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Dakara

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Everything posted by Dakara

  1. Ce n'est pas un drame je voulais juste que les gens utilisent la triche ressentent la honte, si nous ne réagissons pas, ils continuent simplement à l'utiliser. Le démarrage automatique n'est pas un gros triche, mais c'est le cas. It was second 10 , nothing bad
  2. I don't really know but generaly we use for guard a unit.. but is very rare, i don't know what the goal of this posture for a building? maybe defend it then repear if need? no idea
  3. because the player did not consider it useful to make troops adapted to destroy the buildings. There are plenty of troops with crush damage and even the cutting edge does the job
  4. What I'm curious about is why Gaia is attacking our territory. There's no reason. It's frustrating to lose these buildings to Gaia. Building resistance when garrisoned needs to be improved.
  5. You should lost a lot of pop just for kill an unit cost 3 pop. they are too tanky , about turtle is little wrong, it easy to capture now and spam ram still effect
  6. I think you're being negative. The worker counters are very good and necessary to play better. In fact, they're even present in Age of Empires 2. You can easily ignore them. In the future, the interface will be configurable and customizable. It's perfectly normal for women to build everything. And there's very little visual clutter. Regarding the fortresses, yes, breaking the AI is a shame. It doesn't seem intentional. I think you should make a separate post for the signalman. But this is a test. How can you know it'll break the game before trying it? Personally, I liked producing cavalry in the barracks, haha, and I found it got a little too close to Age of Empires. Even if it seems more realistic. I find it annoying to build a fort to produce champion units. Visual pleasure is important to many players; personally, I don't care because I've always found 0AD beautiful. There's plenty of criticism to be made; nothing is set in stone; everything is changeable. Be positive and constructive.
  7. Hi, do you think immortel op ? in melee they have only 120 hp, seems bad no? we already have a topic about melee champ cav ! About A27, for me capture is broken and umbalance. Let's try communuty mod but please don't use it a lot of month and don't divide the lobby i still think wall and bunker are not the solution. In the mod the wall are so cheap and easy to build. In my opinion they are good in vanilla. i use often and their cost seems already good, the building time no matter with ALT keybind.
  8. you can do a AOE mod if you want,so we can try. Actually i don't like at all your idea but why not test in AOE villagers are good in P1 for fight
  9. Believe me, we shouldn't make walls easy. Palisades are quite cheap. Walls are generally built fairly quickly and provide quite good protection.There have already been some interesting changes. Like doubling the garrison capacity on walls. Change bunker system it is not the solution
  10. Hello, Please don't insert more counter and don't up the counter statistic of spear infantery. Increasing the ability to build walls, etc., is not desirable. It's fine as it is, and it's not a way to balance things. Bunkering shouldn't become a game meta. The pace of the games is important. Spear infantry costs nothing compared to a cav champ spear. They are expensive and it normal they destroy a simple citizen troop. Their speed is normal and realistic. Champion Cavalry should be one of the best units in the game. It's normal, historical, and fun, but we need to give non-spammers of the unit a chance to compete. In full combat without escape they are not unkillable with armies including a few infantry champions. Here are the proposed changes to reduce the unit's strength. Nerf piercing armor -1 armor Delete tech 10% HP and tech persians/selucid 20% hp champ Reduce movement speed from 18 to 16.2. As heavy units, they shouldn't be faster than light cavalry Make units stack less during movement and combat. They should lose time repositioning when attacking to reflect more realistic spacing. Rethinking the capture : Increase the bonus point capture phase 3 for garnison unit. It too much frustrating currently. You loose easy easy building even with full garnison against not a big army. Range of champ cav persians et selucid is op too, 7 meters! Back to 4. They only cost 10 metal more and they have MORE RANGE and ARMOR, Isn't this a source of imbalance? I think it enough like that. ----- ---- ----
  11. random troll idea : make unable cav to capture , delete tech +10% hp cav and slighty decrease the resource efficient (at least same as champ infantery)
  12. This topic is important, but please don't delete too many maps. I like the lack of wood for some cards, but it could be mentioned in the card description. The new migration map is nice, but it clearly strays from the purpose of the migration; it's more of an island map. I understand that we don't want to have multiple versions of the same map because we have to make choices. But I prefer quantity over quality. Let's keep quality for the scenarios. It is possible to have a second version with gaia unit for some scenario? If a card is not of interest, put it in a separate category.
  13. Are we playing the same game? No problem rushing or being rushed without being P3. Both in teams and in 1 vs 1 games. It is possible to capture buildings to damage someone.
  14. I don't feel like I've clicked a lot. At least I'm not bored in the economic phase. And there are tools for those who don't want to click too much (automatic production). I'm against extending production times. Maybe women by 8 to 10 seconds to indirectly nerf their economic boom and encourage unit military production. Increasing unit training times increases the snowball effect of the winners of the first fights, the power of champions or slows down the games if two players destroy each other's forces. Moreover, in these other RTS, dozens and dozens of military buildings have been made in the late game.
  15. The system is good, and woman already spread themself, you can use alt , plus the unit counter of unit track the number of units farming food. 5/10/15/20/25/30/35/40/45/50/55/60
  16. Dorood, Persepolis and the Achaemenid Empire (British Museum) website, Zoroastrian .org.uk The Oxford Handbook of Iranian History
  17. We are much better than all the other RTS in this concept, it's also one of the reasons I play this game.
  18. Before collecting money, we need to define our goals and explain how the money will be used. We also need someone to lead the technical aspects and oversee the work of future hires. A fundraiser cannot convince anyone if they don’t have a 'specifications document'. Moreover, is this a donation-based fundraising? I find it hard to see how someone could expect a return on investment. In the meantime, who has the authority over the use of the available funds? It’s several members who make the decisions, right? Anyway, if a significant expense occurs, it must inspire trust within the community to avoid hindering potential future donations. Otherwise, all crypto *10 : I joke I believe that if people see that the team/community wants to use the available funds wisely, it will send a strong message, possibly leading to more donations in the future. And why not a BETA release?
  19. So it playable soon? It work for A27? ⚙ D2667 Upgrade engine to handle up to 30 players Even with this we can use this mod for another kind of mod (like no rts) where we have 16 or more player with a little population and few building
  20. In the period of 0AD , world was Mediterranean and Asia. Much effort has been made recently to integrate less European and Hellenic civilizations: Hans, Khushites. Tell me @Arupwhat civ you like to see in 0 A.D?
  21. Hello, Frustrating aspect: The feeling of being forced to play cavalry or mercenaries to stay competitive. Gameplay experience: When playing randomly, getting Carthage can sometimes be frustrating, even though I recognize the civilization’s potential. For example, playing with archers is not very effective. Current situation: Carthaginian House: Maritime and land trade bonus (not very useful in many games) Reduced mercenary training time: This bonus can already be very interesting, as 6 civilizations have access to mercenaries. Naval town center Interesting heroes and competitive bonuses Improvement proposals: New team bonus: Skirmisher cavalry +1 speed Personal bonus: Traders: +50% HP Decreasing temple costs: 300 → 250 → 200 stone Removal of rare resource bonus (low impact) Replacing the market with a "Phoenician Trading Post" (200 wood, 100 stone, 1 building limit): This build have feature, pick one Option 1: Passively generates gold. Option 2: Applies a tax on all market trades by team players. Need determine the amount of balance good Option 3: Generates 1 metal per active merchant in the team every 60 seconds. Skirmisher cavalry differentiation: Nerf attack speed: 2 sec Increased damage: 24 -4 -meter range → Boost hit-and-run tactics New unit: Liby-Phoenician Lancer +10% gathering speed but -20% HP Various ideas: Similar to Immortals, champion units could transform into monks (monks champions), either mounted or unmounted./Temple champion unit transformation into monks/Mounted champions reduce damage taken by 5% in a small area around them (simulating a morale system)
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