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  1. Balance-wise there might be an argument that the one-sided victory for the modded pikeman is bad, but speaking from a perspective of historical authenticity and the impression given by the in-game art, I think the modded outcome is an improvement. The rank 3 pikeman is depicted as a heavy-infantryman kitted in full body armor. He should be virtually impervious to all light projectiles of the period, which would include the rider's javelins. Otherwise why wear all that heavy and expensive gear? And the opponent he is facing, even at the elite rank is still just a light cavalryman. His role is supposed to be to scout, to raid, and to lure the pikeman out of position so that allied heavy infantry of heavy cavalry could mop him up. In this time period he wouldn't be expected to inflict massed casualties against heavy infantry. Even in a rout, his job was really just to pick off a few unlucky individuals to keep the enemy in a state of fear and prevent their re-cohering. If they were lucky they might trigger a crowd disaster or chase the enemy into a river, where they would drown, but that was the exception. There was a period in history where ranged light cavalry could inflict mass casualties against heavy infantry like you're expecting. It was in the era of pike and shot, when cavalry started carrying pistols and carbines. This was one of the development that ended the era of armored melee infantry.
    3 points
  2. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/slimy-zolas-oh-my The Zolas are almost done, featuring lots of added slime. That's about it. Posted by The_Undying_Nephalim on Feb 7th, 2024 It's a few months shy of a year since I decided to take a hiatus from this project. I regretfully must say this hiatus is not done, as I still have little to no interest left in Zelda at this point and am quite deep into the middle of Star Fox Event Horizon at the moment. That being said, I've made a bit of an effort to try and get the last faction I was working on completed sporadically in the last 9 months. The last time I talked about them, the faction had the tentative name of "Wild Zoras." True to my character for any who know me, months later I became extremely dissatisfied with this name. At the moment, they're just called "Zolas." This is not an arbitrary choice, the reasoning for sticking with what is essentially a mistranslated name will become more obvious when we take a look at their roster and a predominate feature of their entire faction: Zol slime. 1. The Slow Swarm - A notable trait of playing as the Zolas that will be noticeable after fielding a variety of their units is that many of them have slow movement speeds. Many of the creatures in their roster are monsters that traditionally have been portrayed as sluggish and slow moving in Zelda games; for examples their numerous Zols, Octoroks, and even a Like Like. Having large portions of your forces be composed of slow moving units is not unique in Hyrule Conquest: both the Stalfos and Darknuts are known for their very sluggish movements speeds. However while the Darknuts make up for this with heavy armor values and outright being difficult to kill, and the Stalfos counter this weakness being able to replace their fallen troops with necromancy, the Zola forces are neither durable nor do they have the ability to rise from the dead. The Zolas paradoxically are encouraged to send many of their slow moving units to their deaths: a vast majority of their roster spawns additional swarms of units when they are slain. Be it their Zol's spawning batches of Gels, Bari splitting into pairs of Biri, or even their Octoballoon scouts exploding into showers of Puffers, the Zolas have many means of rapidly increasing their numbers as they begin to lose troops in battle. Even some of their larger units can spawn some of their lower tier units for free when they are killed in battle. 2. Walking Bases - The second trait of the Zolas, which has been discussed in detail in a previous article, is that almost all of their bases are completely mobile. With the exception of their Octorok Cave which trains the rest of their buildings, every other Zola structure is contained within the shell of a giant Octorok that can walk about. For more specific details about this feature, check out this article on the matter. 3. The "Zol" Slime - Lastly, the third pillar of the Zola is their use of slime, or as it's referred to in-universe and their namesake, "Zol." If there is one thing that unites the various creatures working together with the Zolas, it is their natural ability to create and secret this nefarious ooze. Octoroks and Parella Ink turns into this icky ooze. Zols and Zol Likes are able to secrete and spread it. This slimy sludge creates both passive buffs for your forces and debuffs for enemies that come into contact with it. With that out of the way, lets take a look at their heroes and units: Tier 1 Heroes: Barudakan - Queen Oren's favorite bodyguard, Barudakan is an easily amused soldier who loves his lot in life. While not exactly a brilliant tactician or commander, or a warrior with much finesse for that matter, his brute force and knack for "refusing to die" have lead him to win many skirmishes and campaigns against his enemies. His body is heavily scarred from his many near death battles, but he almost seems unaware of his disfiguring wounds. If there is one thing that Barudakan is more interested in than fighting, its fairies. This Zola has devoted much of his free time to learning about Fairies and he hopes to catch one as a pet one day. Maiamai - One of the only living Octorok mothers in Hyrule's current age, Maiamai maintains a symbiotic alliance with Queen Oren that has benefited both people for generations. While generally peaceful, she is obsessive of her newborns and will violently protect them. Like most Octoroks, she fears the Octorok sea god Bellum and perpetuates his return to Hyrule. Tier 2 Heroes: Krel - A highly intelligent mage who came into service of Queen Oren. He presents himself as an arrogant wisecraker, though amongst the Wild Zora he perhaps is the most loyal servant the royals have in their service. Nothing is known of Krel's origin of where he came from or what his real motivations might possibly be. He seems to have vast knowledge of the Zol slime that links the Zora, Octroks, and Parella together and how to control it. Jellyf - A very enigmatic figure in the court of the Zola, Jellyf is believed to be ancient and possibly one of the oldest beings alive in Hyrule. Jellyf uses her personal servants to speak for her, only speaking directly to Queen Oren. Jellyf's mysterious motivations raise suspicion and concern even amongst the royal court, but the turnaround success of reconquering lost Zola coves and territory since her arrival has kept any from questioning her. Tier 3 Heroes: Queen Oren - The real power that holds the Wild Zora together, Queen Oren is a shrewd diplomat and has a keen understanding of aquatic warfare. Unlike many of her contemporaries, she is more than capable of being reasoned with and has more or less become the spokesperson of her people. Despite this, is seems Queen Oren has suppressed much and is prone to huge fits of rage, fits that become so bad she'll bloat into a horrifying monster. Her land dwelling Zora cousins believe it's only a matter of time before she slips up and causes a full scale war between the various Zora kingdoms. King Zaro - King Zaro wields immense power among his people, despite this he prefers to let his wife Oren run his little kingdom and spends most of his time lounging around and avoiding his responsibilities. While not necessarily lazy, he simply has little interest in running a kingdom. King Zaro is known however, for his intense rivalry with the Zora kings of the Dominion and Lanayru Province. If there is anything that can call him to action it's the opportunity to ruin their reputation, foil their endeavors, or if possible conquer their entire kingdoms. Unit Roster: Zol - Zols are the foundation of the Zola as a civilization. These living slimes gather and spread the Zol sludge everywhere they go and large colonies of them are a sure sign that their Zola masters are only a season behind them. In game Zols are slow moving melee creatures that are capable of crawling across almost all terrain, notably cliffs and mountains. Zols split into two Gels if they are slain in combat. Octorok - Octoroks are one of the most common wildlife found throughout Hyrule. Zolas love to keep them as pets and their equivalent to guard dogs. Ocroroks serve as cheap ranged units in the Zola forces, spitting small rocks at their targets. Drudge - The lowest of the Zolas, Drudges are little more than slaves to their underwater overlords. They spend most of their lives raising and tending Octos, harvesting barnacles, and hunting and raiding. Within the Zola forces they serve as a simple Spearman unit, making them a cheap and effective way to halt enemy cavalry. Bari - These parasitic jellyfish are used by Zolas to infect and kill large beasts that they plan on consuming. They can only survive without a host for several days. They are able to shock and briefly stun their targets with a pair of dangling tentacles. If slain a Bari will split into a pair of small Biri. Tailpasaran - Another parasitic monster used by Zolas to infect their enemies. Tailpasarans are able to stay motionless for long periods of time, springing forth with surprise on their prey. In-game they are slow moving melee creatures with Camouflage. Octoballoon - These gas filled Octorocks are cleverly used by Zolas to scout out new lands to see if they are worthy of moving into and infesting. Octoballoons have a very large Line of Sight, but are at the mercy of winds and cannot be directly controlled by the player. If slain an Octoballoon will explode, hurting enemies beneath it and spawn a swarm of Puffers from its corpse. Zol Like - These horrific creatures are able to create a nearly endless supply of slime to be used by the Zolas. While their slow speed makes them very poor combat creatures, they are able to almost completely immobilize enemies that venture too close. Zol Likes spawn a pair of Zols if they are slain. Aerocuda - A small flying creature that is attracted to Zola slime. They are often used by Zolas as hunting animals. Aerocudas are very fast and can attack enemies in melee, but are otherwise quite frail. Geozard - Large and durable Zolas that serve as footsoldiers of their armies. Geozards wield crude swords and any debris they can find as a protective shield. Despite their lack of traditional armor, their slimy scales make them surprisingly durable and resistant to physical damage. Mucktorok - These Octorok monstrosities have been warped by the Zol slime into gibbering beasts. While frail, they are able to spit slime from quite a distance at targets. This slime can actually briefly ground flying units with this attack as well, making them very nasty counters to enemy fliers. There is a small chance that this slime attack will spawn an attacking Gel. Aqua Auger - Lance wielding Zolas riding on the backs of Aquamenti dragons, these Augers serve as vicious cavalry that can easily take on other opposing cavalry. Bigocto - These large Octo creatures are not quite large enough to house a Zola base, but their durable shells give them use in Zola armies. Bigoctos are very durable, in particular their are highly resistant to non-magical ranged attacks like arrows and javelins. This makes them an excellent mobile shield against archer heavy armies. Parella - The Parella function as two different units depending if they are on land or in the sea. On land they are slow moving ranged units that spit ink at enemies, temporarily damaging their Line of Sight. In the water they are fast moving and graceful swimmers that latch unto and slow down enemy ships and other aquatic creatures. Regardless of land or seas, Parella are always able to use their chameleon-like skin to blend into their environment, granting them Stealth. Geozard Chief - The Commander unit of Zola forces, armed with a large sword and shield. While predominately a melee unit, Geozard Chiefs have a secondary fireball attack that slowly charges, periodically allowing them to deal splashing fire damage. Dera Zol - These large slimy creatures wear durable shells and serve as living battering rams. In addition to their strong melee attack against buildings, the Zol slime oozed from these creatures slowly and passively deals damage to any structure in range. When slain a Dera Zol will spawn Zols. Octogon - A very large living siege weapon, Octogons are specialized Octoroks that can lob giant stones kept within their shells. These monsters are ideal for taking out turrets and otherwise heavily defended bases from a safe distance. When slain an Octogon will spawn Puffers. Sludge Sharks - A Unique Unit only available to Krel. Sludge sharks are creature units that creates Zol slime that slows down enemy units around itself. They are much quicker than most Zola units and have quite a strong bite in melee. When slain a Sludge Shark will spawn a Mucktorok. Bari Host - A Unique Unit only available to Jellyf. These Parella carry a swarm of Bari Jellyish with them, which spawn and attack enemies if the Host is slain in battle. While living, Bari Hosts allow Bari, Tailpasaran, and other Parella to regenerate their health at a notably higher rate when attached to their battalions. Feral - A Unique Unit only available to Queen Oren. These crazed Zola are kept on a leash by their own people, and let loose in ravaging packs on their enemies. A Feral can quickly tear apart an unarmored target with with claws and long tongue and regenerate any of its wounds with each injury dealt to a foe. They are also exceptionally fast and can even catch up to speedy Cavalry. If slain in battle, a Feral will spawn a Tailpasaran. Cyclops Ku - A Unique Unit only available to King Zaro. These very slow and lumbering infantry units are able to spit burning fireballs from quite a distance. This makes them ideal for burning down enemy structures as well as anything vulnerable to fire. They also sport strong shells on their back, making them very resistant to melee attacks. Aquamentus - Zola Legendary unit. This massive water dragon sports powerful rending claws, a lancing horn on its head, and short range but deadly fire breath. Its wings are quite small for its size however, and as such this dragon can only use them for extended leaps rather then consistent flight. In addition, there are several units that the Zolas cannot directly train, but are instead spawned from slain units. All three of these creatures are more or less just mini versions of existing units. Gel - A tiny version of the Zol slime. Biri - A tiny version of the Bari. Puffer - A tiny version of the Octorok. It loses its ranged attack in exchange for a melee attack, however.
    2 points
  3. Please, don't change the range of towers or CCs or u mess up the balance with CAV archers/camels again. Another idea is to make pierce damage of CCs or towers dependent from the phase. So they will not be too strong in P1 but also not too weak in P3.
    2 points
  4. The situation changes when you have 100+ unit battles, some players have complained that everything dies too fast.
    2 points
  5. I thought I already posted this but it seems not, and it's an idea I'm quite interested in so I'd like to hear what you think! What if we made it possible for allied players to donate units to one another, based on how they can give each other resources? Just like Player 1 can send Player 2 a tribute of 100 wood, they would also be able to give 10 soldiers to another faction, even a building like a tower or barracks or civic center. An extra button in the alliance menu would be available, when clicked all own units you have selected become units of that faction. This should probably be a game setting rather than a default universal change, but I'm quite interested in supporting this as an option... at worst it should be easily doable as a mod to test the idea and see how the concept plays out. Technically speaking I see no limitation: Players can already capture units from other players regardless of faction... this includes living units even if that isn't supported by default and only buildings are possible to catch, a change to the unit json allows capturing and using even enemy soldiers. When you capture a building that's irrelevant to your faction you won't be able to use it, like if you aren't an elephant warrior faction an elephant stable is useless if captured... it's then the responsibility of your ally to give you units you can use, but most are universal so soldiers from another faction would work the same way and fight for you. I think this would add a fun new level of strategy between allies based on how much you wish to help them: If I have enough soldiers but my ally is on the verge of death and resources may not be enough to save them, give them some of your troops which immediately get to work gathering or attacking. Or maybe I have an extra barracks I'm no longer using, I can give it to my ally instead... it can be in my base as there's no territory decay between allies, the ally can then train units in my area if I decide that doesn't bother me. If I'm generous or think that makes me safer, I can even donate a civic center I built or captured, useful if I don't want to focus on securing that area and would rather have an AI do it for me. I see lots of fun possibilities to how this can play out!
    1 point
  6. Hi, Great game, loved it! I started playing the tutorial and this happened twice: I finished the level and the 'End of level prompt' appeared. If i clicked on quit, the game will supposed I never cleared the level. On the other hand, if I stayed a little bit longer on the game (to upgrade and what not) and then quit, the game did recognise I cleared the level... For information OS : Debian 12.5 0AD Version : 0.0.26-3 Architecture: amd64 I could not find the logs (at /var/log....), I'll can try to reproduce it to get some data or what not, but I dunnot know what would be best for you Once again, great game ^^
    1 point
  7. keep bulding arrows random is my two cents. you fixed something that wasn't broken.
    1 point
  8. @Nobbi thanks for the suggestion on changing damage on phase ups. This is also something I have been considering for addressing the issues with building arrows at the moment. I think most would say the arrows are too strong when fully garrisoned and it leads to too much turtling at the moment. You can really see this in p1 when enough units garrisoned can be overly punishing of any attempts to rush. I get that part, but are you saying cavalry archers/ camel archers are too strong now?
    1 point
  9. quite too early for worrying. but in fact I guess the champion units captcha would be a problem for people who look for help because they can't install the game, for instance. too bad, it was a fun idea.
    1 point
  10. I'm starting to worry about newbies who won't be able to solve this captcha and will rush around the forum in a panic, not knowing where to turn for help))
    1 point
  11. yes @leopard I am taking feedback from several longtime players. Unfortunately it is difficult to agree on the path forward on a couple items, in particular the building arrows.
    1 point
  12. QALʿA-YE DOḴTAR, a vast barrier fortress with a lofty palace of royal dimensions, built by the founder of the Sasanian empire, Ardašir I Pāpakān before his decisive victory against the last Parthian king in 224 CE (FIGURE 1). It is built on a high spur of rock above a bend of the Tang-āb gorge, which is the main access point to the plain of Firuzābād from central Fārs. It is mentioned by earlier travelers (see Curzon, II, p. 228, n. 2), but Ernst Herzfeld (1926, pp. 252-52; idem, 1935, p. 95) was the first to recognize the correct layout of the fortress. Aurel Stein provided a more comprehensive description with a good topographic map of the palace, but he misunderstood the outline of the palace, and his interpretation of the building was not accurate (Stein, pp. 123-27). The site was surveyed in 1966 and 1972 on behalf of the German Archeological Institute. Between 1975 and 1977, excavations were carried out in preparation for a UNESCO restoration program on behalf of the Department of Conservation of Archeological Sites and National Monuments (Edāra-ye koll-e ḥefāẓat-e āṯār-e bāstāni wa banāhā-ye tāriḵ-i; Huff, 1969-70; 1971; 1973; 1976; 1978; 1983-84; 1993; Gignoux). https://www.iranicaonline.org/articles/qala-ye-doktar
    1 point
  13. Good Video. Good video. If they add the 0 AD period to the game, it will be a great challenge, although I imagine that many resources used for the Persians and Seleucids will be useful for them, although they should adapt it to the time period. The buildings should be similar to the Persians with some variations. The most complex part should be the civilization's characteristics, maybe they can reflect their different stages such as nomadic, expansion, and empire. Also, their diverse ethnicity reflected in the units they use, although I have found a lot of information about the composition of their armies. And I am sure they will have some technology or bonus like the Silk Road, bridge of two cultures, or trade with China, literally that benefited them a lot.
    1 point
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