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6 points
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Implementing a feature based on slavery could make a lot of differences. Firstly, it would be much more realistic and historical. Secondly, it would bring more differences between civilisations because they didn't practice slavery in the same way. Thirdly, slaves could be much more efficient at harvesting resources. The citizen soldier would therefore be more versatile and more defensive.4 points
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I want you to picture yourself 2000 years ago, you are chopping wood in the forest, and an enmey soldiers comes up to you. What do you do? A keep chopping wood B run and cry for help C piss your pants D fight back E ALL of the above3 points
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He made an amazing job at updating the mod to the current A27 version of the main game and fix main compatibility errors. Of course, there's also the official page on Mod.io for the a26 version that other great contributors have made available: https://mod.io/g/0ad/m/millenniumad#discussion Hopefully I will be also able to assist Lopess and improve the mod in the future3 points
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Maybe I am wrong, but basically the "two-gendered citizen" mod (in A26) was getting quite close (women and men as standard citizens able to gather resources, but had poor fighting abilities). The only change instead of just depicting male and female citizen with the same gather rates (high for food, low for everything else), would be to determine a gather rate for male citizen and a different one for female, right? The only difficulty is now to allow creating intentionally a number of males citizen with a certain gather efficiency and female citizen with a different rate. IIRC the "two-gendered citizen" mod just arbitrarily added two different avatars with the same properties.3 points
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I worked on 8 colors for the players. Background colors are reserved colors from the original game. I took the chart background, the font halo, trees and terrains. To get one color for each I blurred the terrain. To get 8 new player colors I used some approach with CIELAB which should be better than HSV. CIECAM02 should be even better. In this python script a color distance is calculated. One can compare the numerical value from player vs. background and then player vs. player. Since this is also subjective the colors are then plotted. On this plot one can see and compare if this colors look good and are distinguishable next to each other. These are the colors I arrived at: [40, 80, 160], [180, 59, 73], [227, 119, 194], [200, 189, 16], [148, 0, 235], [255, 127, 14], [23, 190, 207], [115, 0, 84] This topic is very important for silhouettes in the forest. But there was also a incident where 2 players captured my cc, the capture bar seemed still over 50% but one of the players had a similar color to mine so I actually missed the 50% mark. I do NOT accept this loss. It was a fault of the game. color_by_distance.py3 points
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2 points
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Buenos días o tardes; -Aquí la actualización de los Arsácidas(Parthians) (Se describe el imperio ,como uno extremadamente rico, con hermosas ciudades, y quiero reflejar eso) -Me inspiro en las ciudades fundadas por ellos (Nissa, Ctesifonte, Hatra...), no en las conquistadas, así parecen más únicas, originales y auténticas. -También @Lopess y yo pensamos en un bonus o tecnología especial, que los edificios tuvieran dos fases; Fase 1 o "nómada" con yurtas. fase 2 o “sedentaria” con construcciones de piedra. -Cuando construyes cada edificio, aparece como una yurta, y cuando eliges uno, pagas un extra, y ese edificio específico cambia (cambia su aspecto al de piedra,ya no se puede desmontar y trasladar,se vuelve más fuerte, tiene más área cultural, genera más población, más rango de visión, con algunas tecnologías más... etc.) (Para reflejar su cultura seminómada...y darle una jugabilidad interesante) -¿Qué opinan? Disculpen las molestias*2 points
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2 points
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we are working on that in historical too. Maybe share on server how some of the civs practice it differently?2 points
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Honestly, it was probably one of the clumsiest and most immature changes ever made. Currently it is a hidden feature most new players won't see and understand. The information is buried in the manual and the list of hotkeys. Clearly, it should have a button in the UI. Don't forget that you're in a bubble and that other people don't follow all your discussions all the time.2 points
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Why? If this is not just an opinion you wanted to share with us, but an argument, you have to convince others that this is true. I mean, the current system makes sense logically; every man that can work as a lumberjack or miner can also be called to fight in war. Those conscripts would not be the best fighters, but they would be plentiful. Professional fighters on the other hand cost lots of money, but are a lot stronger. Those would be mercenaries and nobility/bodyguards/temple guards. Ingame, the second category is represented by champs. Ok, that was my cent about the logic part... but how about gameplay? In his original post, @Deicide4u mentioned that the cs concept was which I interpreted as the first argument, even though it is (merely?) an argument of personal opinion. I am not sure how many people that come from AoE have this opinion (I myself dont), but if you like the way AoE did it, why not stay in AoE? (And I dont mean to tell you to leave, we all love to have more people here, but sometimes certain games just arent made for certain people). It was continued on with which is presented as a desirable goal without argumentation, while simultaneously already being the case; champs and mercs are fighting units, cs are just poor citizens you told to get a sword and fight in your war. As a third point, we have the feeling that 0ad starts too quick; and this point, I actually agree with, but its just a design choice/preference issue. Many players love the fact that a 1v1 round of 0ad only takes between 5 and 20 minutes. (while a 1v1 in AoE can easily take up to an hour) Lastly, I want to ask a question; Why is it a problem if "booming equals turtling"? This is only really an issue if you accept the notion that there needs to be 3 types of strategies (booming, rushing and turtling), which have to be differentiateable and counter each other. But why would 0ad have to follow this notion? What exactly is the problem with the gameplay right now? (in your eyes) I already commented a bit on the way I see it, but I will reiterate; which is true, but doesnt mean you lose the fight, if you catch your opponent by surprise or use stronger units (mercs, naked fanatics, cavalry), or just have better upgrades since you went p2 sooner. here I unfortunately chose the word "soldier" to refer to a citizen (cause they are citizens foremost and soldiers secundarily). But I still dont see this as a problem; as @Deicide4u pointed out, you dont want to give the player a unit thats too versatile right from the start.2 points
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Just tested historical mod playing Spartans and they have a similar system with their Women, Helotes and CS: Women and champions can be trained in the CC while Helotes are trained only in a separate building. Champions cannot do anything except fighting (but they do it very well obviously ), Helotes can both gather and fight. Oh, and CS are trained in separate camps. Seems logical and diverse enough, at least for Sparta.2 points
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Link to the original, if anyone is interested: https://github.com/0ADMods/millenniumad It's obviously out of date.2 points
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It also boosts the gather rates by 20%? I remember seeing higher gather rates for economic citizens on the Structure Tree when I tried to "glue" it on A27. An icon next to the Female Citizen? But, that will just confuse people. We can just reuse the mod and lower the CS gather rates for food and wood. Maybe even for all resources if the testing phase allows it.2 points
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2 points
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2 points
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Default is now to attack buildings (as of A27). Press the "Capture" modifier (by default it is "C" key) and right-click on a building you want to capture.2 points
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2 points
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@Grautvornix Could you make a clean install, e.g. uninstall the game through the windows tool, and then reinstall? Just to see if the warning you got was because of the old installer.2 points
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No counter if you play romans , you should find another way than fight Produce gladiator unit, the special unit roman in the secret building ARENA, they have a bonus against all champions but you can only produce 20 by building. --- This Selucid/Persian champion makes no sense. It costs 10 more metal, but it has 3 more range and additional resistances (Kush, Ptol, Macedon, Gauls, Han, Carthage). And since we wanted to unbalance as much as possible, we also added the possibility of having a technology that increases health by 20% for these two civilizations. Their only drawback is their slightly reduced movement speed; I don't think it's enough to balance the unit with other equivalent units. I also won't go into the topic of hero bonuses or population. The Selucids are OP, but the Persians are their OP big brothers in Cav. You can have 20 more guys in your economy to spam the best unit in the game, in addition to having better heroes and discount on stables building. If you play CAVs, the Persians are better; if you don't, Selucid CAVs. So even if you manage to match your opponent's numbers, you'll be at a disadvantage because this poses a major balance issue. This is especially true for maximum population. I've said this before, but knights can overlap excessively and will concentrate their attack on a small number of units.2 points
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2 points
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I would prefer forts not to have a too a central role in 0ad. I actually like having the choice of not building any to go aggressive vs building it if I plan to defend. Putting units trainable in the forts reinforce the need to just build it whatever, and therefor you play a bit more every game with the same build. Regarding balance, I think a framework for balancing should be worked on. It would be interesting to make relation graphs to have clear views on what are each unit role. Below some example with some existing relationship between units in 0AD (A27 stats, they rounded but they are actually real). Power is dps * hp (after converting armor to hp equivalent, so it does take into account armor, thoughts if hack and pierce armor value are different, a decent mitigation is to use the average of the two), so for jav above, it doesn't account for the accuracy gains.2 points
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Some models are amazing, others I think are exaggerated. It would be nice to make a different texture for this civ.1 point
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To offer a brief clarification, I am not saying that this is a necessarily bad thing. Many popular game series like Starcraft and Age of Empires reward players with high APMs. I also would note that of my albeit brief time playing the latest alpha, I have had fun; this is not about whether 0 AD is a good or bad game. That said, it is a fast game, with a casual player like myself feeling like I am running something more like a factory than a fledgling city. The reason I think this is important to note since 0 AD's vision contradicts the current game state. To consider this looking at training times shows at least in part why the game is fast-paced: Looking at 0 AD, women train in 8 seconds, infantry in 10, and cavalry in 15. Age of Empires II Villager training time: 25 seconds. Starcraft Probe training time: 20 seconds. Starcraft II Probe training time: 12 seconds Age of Mythology villager training time: 15 seconds. Age of Empires III settler training time: 25 seconds. Age of Empires IV villager training time: 25 seconds. Considering that aside from champions, all units have economic roles, training times should be significantly increased for all citizen soldiers and women. If we don't even consider batch training, which accelerates training even more, the early game becomes a frantic rush. Assuming that a player like myself starts by training women, something I think is intuitively sensible since they cost half as much as soldiers and produce the same economic output, the player is pressed to put all of them towards food production to maintain production before needing to rapidly pivot to wood to allow for the building of houses, eventually the barracks for citizen soldiers, and lastly farms for when berries inevitably run out. The barracks snowballs this even further, and the fact that a technology at a house makes you able to churn out even more women means that population growth feels exponential. I'm sure that there could be much better ways of playing, but intuitive way feels surprisingly intensive for what should be the most relaxed part of the game. I would advise at the very least increasing the training time of women to be 15 seconds. Infantry could take 20 seconds to train, and cavalry could take 25 seconds. These numbers, I would note, are a modest increase, and I would still argue that the game would feel fast paced. If we truly wish to make it game that does not force you to multitask too heavily, bumping everything up another five seconds could further help. These numbers are hardly perfect I'm sure, that's what playtesting is for, yet I think they would bring the game more in line with the game's vision.1 point
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1 point
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Meh I think it can be done pretty nicely with good impacts on how the game is played. So it’s certainly worth trying out. When I get an SSD and time, I’ll set up something in a com mod version. I'm sure it will have balancing consequences.1 point
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And what do you want from those "30 people", other than that they should kiss the feet of you and the other 10 people that complain about the core gameplay? Hehe. But no, please keep giving feedback on everything you see that could be improved (but stay civil in the discussion. This game has as much of a mp fanbase as a sp one).1 point
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Why? it is very useful because it allows players to focus on micro instead of checking training at home If we return to the times before autotrain, people will spend way too much attention in building eco and not as much rushing/early engagements. Furthermore, many semi decent players will suddenly become total noobs. Autotrain makes the learning curve of the game less steep so that out player base can grow. In any case, you just don't use the feature yourself1 point
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1 point
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I managed to solve the problem, it seems that the problem was occurring because civilization begins without a civic center and in technology it had to have the first phase and this was generating conflict, after I removed this it worked1 point
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Community Mod, if the change is approved by the main balancing/gameplay team. Otherwise, other mod or as an addition to "Two-gendered Citizen" mod. It would encourage earlier raids, as CS are now bad at collecting wood so you are forced to make pure eco citizens (who are weaker) if you want to boom. You'd still have to mix eco and military units if you want to play it safe, it's just that now you are hurting yourself economically while doing so (as you should).1 point
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Thank you all for your input. The thread was opened to discuss the current meta and find a way to add more choice in the early-mid game. I propose just two changes for now, so you can ignore the drastic changes mentioned in the OP post. 1) Add a new male economic unit (Male Citizen). Give him the same gather rates as the current ones for CS. 2) Lower CS gather rates for food and wood by half but keep the stone and metal gather rates for now. We can discuss further changes once these get tested. AI should also be adjusted to train this new male citizen and avoid using CS for food and wood (use CS only for mining).1 point
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1 point
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1 point
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Works seamlessly as intended now, that was it! Thank you very much!1 point
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1 point
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See https://github.com/oSoMoN/0ad-snap/issues/1 You might try to use the PPA instead.1 point
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Based on numerous requests, I went ahead and made a mod to add 2 genders to "Citizens" in the game. It is based heavily on my work on Delenda Est. The Two-Genders mod does not change any stats, only converts the "Female Citizen" unit to a unit that uses Female and Male actors. The only civ that keeps Female Citizens is Sparta in this mod. It is compatible with Alpha 24 and can be tested by anyone with that release. If successful, this may be folded into the main game's repo at WFG's leisure and discretion. DOWNLOAD THE MOD HERE, FROM GITHUB.COM: https://github.com/JustusAvramenko/0-A.D.-Alpha-24---Two-Gendered-Citizens I will maintain/curate the mod and commit fixes for any problems you guys may find. Also, if you are familiar with GitHub, feel free to submit Pull Requests to the link above.1 point
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Bumping this to ask is it possible to make this compatible for A27? For all of us who like to use only economic units for...well, economy. EDIT: This mod can very well check some of the boxes from this thread:1 point
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1 point
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If we change the 3th heroe of Maurya and we imagine some little change maybe we can remove the 10% POP. For example : -Maurya can build the building for train heroe in P2. in that way they have a better boom with discount tech and time reseach. Or they can use the other heroes for other strategy. -The 3th heroe we give something related to armor or attack damage. But the unit is still on foot for increase the infantery army option. +2 armor infantery or 20% attack damage in circle for infantery. They do not depend on stone.(bad on some map but good in basic map, focus more on wood tech) The place keep the territory, that unique. And the worker elefant too. Btw the food collect rate for cav is too op, we should nerf it a lot. 5x is incredible. We should have X2 for all units. No reason a cav collect faster, the unit is already faster.1 point
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Hi @Grautvornix, I have updated the mkensis executable on the builder for installers. I have generated a test installer for the upcoming 27.1 release. Could you try and see if this one starts? https://jenkins.wildfiregames.com/job/0ad-patch-bundles/13/artifact/0ad-0.27.1dev-win32.exe1 point
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1 point
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i mean the whole point of your base is to defend it as much as possible, if the radius applied anywhere then yeah that would be OP but since it would only be within territory that would be fine1 point
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1 point
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Me alegra ver aún una comunidad ávida de trabajar en este juego, con gusto probaré el mod1 point
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Celts, Hellenes, Gauls, Celtiberian, Carthaginian, Romans The assets are still available for mods to use and we can resurrect them in some mod.1 point
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Very cool. Le faltan banderas o banderolas el concepto está excelente.1 point
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Improving the Farmstead. I'm wondering if someone could bake a new AO for it. I've tried baking AO's before and mine have sucked. lol1 point