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Everything posted by BreakfastBurrito_007
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@Yekaterina It is true that swordcav are most OP in phase 2, before players are able to retrain CS infantry due to their lack of food/wood stockpiles that they would accrue in p3, and also due to the massive economic damage that idle unit time in p2 creates. It would require a change in strategy (fast p3) that would make them not worse, but harder to execute. That being said, there is a hero that gives +30% attack to melee cav units in p3. I think moving them to p3 would make the unit boring again, and leave carthage to be a very weak civ in p2. The main place I draw the line with their power is being able to beat spearmen 1 to 1 with equal upgrades. If the unit is threatened by CS spearcav and spearmen (as it is in letswave mod), I think a prepared defense vs cav using palisades to control movement would be enough to make them manageable in p2 and p3. A price hike on the unit would be fair to make it proportional to CS inf/cav cost difference. This price hike will also make inf mercs more viable. I would like to test the updated mod sooner or later too!
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@StockfishThere are many scary animals in Australia, but I am fine as long as I never see one of those chickens.
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@LetswaveaBook nice work! I think you handled the iber bonus well, with both slingers and javelins being potential economic units. I also like the general team bonuses, blacksmith changes and splash. Very exciting stuff. Is the 1 free unit given for each new market or temple? or only once per game? Depending on how healers are treated in future alphas this might not be very powerful for britons. I had suggested a team bonus for britons on the team bonus page just yesterday: men have equal berry gather rate as women. To be honest I don't mind adding more than one team bonus per civ if the overall value is right. These should probably given to civs that don't have spearmen as their only cs melee unit. Or maybe it should be given to civs that have pikes as the only CS alternative to spearmen.
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New Civ for mirror 1v1 / TG: Utopians
BreakfastBurrito_007 replied to Yekaterina's topic in Game Modification
For TGs I think there is no way anything is better than indibil. The fact that the discount is percentage based means it scales with cavalry and champions to provide a much bigger cost savings than if you made infantry CS. For 1v1, I think there are a few options, but Ptol will have more than 1 on that list for sure. As for @Yekaterina's idea, I don't like it because part of selecting units while using a civ is the different civ peculiarities that apply to that unit. Even if all civs get spearmen, there are many different combinations of civ-specific effects that differentiate them. Would this civ have no actionable civ bonuses? or all of them? In my opinion, this reduces some of the strategy from the game. Perhaps it is possible this civ could be helpful to test units/upgrades/buildings without restarting a test game (some people including me test in MP using cheats). This might be useful if you could apply every bonus at will or use any single hero at will. -
Addition of Han Chinese to 0AD
BreakfastBurrito_007 replied to Yekaterina's topic in Game Development & Technical Discussion
XD So the Han suffer from same ranged unit issues as Kush. Do han get any mercs? The chu-ko-nu was in part of the debate for a bit. I was thinking it could be low accuracy (lower than archers that dont have archer accuracy upgrade) but with slightly greater range and dps than slingers. Very high fire rate, but low damage per shot. Cost could be 50 food 40 wood 10 metal, which is unlike any other ranged unit. -
Addition of Han Chinese to 0AD
BreakfastBurrito_007 replied to Yekaterina's topic in Game Development & Technical Discussion
@Yekaterinacould you please clarify? I have not been able to test this civ, but I would be willing if there was some easy install thing like a mod. Seems like some long ranged unit has high dps? -
We will never forget him @nani
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Bowtech (aka ElefanteKing) There are no other top players
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Perhaps indibil should make +25% train time instead of -25% that way caping production buildings could stop it. another thing could be to change indibil from percentage cost reduction to reduction of a set amount of resources. For example “20 wood less” or “10 metal less”. since champs and cav cost more, the bonus scales with them better.
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I am wondering about firecav whether a true damage nerf is best or some other kind of change. Keep in mind there is also briton chariot, but its not as easy as firecav in a25. It is also much easier to prevent a briton champion spam than iberians, because food eco can be attacked much easier. range reduction accuracy reduction less fire damage to strong and important structures like cc, fort (give those structures 2x as much fire resistance) reduce pierce armor by 1 The power of firecav in a25 has made ibers a cav civ. Also, they have 1 other powerful champion, so a direct damage nerf is certainly a good option too. A good end result would be that firecav take more losses in more situations, and are not as game-ending when fully massed.
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is there such a thing as a balancing team?
BreakfastBurrito_007 replied to alre's topic in Gameplay Discussion
@LetswaveaBook has a mod in "proposed features" discussion that is pretty universally liked. There has not been a great deal of testing, but the testing that has happened has been great. A remaining point of uncertainty are the civ bonuses that might be changed or added. But its probably best to look at it separately. -
I believe Demitrius the Besieger already does this.
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If athenians get a team bonus that gives a metal or stone trickle, then it should be quite slow (maybe 1/2 speed of ptol bonus) and also start at a later time, perhaps upon completion of p2 phase-up for each player in the alliance. This would be to prevent players from starting p2 with almost all the ingredients for p3 already accumulated. Perhaps another Persian civ bonus could be double horse carrying capacity. Something to do with horse breeding. The reason for this is to allow pers to have an easier time making use of horses for food eco. Sure persians have 2 kinds of horses in p1, but they still depend on cavalry for p1 and p2 security, which means if they don't have any hunt, then they will not be able to stop rushes in p1 and stop encroachment in p2. If persians can hunt more efficiently (better carrying capacity) then a pers player can feel better about making cavalry to not die. @LetswaveaBook what is the reason for the first trader or first healer being free in brit and carthaginian team bonuses? To me, this seems more like a token and less like an actionable team bonus. my thoughts were: Athens, "democracy" -50% phase up cost and time. britons, maurs, or carth (whichever makes more sense): -15% batch training time for women. (for a persian stable -10% batch train time changes train time from 1:34 to 1:15 for 10 hyrcanian cav). The gameplay benefits of this would be a faster eco for the team of this bonus, but also greater risk of exploiting the bonus. Melee inf +10% move speed. This is an economic bonus, because it would be a little easier to stop rushes and melee would have faster return rates to res, and a military bonus because maneuvering would be easier. seles could get their civ bonus buffed a bit, since -20% is not very much. -25% would be better and maybe add -25% build time too. Macedonian civ bonus has a big problem with it (res generation), so it could get changed to be the same as kush bonus but for siege instead of eles. Maurs: current bonus, but +garrisoned heal rate also Persians: stables -50% cost and build time, and stable upgrades -50% time (like @LetswaveaBook had said). (just -50% time does not compare to gauls bonus for military upgrades). Some civ (maybe brit): citizen soldiers get same berry rate as women this helps that team take berries that are in dangerous places and have an easier time transitioning to farms. The current situation is that most civ bonuses are weak besides gaul, iber, ptol, and rome. If we nerf the powerful civ bonuses, it is basically like removing civ bonuses from the game, since they would not be considered during civ selection. Because of this, it makes much more sense to make new civ bonuses or buff old ones for civs like brits, athens, pers, maur, carth, and maybe sele
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@LetswaveaBook what are your thoughts on changing the team bonuses for civs in this mod. I suppose we could quickly think of some for britons, carthaginians, persians, and athenians. Perhaps also a replacement for Mace team bonus since that is busted. Maybe +catapult splash dmg if it is possible?
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Why imagine when you can feel it multiple times lol
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Honestly, I think the best, and simplest feature for counter smurfing would be more stats about 0ad accounts. It would be way easier to identify the smurf or validate claims of smurfiness. The following information would be very useful account creation date hours the person has logged on lobby. civilisation usage breakdown top 15 players who join games with this player I think at the bare minimum this would help prevent the most toxic smurf behavior (misleading others on skill level).
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0AD Memes, jokes
BreakfastBurrito_007 replied to Yekaterina's topic in Introductions & Off-Topic Discussion
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@Boudica I was able to kill 4 cc's before 5 mins. There is no way to stop the ele hero. XD. I simply walked right up as soon as the 3m ceasefire ended. Unlike in a23 an ele hero is worth 2 eles of damage and 3 eles of resistance.
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I feel that this would mean people would just make the more op hero 3 times and not think about hero choice order. For example. I like to use sele ele hero for fast ele + inf attack. When he dies I try to switch to cav and make cav hero. With this change you would see gaul players go: vercingetorix, vercingetorix, vercingetorix.
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@Stan` any civ affected by the mace team bonus can do it too.
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@LetswaveaBook from what you said it seems that the longer build time of pyramids makes their construction much less obvious than the 150 stone cost that people see initially. I think between the placement strategies, cost, and time to build, it should be a very interesting mechanic that can have ranges of success or failure.
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Well, to be honest I was not exactly testing the unit. I had just come to the realization that mercs cost only 25 more metal and can go to rank 3, I am not sure how much it compares to the speed increase of skiritai. while testing with @real_tabasco_sauce I did notice that the speed made it much easier to wrap and overwhelm other armies.
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It seems that skiritai can't rank to rank 3. (latest mod V2)
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@LetswaveaBookI think it should take some planning and resource prioritization to make best use of pyramids, so restricting the radius sounds good.