y,z..." and install 3rd party mod. I just hope we don't lose new players b/c of that. Also I'll use chance to remind to "can't join" issue... It can be even more frustrating then balance... Sorry @Feldfeld, I missed that berries.
    1 point
  8. Possible specific names for wonder (Words are taken from wiktionary and EB): Samnungozbarwaz (Semnones' grove), Feturasbarwaz (Grove of fetters), Wigasalhs/Gunþīzalhs/Hildīzalhs/Haþauzalhs (Battle-Sanctuary, there are multiple words for battle) According to Caesar they were used by Germans in the Gallic wars:
    1 point
  9. Hello 0.A.D community, I think currently siege engines in general are not interesting to play as they are handled as simple as any unit. I was thinking of introducing following changes to make them more interesting to play. Top level idea: A siege engine shouldn't take popluation to produce but it will not move or attack untill units are garriosned. The attack and movement will depend on unit garriosned. Siege engine popupulation utlization: A siege engine shouldn't take any population or train, that means from current population of 3 to 0. Movement, attack & armor: Movement & attack will varies with respect to the number of units garriosned in the siege engine. While other statics will remian the same. The current and expected values can be seen in following table. Current Expected Inputs Siege type Attack Speed Attack Speed (current*x/pop utlized) Currently pop utilized Unit Garrisioned Crush Pierce Interval Crush Pierce Interval Battering Ram 150 1.5 7.2 50 0 4.5 2.4 3 1 Siege Tower 2.5 12 1 6.3 NA NA NA 2.1 3 1 Bolt shooter 160 4 8.1 0 80 8 4.05 2 1 Catapult 210 7 7.2 0 105 14 3.6 2 1 *Siege tower has impact only on speed and not other stats, as attacks depends on indivudual unit and not on siege iteself. Lets take an exmple of battering ram. With 0 unit garriosned ram will not move or attack. With 1 unit garriosed, its attack damage, speed and interval will be 1/3rd of what is currently there. With 2 unit garriosed, its attack damage, speed and interval will be 2/3rd of what is currently there. With 3 unit garriosned, it will behave as it behave currently. More than 3 will not have attack on stats but you can garriosn in it as per current state. Gameplay cases You can train as many siege as you want but in order to use them, you will need units inside. Depends on your requirement you can garrsion 1/2/3 or more. You are not pop constrained here but at same time you are, but tactically. You can park the siege out of fight and after fight when you wants to kill buildings garrsion units and start. This will also insure to use garriosing units in siege. There are many use cases I can go about. But i hope you got the idea. @borg-, @Stan`, @ValihrAnt, @Lion.Kanzen, what do you guys think? Open for suggestion if you find it interesting.!!
    1 point
  10. Hello seeh I understand we're seeing an image of a nearly defeated player, claimed to be a beginner. The player might have placed fields (you're calling them farms) more afar from the CC than usual. Probably the person doesn't even know the funtion of farmsteadts and might not understand the importance of short distances between field and "drop-off-site" (sorry, dunno whats the correct term). We can speculate, if people think, different undergrounds lead to different results, but I guess we need to ask them directly. Based on a missing interrogation, it would be too much effort to change all the maps or write manual chapters on how it doesn't affect farming. If I meet players online, acting like described, I will try to ask them to bring some light in this topic. Best wishes Obelix
    1 point
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