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Nescio

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Everything posted by Nescio

  1. The top of the walls following the slope of the terrain, units walking on top of the walls, and siege towers putting one's units on top of enemy walls are three things I wish 0 A.D. had too. Even those palisades look more natural (no “palisade towers”).
  2. Indeed, butchering animals should be compared with butchering animals, not with growing grain, picking fruit, or fishing. For comparison, the current food.meat gather rates are: basic cavalry: 5 advanced cavalry: 3.5 elite cavalry: 2.45 female citizens: 1 slaves: 1 basic infantry: 1 advanced infantry: 0.7 elite infantry: 0.49 Furthermore, cavalry has double the default resource carry capacity (20 vs 10) and melee cavalry twice the walk speed of their infantry counterparts (ranged cavalry a bit less). If you want to maximize your food income, don't w
  3. This would allow elephants to have a melee attack and have independently acting archers, javelineers, and pikemen on top, wouldn't it? If so, great! This is something many people have wanted for years (also for chariots and ships).
  4. What do you mean? One for towers and one for fortresses?
  5. Some limits are functional, e.g. war dogs have an entity limit (of 20) because they require 0 population. Domestic animals ought to have a limit too, to prevent lag: https://code.wildfiregames.com/D3777 Towers and fortresses are already limited by their costs and minimum distance; having an entity on top of that is unnecessary, I agree: https://code.wildfiregames.com/D3778 Why not? You already found the simulation/templates/special/player/player.xml file, just insert: <EntityLimits> <LimitChangers> <Fortress> <CivilCentre>1</Civil
  6. https://code.wildfiregames.com/D3776
  7. All archers have the same attack time in A24. (I agree it looks a bit fast, hence https://code.wildfiregames.com/D3672 .) You might like https://code.wildfiregames.com/D3755 and https://code.wildfiregames.com/D3758 ; they need more testing, though.
  8. Yes, that raiding is harder and archers and defensive structures are more effective in A24 is at least partly the consequence of changes made to discourage the so-called “dancing”. Units received a patrol wait time of 1 (I guess that's in seconds) and infantry a turn rate of 8, cavalry of 5, elephants of 3 (and that's in radians per second, don't ask me why).
  9. Look what I managed to build with your mod: I can't say I like the hard limit of only 3 fortresses and 10 towers: that might be sufficient for the tiny map size, however, some people play on giant. Nor am I fond of the wall changes, trebling the stone cost and build time of walls (long and medium have the same time) while halving their health. Also, it seems you ignored the differences in resistance levels when lowering structure health.
  10. This discussion is getting rather specific, perhaps it ought to be split off. I also like to point out there will always be an unit that's considered most effective, every release. First of all, I never claimed those tests are representative: quite the contrary! In games there are simply too many variables. One can't work out the exact outcome of a game on a piece of paper; if that were possible, the game would be rather boring. It's exactly the unpredictability that makes games enjoyable. Besides, how something is tested determines the outcome. For instance, I tested with ba
  11. Yes, many templates have been renamed in A24, with the file paths better reflecting the entities. One can gather stone from rocks, from ruins, and from treasures; all three have different gather rates and could be gathered by different units, in principle; hence why their file names correspond with their resource subtype. Likewise, we have fish and fruit, not food.
  12. Soft counters, yes please, hard counters, no thanks. Generally speaking, a combination of different unit types ought to be superior to an equally large group consisting of a single unit type. As for ranged troops, I created a blank map and ran a few tests, here's the outcome: 20 infantry archers vs 20 infantry javelineers → archers won, 10 surviving archers 20 infantry archers vs 20 infantry slingers → archers lost, 2 surviving slingers 20 infantry archers vs 20 infantry pikemen → archers lost, 11 surviving pikemen 20 infantry archers vs 20 infantry spearmen → archers lost, 12 survivi
  13. A few proposals that could definitely use more testing: mercenaries: https://code.wildfiregames.com/D3699 camels: https://code.wildfiregames.com/D3735 javelineers: https://code.wildfiregames.com/D3755 Yeah, only few people have sufficient perseverance to set up the svn version. Mods can certainly help reach a wider audience.
  14. It was not meant as an argument. Setting up the svn development version is not easy for everyone, I'm aware of that, and I fully agree regular previews could greatly help. However, that's beside the point. Development of Alpha 25 started a month ago and it has already diverged from A24, on some points more than others. While many things can be tried out in mods, not everything can be emulated. Hence why I mentioned 25000. If you play A24 (stable) and A25 (svn) alongside each other, even for a couple of minutes, you'll already experience a difference.
  15. Actually, that has already been implemented: https://trac.wildfiregames.com/changeset/25135 Furthermore, wall towers can no longer shoot arrows in A25. I've also written a somewhat similar mod for A24 about two weeks ago; more feedback is appreciated: https://wildfiregames.com/forum/topic/37312-balancing-defensive-structures-test-mod/ Yes, I fully agree, this had quite a large impact. I don't know what would be appropiate rotation values, a lot more experimenting and testing by competitive players is needed for that; feel free to write a patch.
  16. People should really play the svn development version, a couple of things has changed already, especially 25000 greatly improves wood gathering. Why only wood?
  17. Yes, please! I too have wanted such an option for a long time. I don't know how difficult it is to make it an option, though. Maybe something for one of the visibility mods (@badosu, @ffm2, @Langbart, @nani)? Doing it by default is quite easy, actually; it's already done for heroes. I've written a mod for A24 that does that for all units (including animals) and also for fruit, because fruit can be quite hard to see on some terrains. Here's the mod: overlays.zip How it looks in game:
  18. As of today ( https://code.wildfiregames.com/rP25123 ), units on visible slots (“turret points”) no longer recover capture points; this shouldn't make much of a difference for city walls, however, it matters for outposts and siege walls.
  19. Gameplay balance patches that have been accepted but are not yet committed: https://code.wildfiregames.com/D3565 https://code.wildfiregames.com/D3600 https://code.wildfiregames.com/D3671 https://code.wildfiregames.com/D3681 https://code.wildfiregames.com/D3685 https://code.wildfiregames.com/D3686 https://code.wildfiregames.com/D3697 https://code.wildfiregames.com/D3703 https://code.wildfiregames.com/D3706 More feedback is welcome (preferably on Phabricator, not here).
  20. The two-men-and-a-log concept belongs in Age of Mythology. People who advocate it don't realize how heavy trees really are. I don't particularly like it all civilizations in 0 A.D. have battering rams. However, it is a necessary evil: without them, factions would be at too great a disadvantage.
  21. Yeah, when it comes to exploitation on a massive scale, the Romans stood out head and shoulders above everyone else. What's fascinating is the cultural differences with respect to those slain on the battlefield. Turnus' death in the final verses of Virgil's Aeneid immediately springs to mind.
  22. Yes, increasing loot across the board is doable, and it shouldn't affect performance more than any other technology or civ bonus does. What isn't possible is limit it to only some targets. Anything that you destroy with a melee or ranged (though not slaughter or capture) attack is affected: structures, ships, siege engines, soldiers, support units, even wild animals. So if you're playing Gauls and are short of metal, go hunt in the vicinity of Brennus . Britons, Gauls, Iberians, perhaps others too, I don't particularly care. Also, should all units be better at looting, or only a subset
  23. Indeed it was (and it's still true). As for your suggestion, it's not only doable, it's actually quite easy. Add a json file under simulation/data/technlogies/civbonuses with the following content:
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