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Hannibal_Barca

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Everything posted by Hannibal_Barca

  1. I don't think why anyone would pay 1k each res +2k food, 3k wood, 500metal stone for 10+10 pop when its so hard to accumulate enough res even for your own units with 100 pop max
  2. As it happens, I just deleted the comments As for the trade tech, it seems a nice idea but maybe 15% and current cost would be good enough.. after all players don't directly associate walk speed with huge gain, bet most of them think the profit techs are better (noone is going to get out a calculator ingame or even if bored - unless that's you )
  3. replaced lines 40 and 43: let distanceSq = firstMarketPosition.distanceToSquared(secondMarketPosition); gain.traderGain = gainMultiplier * distanceSq / 10000; with: let Ndistance = firstMarketPosition.distanceTo(secondMarketPosition)/ 70; let NdistanceP = Math.pow(Ndistance, 1.5); gain.traderGain = gainMultiplier * (Ndistance + NdistanceP); Thus getting the following results: (they might still be a bit high but its definitely going in the right direction) ORIGINAL WITH CHANGES @mimo, @elexis I couldn't help noticing you disputing about the "Trade based on Map Size" patch @Grugnas submitted This could be an answer, but again I know nothing about this
  4. Not yet but I plan to now that I know how Currently playing a game with @Feldfeld, nigel87 and 2 others
  5. As traders are easy targets for raid and stuff.. I dont think this will work Something around 50-60 for 1 trip was my intention, also to have short distance trade not 4 but maybe 10
  6. Updated mod @Nescio your suggestion for trade didn't seem to work properly It changed the trade values but you got something like 27 across a whole normal sized map.
  7. @Sundiata is that an oil palm plantation on the pic?
  8. This mod plans only to test features before their implementation into the main game. melee units have the same vision as ranged units in the same category Although this could be correct, spartans are extremely strong already in the game and it is up to the game developers to allow them walls or not Also please note that at version 22.0.3, this mod is not even near to a proper mod (starting at min. version 22.1) I just released it so early so that people could suggest, and not fully develop it alone Any changes before 22.1 are solely for a little testing
  9. Thank you @temple for your contribution, it has been addressed On a medium sized map the most you can get is 48-65, while on a normal sized map its 77-105. Even if not the longest route, an upgraded route between 2 players with one player in the middle can still get you about 90 profit. - using the traditional placement of players Vision has been reworked more drastically after informative talks with both @elexis and @Grugnas
  10. I do not think any civ should be exempted, especially not the celtic ones who can develop very fast. Stables could be a nice feature but as of the moment only Persians have stables and I'm going to work with what I have (corrals).
  11. As far as I know, all civilisations are affected.
  12. 15 of any unit should destroy a sentry tower After all, they are called "sentry" towers and obviously not meant to defend against so many units - only the lone raider or two Anyway as the mod develops I will keep uploading new versions, which can be seen in the log at the end of the post. In the newest version, rabbits have been fixed, archer champion speed adjusted.
  13. I was thinking of @Grugnas @borg_ and @Servo only But @wowgetoffyourcellphone is a good idea and @Nescio too But I'm unsure whether @DarcReaver would like to work with me Edit: The persons above were meant as "main" partners, otherwise everyone is welcome.
  14. Indeed, it would be best to have mines a bit further out But that's beyond me here
  15. Vox Populi - An Introduction This mod tries to address the main "weaknesses" of the current release: it aims to balance "op/up" units, it adjusts technologies and introduces some variety along the way As the name implies (Vox Populi = Voice of the People) , this mod is open to all suggestions of the 0 A.D. community and there is a high chance that if several "known" players agree on a suggestion, it could be added in here. Supported by a moderator and developer, the features of this mod - if found good - stand a great chance at entering the next release, perhaps even more so than some other balance mods. Anyway, I'm sure you all wouldn't like to read 349 paragraphs about why, what, where etc.. so I'll list the changes this mod brings (hopefully to 0 A.D. Alpha 23) NEW - Kushite civilization! (Differences from 22.1_KD) Replaced unfitting heroes with Nastasen and Arakamani Added Ptolemaic Trireme to be trainable - requires Nastasen hero Reduced Village Phase unit selection Righted the mix up of temples, now can separately build both Amun and Apedemak temples. - Amun temple is more expensive but offers unique technologies and a greater garrison number - at a cost. Mercenaries are promotable: made rank 2 and 3 actors for Clubmen -- placeholder, waiting for better others just keep actor but promote Vision Citizen-solider infantry base vision 50. (Maximum: 70) Citizen-Soldier cavalry base vision 55. (Maximum: 75) Champion infantry vision 75. Champion cavalry & Infantry heroes' vision 85. War elephants' vision & Cavalry heroes' vision 90. Elephant heroes' vision 95. All siege 90 vision except the Siege Tower's 100. Healers & Women base vision 25. (Maximum:45) Traders & Worker Elephants base vision 30. (Maximum: 50) Fishing ships base vision 10. (Maximum: 30) Merchant ships base vision 40. (Maximum: 50) Fire ships base vision 40. (Maximum: 50) Biremes and Triremes base vision 80. (Maximum: 90) Quinqueremes vision 100. Run speed adjusted to be reduced by same amount as Walk Speed. Players have long complained that such high vision is unrealistic and that it should be lowered. Attack Ranges & Movement Speed Archer units maximum attack range reduced by 4. Archer units gain +10 attack range per phase, slinger units +6. All units start with only 80% of original movement speed. Town Phase gives +10%, City Phase +14% Citizen Soldiers Cavalry rework Sword, spear and skirmisher cavalry have all been reworked. Based on tests so far: Sword Cavalry > Spear Cavalry > Skirmisher Cavalry > Sword Cavalry Ptolemaic camel units now inflict a 20% attack penalty on all cavalry (including allied) within a 40m range. Spear Cavalry 2s attack rate, attack reworked to suit the new values. Citizen-soldier archers' maximum movement speed increased to 10. NEW - Elite Seleucid Bronze Shield Pikemen now need 250XP to promote to Champion Silver Shield Pikemen Unit loot increases with rank. Elite units' stats improved slightly. Citizen-soldier cavalry capture rate decreased to 1, increase of only 10% hp per rank (instead of 20%). Logically, cavalry should have a lower capture rate than infantry. Champions All cavalry champions' capture attack reduced to 4. Archer champions' attack range decreased by 4. Skirmisher Chariot Champions now have 320HP and +2 pierce attack but require 2 population. Spear Cavalry Champions retain the 1.25x counter vs. other cavalry, likewise the 3 second attack rate. Gauls - Naked Fanatic pierce attack increased by 2. Heroes Carthaginians Hamilcar's 2nd aura: As you all probably have figured by now, Hamilcar is not a "useful" hero (giving only +15% speed compared to the attack bonuses of Marhabal & Hannibal) Thus, a new aura has been created (based on historical facts) which decreases enemy mercenary attack values by 20%. Persians Darius I's movement speed bonus aura increased from 10% to 15%. Romans Scipio's aura range increased from 10 meters to 30. Technologies NEW - Unique technologies for each civilization. (current goal is 1/civilization - incomplete, feel free to suggest) 2 new technologies at the Civic Centre, affecting both movement speed and health respectively. Artillery Instructors: Siege weapons cost 20% less wood This technology now costs: 500 food, 250 stone, 250 metal instead of the original 500 metal. Unlock Spies: All support units may now be bribed, not only traders. Mounts: Unlock village phase cavalry, researchable for 100F 100W 50M at the Corral. Mounts icon changed, now uses a portrait imported from Delenda Est. 2nd redundant tech replaced with an autoresearched one - at the cost of a warning message when using the Structure Tree Domestic animals base train time doubled, added new technology "Husbandry" for -15% train time and moved Stockbreeding to the Town Phase with maintained -25%. Blacksmith features new Specialization technologies Hero armor tech split up into mounted and infantry ones, now supersedes infantry and cavalry armor upgrades respectively. Stoa technology added as fitting the Royal Stoa's functions - Price Control: +15% market barter values. Wall Tower technologies added, first may shoot arrows then bolts. Carthage Colonisation technology (500W 500M) now affects Civic Structures (Civil Centre, Temples, Houses) by reducing their cost instead of -25% build time. Structures NEW - Stables Stables now available for all civs like for the persians currently. Unlock champion units technology moved to fortress as a consequence. All civilizations have received a new animal trainable from the Corral, this new addition is the Chicken, for all civilisations. Ships The Ptolemaic Juggernaut now costs only 5 population instead of the original 8. Siege Siege Towers' maximum arrow limit increased to 15. Some changes by @Grugnas were incorporated. Support Healers now cost 200 food. Trade Trade income was re-balanced based on suggestions by @Nescio Incorporated several features of the Pro Balance Mod (by @user1) https://wildfiregames.com/forum/index.php?/topic/22798-pro-balance-modconcept-please-test/ GUI Changes Panels now showing Vox Populi mod name with version. Lobby title says "Multiplayer Lobby (Using Vox Populi) - to avoid players forgetting they are using the mod and joining a vanilla game. Download Here!!! vox_populi_22.1.3.zip lightweight edition (for balance and testing purposes) vox_populi_22.1.2_lightweight.zip Installation Instructions: Extract this zip file into the mods folder. The correct folder depends on your operating system. Windows replace USERNAME with your windows login name. Vista or newer C:\Users\USERNAME\Documents\My Games\0ad\mods\ XP / 2000 C:\Documents and Settings\USERNAME\My Documents\My Games\0ad\mods\ OS X ~/Library/Application\ Support/0ad/mods/ Note: "~" is a shorthand for the current user directory. Linux ~/.local/share/0ad/mods/ Note: "~" is a shorthand for the current user directory. -------------------- Changelog 22.0.1 - base version 22.0.2 - Rabbits fixed, infantry archer champion speed increased to 13 to stay constant with citizen-soldier infantry archers. 22.0.3 - Trade nerf fix, vision rework based on suggestions by @elexis and @Grugnas 22.0.4 - Rabbits removed, cavalry rework, attack range and movement speed rework +++ 22.0.5 - Trade fix (based on suggestions by @Nescio), Skirmisher Champion Chariots rebalanced. 22.0.6 - 2 new CC techs, 2nd cavalry tech fix, new icons, new corral tech, increased training time for domestic animals, ++ 22.0.7 - Specialization technologies, hero armor technology rework, new stoa technology 22.0.8 - Wall Turret rework, new technologies first to unlock arrows then bolts. 22.0.9 - Unit loot increases with rank, cavalry only +10% hp/rank, some minor adjustments to elite bonus and spear champion cavalry. 22.1- Kushites added, seleucid pikemen can promote to champions 22.1.1 - Kushite hero rework, error fixes, reduced Village Phase unit selection 22.1.2 - Kushites: Temple rework and differentiation, mercenary fix 22.1.3 - Unique civ-specific technologies, hero abilities, stables added
  16. Noone said that, again you are not replying to a statement, instead answering as if to a different post It's not that "we" "know", it's your steely resolve not to bother even tackling this obvious problem that's disturbing
  17. I'm just confused about your attitude and that what you say doesn't really have much significance towards solving the problem
  18. a long bolt should spear several units behind it too, thats why linear splash
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