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Dakara

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Posts posted by Dakara

  1. 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.!
     

     

    Spoiler

    My dream for naval battles:

    I dream of seeing units physically on ships, fighting on deck! They would be vulnerable to arrows and projectiles from enemy ships, adding an extra layer of strategy. The ship itself could be treated like a building, with a dual-garrison system: one for units inside the hull, and one for units on deck. Even move on the ennemi ship then take the control after kill all opponent there. 
    This way, a ram ship with a weak crew would be an easy target.

    I know this would be incredibly hard to implement, but imagine being able to move your units around on deck, like placing troops on walls in Stronghold. It would be pure magic and would make naval combat so much more immersive.

     

    • Like 1
  2. 17 minutes ago, Atrik said:

    Fortress don't provide territory root and it wasn't the case in a26 neither. Only CC's and Palaces do.

    In a26 all units regenerated a fixed amount of capture points for the building they were garrisoned in. This amount was dependent on phase. Basically all units regenerated 1, 5, 10 capture points in phase I , II, III respectively IIRC.

    In a27 units regenerate capture points for the building they are garrisoned the amount of their "capture attack" strength. Which is 0 for females, 2.5 for CS rank 1, 5 for inf champ....

    To compare imagine a CC in a26 in phase III:

    • 20 Females garrisoned = 200 capture point regeneration
    • 20 CS garrisoned = 200 capture point regeneration
    • 20 Champ Inf garrisoned = 200 capture point regeneration

    Now same CC in a27 in any phase:

    • 20 Females garrisoned = 0 capture point regeneration
    • 20 CS garrisoned = 50 capture point regeneration
    • 20 Champ Inf garrisoned = 100 capture point regeneration

    As you can see, capturing garrisoned buildings is much easier in a27 (at the exception of in phase I where it was very easy in a26, but now it's harder instead).

    that suck no?

  3. 6 hours ago, Seleucids said:

    I see nothing other than mentions of ProGUI and Quickstart. The other cheats discussed in November have been patched up. 

    I wont argue whether proGUI is cheat or not. If you feel that ProGUI and Quickstart are cheats, you can use it yourself. As far as I know, no host bans ProGUI nor Quickstart. You are always welcome to use them in  my host. 

    Helllo,

    If a bot performs tasks on your behalf and this feature isn't available in the vanilla version, it's considered cheating. Other players don't have the option to do the same. I don't want to play against cheaters, whether they're weak or strong; it's the same. I'm convinced that someone who focuses on rushing with their cavalry will manage it better because they won't have to click on these buildings and produce, or even think about it. The player without the mod won't have this advantage.

    If QuickStart were in the vanilla game, configurable and accessible to everyone, I wouldn't like this feature, but I wouldn't oppose it. I also think that issuing commands during pause is a form of cheating for those with autociv. I find it comfortable with all the pauses in the games. The goal isn't to issue 50 orders but just 1 or 2. Should issuing orders during pause be in the vanilla game? I'll let you debate that.

    People don't ban it ,because they don't know it exist. 

    If tomorrow a super developer creates a bot that plays entirely in your place, performs excellent military maneuvers, automatically sends resources, and starts transitioning farms on its own, would you still find that acceptable?

    • Like 4
  4. Is it possible to see the list of players' mods? this way seems correct. I have no issue to play with someone use theses cheat if everyrone agree in the game. But i like play with the same weapon, even if it give a very little advantage It shouldn't be allowed against me.

    This reduces the number of possible errors, the player cannot forget to reproduce by example.

    The game already has a function for queuing units. I don't like playing against bots.

     

    Now I feel bad for playing against bots without knowing about them. It's like digital rape.

     

    • Like 1
  5. 3 minutes ago, Stan` said:

    En fait, nous pourrions déjà avoir la fonctionnalité. Le problème serait de faire des variantes de force techniques.

    C'est un peu similaire à ça

    https://gitea.wildfiregames.com/0ad/0ad/pulls/7069

    Il faut beaucoup de changement d'acteur.

    I like theses snow houses

    I like the pre-click enhancements in AOM retold. With the right click, as soon as we have the resources, it starts the search.

    If someone want do somes game with me text me

  6. I miss Jebel! who wants to do one with me? when it came out it was hyped for over 3 months, despite the flaws we had a lot of fun. Until someone finally took over the mountain and used OP bolts

    #Kush

     

    we need more little game 

    • Like 2
  7. Peut-être faut-il faire un peu de publicité (le serveur pourra absorber cette vague de joueurs ?) 

    Je parle de soft publicité comme de la présence sur des forums de chaque langue.

     

    -Le comportement n'a quasiment aucun impact sur la perte de joueur.

    -Je pense pas que le jeu souffre d'un manque de mise à jour, de toute manière une course aux contenus n'est pas bon augure.

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