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Showing content with the highest reputation on 2024-02-08 in all areas

  1. It is necessary to add resistance to fire to different types of buildings, and some buildings such as stone walls should not be ignited. I have edited these values myself and I feel that using fire as the main siege method for cavalry and infantry is feasible.
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  2. Claudius in Britania. Claudius entered Britain riding an Elephant(Indian).
    1 point
  3. The question is not when but by who. Ideally we'd have bb' secondary attack, so that ranged units can attack with crappy melee weapons, and maybe we extend that to change weapons depending on target classes. As for fire itself we support it through status effects (e.g. maurya guard and iber cavalry)
    1 point
  4. I've been talking about fire damage to buildings for a while now. With torches and units carrying vases of tar. yes I think 0AD cannot ignore fire damage too long. eventually it will be added in game.
    1 point
  5. + Steel Working tech. Make sens to address locally the things that definitively op. Not even sure everybody would agree with all the points above. Strong combos aren't necessarily too op.
    1 point
  6. Yes @chrstgtr melee has always been strong vs ranged units, but crucial difference is that before melee was strong because of its armor. Instead of killing the ranged units it’s just that they would take a long time to die. Then there was a ton of time for the ranged player to retreat. now, the difference is the melee units still die in a similar time, but can actually get kills. The issue is perhaps that they do this too fast. i think a lot of players are not retreating their ranged units because they are used to the ranged units not dying so fast. but yes I think for sure we should either remove armor bonus or damage bonus from melee rank ups.
    1 point
  7. It's getting confusing as what the re-balance was about. Right now cavs die fast into melees with spears but they have to be rewarded when striking ranged units. The effects of losing units very fast when facing counters goes both ways and the use of ranged unit seems to not have been put apart with the mod.
    1 point
  8. Disagree. But assuming you're right then armor should increase. The underlying point is that changing hp will certainly have downriver effects that are unintended and will cause a cascade of imbalances. The underlying cause of quicker battles (whether that is armor or melee dmg) should be addressed instead of changing yet another variable. I don't think anyone disagrees on this and @real_tabasco_sauce hit it on the head when he said that melee rank up was an old hot fix for melee balance that didn't actually fix the underlying melee balance problem. I've always said that melee was strong against range and that the problem was melee's inability to reach range units. All of these other melee advantages v. range get enlarged when melee units actually get engage range units.
    1 point
  9. Interestingly, quite a few players particularly Havran have argued that champions have become meta. I'm not saying I agree. In fact my argument so far about balance is that its actually pretty good. It is truly a weird situation to have almost every player claim one thing or another is OP with some certainty, all while having very little agreement. Clearly the meta has been more elusive than everyone thinks. If there is any one thing that I think most people can agree is now OP it is spartans and athenians, the reasons being several bonuses and heroes that combine particularly well with the melee rebalance: iphricates (previously determined to be OP): seems to be more important now that melee units have less armor Leonidas: the damage addition to spearmen is much more significant now that the base rate is increased Skiritai commandos start rank 3 which is now a much stronger advantage over rank 1 hoplite tradition: improved rank up speed means hoplites can reach rank 2/3 in one good fight, fast enough to make a big difference in the fight in which they rank up. Combining these civ specific bonuses with the melee rebalance has led to melee units from these civs being too strong. I think removing armor from melee rankup bonuses, and nerfing iphricates would solve these concerns effectively.
    1 point
  10. I've been talking about fire damage to buildings for a while now. With torches and units carrying vases of tar.
    1 point
  11. Exactly elephants must do a lot of damage(splash) in combat. Even moving should do damage.
    1 point
  12. Fishing boats and some other parameters can be customized in the AI/Perta/config.js file sample code this.Economy = { "popPhase2": 80, // How many units we want before aging to phase2. "workPhase3": 160, // How many workers we want before aging to phase3. "workPhase4": 300, // How many workers we want before aging to phase4 or higher. "popForDock": 25, "targetNumWorkers": 800, // dummy, will be changed later "targetNumTraders": 40, // Target number of traders "targetNumFishers": 30, // Target number of fishers per sea "supportRatio": 0.35, // fraction of support workers among the workforce "provisionFields": 4 };
    1 point
  13. Hi all, I have just released version 1.0 of the Afrika map (after 4 years in standby). Basically, civs are forced to go to Africa since it is the only place where there is metal and stone (see screenshots). These resources are lumped together so, who controls these regions wins the game. I have attached some screenshots of the map. It is a huge map, so details cannot be seen at these scales. Try out this map in https://github.com/crazyBaboon/0ad_geo_maps Let me know what you think of it! Cheers
    1 point
  14. Interestingly enough, just with a little research I did apparently, the Indian women did wear the clothing depicted in the game. They thought the belly bottom was a door to the soul and so had it uncovered.
    1 point
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