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Dakara

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Everything posted by Dakara

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. Dorood, Persepolis and the Achaemenid Empire (British Museum) website, Zoroastrian .org.uk The Oxford Handbook of Iranian History
  6. We are much better than all the other RTS in this concept, it's also one of the reasons I play this game.
  7. 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?
  8. 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
  9. 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?
  10. 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)
  11. cata should be 200 hp
  12. I'm all for the free design of these mods. They can sometimes add something or be fun. it called progress in this case. But I'm against their secret use in an environment where other players don't use them. it called cheat in this case Of course some players can accept cheat in their game if they know it and they are agree
  13. Hey, for lazy boy like me, can you share screnshot? it make us hungry and then we dowload ♥ Mamnoonam
  14. sure but normaly this player use ram for escort the siege tower ahah what kind of pathfinding? never had issue for cata
  15. How destroy a cata without loose 15 army pop?
  16. nerf cata nerf cata nerf cata nerf cata nerf cata nerf cata nerf cata nerf cata why so much tanky even against sword? why 3 pop for so much hp? and also the damage is insane
  17. Yes the champion cavalry is strong, it's sometimes sad. But it's realistic. And one of the most expensive unit. Tests should be carried out to see the efficiency of this unit in terms of production costs. Why does this unit do slashing damage and not just piercing? it's a spear. Is it possible for a group of melee champion cavalry to take up more space when they move? they are stuck together, this means that they attack at the same time and are difficult to target. If they are better spaced they will be less maneuverable and therefore more exposed. Additionally some civs have very few counters to players who choose to play cav champion spear. Maybe alternatives should be added? I'm thinking of the Iberians for example. Additionally a unit without a shield should take some extra damage from archers. Perhaps the problem lies in playing with 200 POPs. How to counter an army that has 30 field cav with a citizen infantry army? However, raising the champion cav to 2 pop would be too big a nerf. Remove the life bonus tech on champion units for Selucid and Persian civs? In a scheme where the population is limited and to satisfy an equilibrium. It is normal for an elite, expert unit cost higher resource cost than a basic unit. If we calculate the resource efficiency in relation to the life and health of the units. This does not meet these requirements. Especially since cavalry has the advantage of mobility. Of course existing counter multipliers to try to alleviate this problem. Imagine an increase in resource costs? It can be a choice, why not. But this significantly widens the gap between an eco player and a non-eco player / the gap between an one player who has a civilization with this unit and one who doesn't Even if you're Persian, how can you counter this without making it yourself? it's not the immortal with 120 hp in the form of a spearman who will counter him (btw i love this unit idea) Edit : make unable capture building for cavalery
  18. I think we need to reduce the capture speed, especially if a unit is garrisoned. And of course leave rapid deletion possible as is currently the case. (reward and ease of gameplay)
  19. Hi everyone, Answert 3 for me I haven’t played many naval matches in the new alpha, but I feel like the initial excitement quickly turned into disappointment. Catapult accuracy: I find it strange that catapults can hit moving ships with such precision. It breaks immersion and gives land units too much of an advantage against fleets. Ship spacing and cost: Seeing so many military ships crammed into a tiny area bothers me. Maybe their cost is too low? I think ships should be more expensive but also more durable to encourage tactical battles rather than unit spamming. Unit balance: Infantry should be almost useless against ships, except for specialized units with fire or crush damage. On the flip side, ships shouldn’t be land unit slaughter machines, except in logical cases (like triremes with archers or fire ships). Naval technologies: I appreciate the fishing-related techs, but some military upgrades feel boring or even make water combat more unbalanced between civilizations. It would be interesting to rethink these aspects to better reflect each faction’s strengths and weaknesses. I understand that perfect balance on water might be impossible given the unique identities of each civilization — and that’s a good thing! But we could aim for equivalent power levels across factions to keep naval warfare engaging. On naval combat: I’d love to see water battles become a space where cunning and strategy outweigh sheer ship mass. There’s so much potential to make naval combat exciting — far more than what Age of Empires 2 offers, where sea battles can quickly become dull. I’m sure the community has plenty of ideas, and even if not everything can be implemented right away, a few balance tweaks (like cost, population, or ship durability) could already improve the experience. Honestly, 1 population per military ship feels way too low. I’d suggest 3–5 pop instead! What do you think? Which adjustments would you prioritize? See you on the seas of 0 A.D.! ⚓
  20. I'm against it but maybe the community is for it I'm not even talking about a barracks with 10 men inside... we quickly lose 10 men + a precious building
  21. seems everyone is agree but take a CC with 50 men while ennemy has 20 men inside in P1 should be crap..
  22. if i take a tower level 1 in ennemy base and i garnison 3 citizen troop, i will loose the tower , good or not?
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