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4 points
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I just make the PR https://github.com/JustusAvramenko/delenda_est/pull/70 that enable the summary work again and the game itsel work in current development phase :), let me know4 points
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but do they have to be twice as fast? wouldnt 1.5× or even 1.3× as fast be fast enough? I feel like this would be an unnecessary "unification" of playstyles across different civs. A civ with good defensive options could (if walls, forts, towers werent so bad) secure their eco without needing to keep troops at home and force the enemy cav to take a fight by attacking the enemy base. Then the cav die to normal spearman and no "quick" counter unit is necessary.4 points
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The Release Candidates are available for Patch A27.1 You will find them at https://releases.wildfiregames.com/rc/ with the -rc1- infix. The list of fixes with respect to Alpha 27 are updated in the top post of the thread. The bug with flood maps is not being worked on, so it will not be fixed in A27.1, we do not wish to delay the patch release further. We may do a A27.2 for this issue depending on timing. The OOS experienced by ffm cannot be reproduced (after investigation in PM) and may have been caused by the local complication environment. Let's keep eyes wide open for this one during the testing of RC1. Thanks for your help!2 points
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I'd really love the ability to select the Phase in which the game commences. This would allow for a wider variety of singleplayer and multiplayer playing styles. It's a common feature of many games with technology or research phases. For me, I'd like to jump right into military composition, battle tatics, etc. without all the "boilerplate" of unlocking my civ's champion units and siege units. I'm wondering if there's a console command or config file I could tweak or some other hacky workaround. Also, as a programmer, I'd be okay with contributing this feature to the Matches UI.2 points
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Solution? Be the host, or just play 1v1.2 points
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ok, the new version is released in the mod downloader!2 points
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During multiplayer the trick gets displayed while your game loads, then you go in to the game and wait for the other players. One could make it so that you can still display that trick, so one can finish reading it while the others connect. But you should also be able to check your base, where trees are etc. There's a important typo in 0ad/binaries/data/mods/public/gui/reference/tips/texts/select_wounded_units.txt The hotkey is "O" (the letter) not "0" (zero). These are my tricks I'd like to share. Could maybe be phrased better and/or shorter. I made 3 tricks in a series called "Fight, flight or let them ride?". It seems a bit obvious, but it's important and a lot mistakes are made here. I split it up to 3 so one can read it hopefully in one loading screen. (Fight) Fight, flight or let them ride? If there's a fight going on nearby between two equally strong factions and some units are gathering resources they should definitely join the fight. If all units are occupied fighting any additional unit: -receive no damage at all -can deal additional damage It is very crucial to have the higher numbers in a fight. (Flight) Fight, flight or let them ride? Estimating army strength is crucial. If you notice a enemy army gains a slight upper-hand running is often the best choice as your disadvantage will only grow bigger. Only keep fighting if you are willing to sacrifice more units than your enemy for a very good reason. Don't expect that a bad fight turns better on it's own. (Let them ride) Fight, flight or let them ride? Assume a small group of attackers run around your base. Do not overreact and send too many men to chase them! Running units are not productive. If your enemy has a few units running and a few producing while you have all units running your enemy will flourish. In a fight you want to keep the upper hand though. A seasoned commander reacts to these situations in appropriate way. Anticipate supply and demand. When all men go to battle consider moving some woman from the fields to replace male wood gatherers right away. Garrison forts! A battle is going on. Garrisoned units in forts, civic centers and towers can safely deal damage from within the building. Garrisoned units usually deal less damage from within the building. Select wounded units with "O" and garrison them preferably. This way they avoid soon death and can serve you longer. You can repeat this while the fight is going on. Once the fight is over they may be able to heal up and be stronger than new units through their gained ranks. Teleportation: Units can enter and leave buildings from every angle instantly. You can use this behavior to transport units over the distance of the building. Command the units to enter the building, set the destination with the way-point flag of the building, with the building selected hold the U-key. This can be helpful e.g. for ranged units to gain some distance from melee units or vice versa for your melee units to close the distance to ranged units.2 points
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As you can see from this thread, a consensus will never happen as for the solutions @real_tabasco_sauce makes the all the balancing PRs that get approved by the team atm. So rly it's almost about convincing him. With current production stats (cost, prod time..) more durable units actually makes the game feel more spamy. This because there are much more situation where both sides can sustain sending troops on the front-line, replacing dying units by new one for a long while. Since melee re-balance, this happens more rarely, as battles tend to play out slightly faster. I'll maintain that it did have a positive impact on the gameplay, also because it put less importance on sniping making other things matter more.2 points
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I believe the best way to balance cavalry is to eliminate the "blending in" or stacking of units on top of each other. In other words, make the unit collision work as it should. This would make it impossible to have a 30 spear cavalry death ball in just one tile. It will also nerf the range advantage that some champion spear cavalry currently has.2 points
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don't know why you'd say that. Compared to last year, the model has improved and also apparently acquired some understandment of the game, but still the strict majority of the recommendations given in that answer are trash.2 points
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Speed. I think all cav could use a nerf. Setting their speed an about equal to fanatics seems about right with melee cav being slightly faster and range cav being the same as fana (also, would make fana a better counter, which I think it needs to be) also, what exactly is the 3x counter? (Just want to make sure everyone is on same page) kind of related, but melee inf should get a speed boost too. But that’s more of a range vs melee balancing issue.2 points
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1 point
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Solutions: 1. Keep suggesting balance to the host until everyone agrees 2. Don't let trolls in. You question unknown users until you are sure that they are here to play and have a decent level. A good question to ask is " how many pop at min 10" 3. Choose civs wisely. Don't do random civs1 point
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There is a huge range of skill levels in the lobby so it's often impossible to balance teams perfectly. Even if the player skills are balanced, civs and counter units screw it up again. Having broken champ cavs doesn't help and civs not having basic counter units make it worse. Furthermore, you get smurfs misreporting their level or noob players claiming to be pro just to be allowed into a game. And then there is Geriatrix trolling you with new accounts every day, in which he plays badly on purpose or throws tantrum and ruins the game for everyone. It's also possible for a theoretically stronger team to lose badly because one guy throws the game or if someone ragequits.1 point
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There are some efforts. The 1v1 rating in the lobby is a elo rating which could help to some point. A strong player in 1v1 is not weak in team games. Weaknesses: Not everyone plays regularly rated 1v1s and some have low elo on purpose (for fun). Smurf accounts start again at 1200 or they gained their elo years ago and don't play rated again. Local ratings mod rates the players based on their scores. This score usually is skewed for some players. ValihrAnt e.g. is one of the best and rated mediocre. One could develop this further and check where the score lacks. But it would always be a system where you expect a player to act in a way and not rate how successful the team actually is. Local ratings with elo or glicko-2 rating based on pure wins of teams do not get enough games to divide good and bad players from 4v4 games. I did a sketch of this, the results weren't satisfying. Maybe it would work if the databases of 4 heavy players join their databases. A team lobby rating like the 1v1 might work, is untested though. This would also require that games are often labeled as rated. Some players do indeed complain a lot until their team is very unlikely to lose. Ideally the player would lose and win 50% of the games and just rank up in the rating.1 point
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Hi there, I assume that the problem could also lie in the diplomacy settings (i.e. "Are they really an enemy?"). When setting up the match, make sure that their team number is different from yours (or there can be no team number assigned to both players). If the diplomacy mode is enabled (meaning if it's allowed to change your teams during the game), you can try opening the diplomacy setting (icon somewhere in the top right corner) and check if the AI is set to Enemy and not Neutral.1 point
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1 point
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1 point
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Ideally it would be nice if it was extended to: Nomad Village (standard start) Post-Village Town Post-Town City Post-City And then be compatible with mods which have more phases, such as Delenda Est, so: Empire Post-Empire Post- means that all of the techs up to that point have been auto researched. Only exception is paired techs. In that case, resource and time costs are set to 0 and all the player has to do is click one out of the pair they want. Do, Post-Town would mean every tech in Village and Town are automatically researched for free. Make sense?1 point
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1 point
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Sorry if it was already proposed: Asymetric victory conditions For example on "White Cliffs of Dover" the invading units have to build a settlement. Instead of conquesting the Britons they could prove that they have a stable settlement by building a wonder. The condition would then be Team 1: conquest the invadors Team 2: conquest the Britons or build a wonder When "Asymetric victory conditions" would be in place it would be easy to build a tower defence scenario. Team 1: keep the wonder for x time Team 2: destroy the wonder Should something like that be in 0 A.D. or should it only be in mods? Is there already a map which does that?1 point
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No, there is no extra benefit. There is no difference. All garrisoned soldiers give the same amount of arrows. Place archers either behind the fortification so they can pelt the enemy from afar, or inside the Civic Center/tower/Fortress. Preferably the later, as archers are very easy to kill.1 point
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Any garrisoned citizen soldier or champion adds to the arrow count of those buildings. Garrisoned women don't add any. Try to send them into houses, instead.1 point
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Reinstalled the game twice, and no luck, Vulkan crashes every time when starting a game, OpenGL works fine. Before installing Alpha 27, I had the pre-release of Alpha 27(0.0.27-rc-27645) and Vulkan worked just fine, to confirm, I uninstalled Alpha 27 and reinstalled the pre-release and Vulkan works fine. If it helpful, game was installed on a Acer laptop with a 5700u. This is the message that pops up when the game crashes. Much to our regret we must report the program has encountered an error. Please let us know at https://gitea.wildfiregames.com/0ad/0ad/issues/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths Details: unhandled exception (Integer divide by zero) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set)1 point
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Yes, correct for both. Units are only broken when enabling GPU skinning during a game and it seems to only effect current units, and when their broken, they don't even look like units, they look like never ending lines of color I re-enabled GPU skinning during a game to get a screen shot of broken units looking like never ending lines. Tried getting a screen shot of the units after restarting the game with GPU skinning enabled, but weirdly, instead of getting with units with artifacts(different from the image, more the units not rendering correctly) the game closes with no error message as if I opened task manager and closed the game. Tried restarting the game multiple times with GPU skinning enabled not toughing any setting, and game starts to load then closes with no error message. I opened the game, disabled GPU skinning, exited the game and reopened and it back to working normally. So diffidently an issue going with the game and my hardware not liking each other as the game works flawlessly on my desktop.1 point
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Nusantara, Nusantara1 HaveToLucky HaveToLucky1 be aware of all these accounts, they are all teh same and he is trying to make new accoutns with perfect records. He just quit rated game with the HaveToLucky1 account, after losing 2 rated games with Nusantara1. Its a 1200 player trying to look better than they are.1 point
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1 point
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in my experience, larger maps are stronger for cav because there is more space to exploit the speed difference.1 point
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Ranged cavalry are already within that range (x1.3-x1.6 of inf equivalent) melee cavalry have more and I feel it is smart gameplay-wise as melee cav intuitively can be used to: engage backlines be able to counter ranged cavs raid with comparable effectiveness as skirmisher cavs. All 3 scenarios require melee cavalry to have this additional speed.1 point
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I’ve left it alone so far. Or are you saying it should be lowered? everyone chill out, these aren’t final! I’m setting up some stuff in the community mod. If we spend some time testing seriously, we can figure out what works and what doesn’t.1 point
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I like this strategical discussion. It's important to clarify what "we" want before you/we do any changes. Regarding this, my opinion is that more durable and fewer units on the battlefield what makes good RTS. More micro abilities not just Attack move and few target-fire clicks... It seems 0AD is too spamy now.1 point
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I prefer this. We make cav because we want speed. Otherwise, who would do cav when inf is cheaper and more useful as workers? Definitely not. Units die too fast now and we just see people getting vapourised. 2v1 or bad fight = instant death -> more demanding on good ally and pocket -> less tolerance and more toxicity -> more DoctorOrgans behaviour + exclusion of newer players @real_tabasco_sauce please reconsider the bonus on spear cav against other cavs. The issue is, most civs don't have spear cav. So as soon as someone makes a dozen spear cav, these civs Gaul, Brits, Athen, Maury, Sele are banned from using cav (unless they spam spear champs in P3). Is this what we want? Suggestion: due to the special nature of spear cav, we should give every civ a counter unit, e.g. fanatic, or just give every civ a spear cav option.1 point
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@wraitiiNothing big, but, maybe it is time to change the title of this threat? (I'd suggest to remove reference to A26 as people may believe this is outdated which is not true at all)1 point
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Basically I think what would be nice is to have cavs used for their mobility, and not a unit that will always be the best suited in all situations as main core troop. To keep melee cav skirmishing still possible they need to have mobility, but being less effective then infantry to fight as front-lines. Restoring x2 spear cav vs cav would also make them a good choice when needing to counter ranged cavs. Strong counters is a easy way to make units more balanced overall because one player can... counter... any unit "abused" by it's opponent.1 point
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UPDATE: Version 0.8.2 - The price update interval on the Market was increased from 7 to 10 seconds. - Barter has 10 times less influence on the change of prices for resources. Thus, reverse barter deals aimed at raising or lowering prices will be unprofitable for the player. At the same time, players have the opportunity to: 1. make highly efficient barters during price jumps. 2. barter resources on roughly equal terms with other players. Examples of prices at the start of 2 games1 point
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Sounds good. I'm a little worried the 3x counter will be too much against CS cav. But we will see and adjust, if necessary.1 point
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Trying to make the maiden guard units for maury more interesting: archer: 100 wood, 90 metal 1.75 sec fire rate 90 hp, higher pierce armor, lower hack armor faster move speed and accel less range less attack prepare time swordswoman: 100 food, 90 metal lower hp less pierce armor higher hack armor faster move speed and accel https://gitea.wildfiregames.com/0ad/0ad-community-mod/pulls/70 1546905375_ScreenRecording2025-06-15171601.mp41 point
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3x spearmen/pikemen against cav. @chrstgtr @Arup I agree with you both on speed. Im doing the cav counter (2.5x to 3x) since it was widely requested earlier, but I’d like to experiment with some speed balance in the future.1 point
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Need a strategy? Just ask ChatGPT and it'll do a (half) decent job. I asked it to generate an effective strategy guide for Romans and this is what I got (minus a bunch of emojis): Here's an **effective strategy guide** for playing the **Romans** in *0 A.D.* (vanilla), focused on beginner to intermediate players but with advanced tactics sprinkled in. The Romans are a **late-game powerhouse**, so this guide will help you survive the early game, snowball in the mid-game, and dominate in the late game with elite troops and siege. --- # **Roman Republic Strategy Guide – 0 A.D.** ## Phase 1: Early Game (Village Phase) ### Objectives: * Build a strong economy * Advance quickly to Town Phase * Start teching for infantry and military upgrades ### Build Order (Start with 3 women on houses): 1. **Train more women** (fastest gatherers for food) 2. Send: * 3 women to berries * 3 men to wood * 2 men to build a house → then wood 3. Build a **Farmstead** near berries for gathering bonus 4. Build a **Field** early (once berries are low) 5. Build a **Barracks** and **Blacksmith** when wood allows **Tips:** * Use your **Scout** to explore the map and find huntables/mines * Romans can tech efficiently — prioritize economic techs in the Farmstead and Blacksmith * Transition to **farms + mining** early --- ## Phase 2: Mid Game (Town Phase) ### Objectives: * Expand economy with more women and resource diversity * Tech up to stronger units (Principes, Triarii) * Begin training military and expanding territory ### What to Do: * Build a **Market** (for trade + resource balancing) * Train **Velites** for early defense or harassment * Start mining **metal** and **stone** for upgrades and siege later * Research: * **Military upgrades** in Barracks and Blacksmith * **Economic techs** (farming, mining, building speed) ### Army Composition: Start forming a small army: * 10 Velites (javelin throwers) * 10 Hastati or Principes (anti-infantry) * 5 Triarii (anti-cavalry) **Tip:** The Romans don’t dominate in cavalry — **protect your flanks** with Triarii and use **infantry and siege** as your main tools. --- ## Phase 3: Late Game (City Phase) ### Objectives: * Dominate with elite infantry (Legionaries), siege, and fortifications * Crush enemies with Roman discipline and siege power ### Infrastructure: * Build **Fortresses** for unit production and map control * Build a **Siege Workshop** to produce: * **Ballistae** (anti-tower) * **Battering Rams** or **Scorpions** * Use **Temples** to heal your units and heroes * Train **Heroes** like **Scipio Africanus** for strong military buffs ### Final Army Composition: * 20 Legionaries (heavily armored swordsmen) * 10 Triarii * 10 Velites or archers (depending on opponent) * 3 Ballistae * 2 Rams or Scorpions * 1 Hero **Tip:** Don’t forget **armor upgrades** from the Blacksmith – your Roman troops shine with high defense and morale. --- ## Tactics & Combat Tips * **Roman armies are slow but tough**: March them as a solid formation, backed by siege. * **Use Legionaries to soak damage**, while siege units break buildings. * **Push with Fortresses** in forward positions to secure map control. * **Zone control**: Romans are great at holding chokepoints and fortifying map areas. * **Attack timing**: Don’t rush. Once your Legionaries and siege are ready, hit hard. --- ## Pro Tips & Advanced Strategy 1. **Territory Push**: Use Civic Centers + Fortresses to “creep” across the map. Control mines and choke points. 2. **Countering Cav-heavy civs**: Triarii are cost-effective and deadly to cavalry. 3. **Booming Option**: Romans can also go economic heavy and delay military with strong late-game payoffs. 4. **Tech Advantage**: Use Blacksmith and Market wisely — Rome benefits from being tech-rich. --- ## Common Mistakes to Avoid * **Neglecting economy early** – Romans need a solid eco base to get to their power spike. * **Overusing cavalry** – Roman cavalry is okay but not elite. Infantry and siege are your strength. * **Ignoring siege units** – Don’t try to brute force walls with infantry; use ballistae and rams. --- ## Optional: Mod Tips (Delenda Est) If you're using the *Delenda Est* mod, Romans become even more historically detailed with **Marian Reforms**, **Cohorts**, and new tech trees. You'll get even deeper control of the army evolution from Republican manipular lines to professional Legions. --- Pretty neat, huh?1 point
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Maybe we should adjust the answer to the corresponding FAQ. IMO: Abandoning the alpha-versioning doesn't mean the community is resilient enough for a murderous increase of players and need for moderation due to a listing in Steam etc. I take over the 'disgusting place'-argumentation of @Seleucids. Have you used the search function of the forum software with the query 'steam'? There are many more arguments than the ones stated in this thread.1 point