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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Don't bother adding this unless you want a bunch of negative space in the structure's footprint (hint: you don't).
  2. All issues (except colors) have been taken care of. Y'all can Fetch origin and test.
  3. DE has already done this. {civ}/support_female_citizen -> {civ}/support_citizen
  4. The topless Maurya women are based on primary archeological references. I'll remove them for EA though. It's a simple change in the actor. Wouldn't want to offend anyone. The game needs more face and head textures in general. Cc0 or cc by sa face photos are hard to come by though.
  5. It is random. Sometimes you will randomly get a batch of all men, sometimes a batch of all women. All support units use orange. I didn't change anything about that (and won't in this patch). Easy fix.
  6. My thing is, wouldn't "competitive" players have all the stats memorized or at least intuited? That's what's always bothered me.
  7. That would require additional code. Out of the scope of this particular mod.
  8. @Genava55 @Nescio @Shogun 144 Specific Names for these units would be helpful.
  9. Ranged unit accuracy was greatly increased in Alpha 24.
  10. 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.
  11. I fully agree that "real world" experience is way better than simple Atlas tests. I did conclude that the archer range seems quite excessive and that meat shields and other real-world scenarios would increase their effectiveness beyond simple 1v1 unit matchups.
  12. Archers Overpowered? 10 archers vs. 10 skirmishers Units start 60 meters apart (archer max range) Theory: Skirmishers under fire as they have to approach by 30 meters Results: 6 archers left (all fully healthy) Observations: The archer range was decisive here 10 archers vs. 10 skirmishers Units start 30 meters apart (skirmisher range) Theory: Skirmishers can attack immediately, archer range nullified, strong javelin attack strength should even the odds Results: 1 archer left (full health) Observations: Remove archers' range advantage and things even out considerably; archers still slightly better, probably their attack interval advantage 10 archers vs. 10 slingers Units start 60 meters apart (archer max range) Theory: Slingers under fire briefly as they close to within 45 meters Results: 6 archers left (avg 75% health) Observations: As the slingers cost less abundant resources, this isn't a very good outcome for slingers 10 archers vs. 10 slingers Units start 45 meters apart (slinger range) Theory: Slingers can attack immediately, archer range nullified Results: 1 archer left (10% health); 3 archers left (avg 20% health), 3 slingers left (avg 40% health), 1 slinger left (50% health) Observations: Remove archers' range advantage and things even out considerably; After the first test was so close I moved some units around slightly by about 1 meter. The fact that results came down to a 1 meter placement tells me they are pretty much balanced in combat against each other. Is this desired? 10 archers vs. 8 cavalry swordsmen Units start 60 meters apart (archer max range) Theory: Cavalry under fire for 60 meters; melee cavalry should be archers' natural counter Results: 7 cavalry swordsmen left (avg 80% health) Observations: Unsurprisingly, the archers were massacred. This is a good balance IMHO. 10 archers vs. 8 cavalry spearmen Units start 60 meters apart (archer max range) Theory: Cavalry under fire for 60 meters; melee cavalry should be archers' natural counter Results: 7 cavalry swordsmen left (avg 80% health); identical results to cav swordsmen Observations: Unsurprisingly, the archers were massacred. I thought the cav spearmen would perform a little worse than cav swords due to their slower attack interval, but it didn't work out that way. This is a good balance. 10 archers vs 10 infantry spearmen Units start 60 meters apart (archer max range) Theory: Infantry spearmen in theory should fall prey to archers; we'll see Results: 6 spearmen left (avg 85% health) Observations: Surprised by this outcome. Archers were massacred by spearmen, probably because of the spearmen's double health. No spearman died until the last 10 meters of their charge. 10 archers vs 10 infantry spearmen Units start 30 meters apart Theory: Infantry spearmen in theory should fall prey to archers Results: 9 spearmen left (avg 75% health) Observations: Unsurprised by this outcome given the 60 meter tests, but this still doesn't feel right. Very unbalanced toward the spearmen. 10 archers vs 10 infantry swordsmen Units start 60 meters apart (archer max range) Theory: Infantry swordsmen in theory should fall prey to archers, especially since Results: 8 swordsmen left (avg 80% health) Observations: Archers were massacred by swordsmen, when it should have been the other way around since the swordsmen were under fire for the entire 60 meters. Conclusion I don't think archers are overpowered per se. At least not on a unit by unit basis. Their range does seem extreme though, and they only cost food and wood, so in a meat shield situation or raiding situation the results could turn heavily in their favor.
  13. I can give the art style a pass, but some of the dumbass units make me scratch my head too much. Plus some of the dumb perks like slapping units with wet tuna fish...
  14. Exactly. It's a quality of life improvement that makes the game feel complete.
  15. That UI is nice, but it's huuuuge and omnipresent. One thing I like about the video is the target flash. 0 a.d. needs this quality of life feature. I also forgot how nice of a feature falling trees are lol. I like the cloud shadows, but in this video it's out of control. Lol
  16. Literally all ww have to do is use the elephant archer mahout actor for the rider.
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