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Yekaterina

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Posts posted by Yekaterina

  1. I think Yangtze is a good name, as the river is important to one of the world's ancient civilisations (which still exists). 

    Would you think it is more appropriate to adopt YangZi instead as this is the standard Pinyin form? The current Chinese name of the river is ChangJiang (long river). 

    There are a few other options to consider:

    Yoddha: the OP Mauryan Maceman champion

    Yudhpot: the Mauryan name for heavy warship - suggests more focus on the naval aspect of the game as it is currently a bit neglected

     

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  2. The Mauryans are currently too OP, mostly because of their worker elephant. There are many situations where a Mauryan player can steal resources from the opponent easily and deny resources. Also, in savanna maps and Persian Highlands or Belgian Uplands the worker elephant is also an unfair advantage. Therefore, to nerf this we can limit the worker elephant to only travel in your own or allied territory. This way other civs stand a chance on maps which have sparsely or unevenly distributed resources.

     

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  3. 1 hour ago, Player of 0AD said:

    Clear "no" to garrisoning elephants ever in fortresses - how to ram down fortresses if elephants are in there? Right, not at all.

    We can already garrison our rams into fortresses and that will make ramming down the fort quite impossible, so what's the difference with elephants?

    Ways to get around this:

    1. Decrease default stats for elephants, especially Asian ones

    2. Make elephant-related techs very expensive

    3. 'Fortress expansion' tech - researched at a fortress and costs an extreme amount (say, 2000 wood, 2000 stone, 1000 metal). But after this tech is researched elephants and garrison in forts, and already garrisoned rams / siege towers can also be put into fortresses. We can limit the elephant garrison of a fort to be 3.

    4. Allow rams to attack elephants

  4. The mod is certainly more hardware demanding than vanilla A24.

    I have noticed a few things:

    1. Model of berries used is identical to that of A23

    2. Storehouses can delete trees... If you try to place a storehouse on top of some trees it lets you place down the foundation and when some units come and build it the trees disappear. 

    3. Quite a lot of error messages while loading the map and takes much longer to load the game

    4. Siege towers and catapults do little damage, and many buildings cannot be captured. Buildings are vulnerable to projectiles... I shot down 2 towers with only 17 archers.

    5. Choose hero and train from phase 1?! I think we should determine the hero character later because our choice is influenced by the enemy's tactics and our strategy. It's hard to choose the best one without knowing what your enemy will be up to.

    6. Rams and siege weapons are vulnerable to skirmishers and archers.

     

    It is an interesting mod and job well done to the dev. But, it does feel more like slow-pace city-building rather than competitive tournaments. 

  5. Currently, there are few upgrades/techs available for elephants; it would be more interesting to have techs that upgrade elephants like there is for cavalry. For balancing considerations perhaps we can make these tech very expensive or slow to research so that elephant civs are not OP. Furthermore, elephants can only be garrisoned in their stable at the moment, which is quite inconvenient when you don't want to lose them to a crowd of archers. Therefore, I propose adding a tech or feature that allows elephants to be garrisoned in fortresses like other siege weapons. Realistically there should be more than enough space in a fortification for a few elephants to live in. 

    Suggested elephant techs:

    1. Health increase

    2. Better armour

    3. More pierce attack (Seleucids and Mauryans installed metal blades on elephant teeth to stab people with it)

    4. Faster movement

     

    Also we can give cavalry a tech that increases their attack values. 

  6. 3 hours ago, Stan` said:

    It's funny cause most new players complain about the AI being too hard

    When I played my first match against the very easy Ai I also found it impossible. The reason why Ai is hard for beginners is they rush early with the combination of spearmen and ranged units, which is very hard to defend against. If you could let the Ai rush with only a few ranged units or a just a few spearmen then that would be much easier for the player. The very easy AI and very hard Ai use identical strategies, which is the problem. 

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  7. Currently, the majority of players are much better than even the Very Hard aggressive AI and find it easy to defeat. Therefore, I would like to request the addition of even more challenging AI settings for pro players to practice and experiment new skills on. The current 'very hard' AI consistently makes a few strategic mistakes which slow down its eco and decrease its attacking ability even though they have 56% gather bonus:

    1. Using women to mine

    2. Not researching upgrades

    3. Using men to gather food

    4. Not using formations

    5. Small pushes - real players often commit all of their units to a big push

    6. Not knowing to retreat after rushing

    7. Unwise timing for expansions

    8. Chasing after lone enemy cavalry - causes idle time and increases risk

    9. Lack of selection in where to attack - they attack a random location which could be well defended. They never outflank or make sneaky moves.

    10. Not training in large batches

    11. Not using enough women in early phases

    12. Scattered troops and sending small groups of women out of the safe zone to build new cc

     

    If the devs can fix these then the AI would be much more fun to play with. To make the AI more realistic we can also add a cavalry rush or archer rush feature. Just increasing the gather rate does make their boom faster but doesn't make the AI feel like a more challenging nor intelligent opponent. With that said, we can push the very hard AI's gather bonus to 100% to make it extra tough. 

    Meanwhile, the very easy AI could do some smaller rushes, for example with just 5 archers. This makes the learning curve shallower for beginner players. 

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  8. Dear devs,

    I would like to change my 0AD scaling to 2.0. I have seen the forum article on editing the local.cfg file. However, when I tried this today it did not work and returned an error saying the cfg file failed to load. It then said something like 'Reload() function returns error -1131000'

    I am using Linux Mint with the snap version build 17 Mar 2021. Please tell me how I can change the scaling as everything is very small right now. 

    Furthermore, can we add a feature where the game scaling automatically tunes in with system scaling? That would be very convenient for Linux users. 

     

  9. I am experiencing the exact same issue as Tomba. Today 3 consecutive games of mine were attacked, the symptoms are players losing connection to the server and the lobby displays an I/O error. When I was hosting my entire home wifi was taken out; the router indicates no issues and good connection (all green lights) with much data flowing into my home. During the entire time my network infrastructure was fully functional, and my ISP has reported no shortage or formal wifi cut. Therefore it is very likely to be a deliberate attack using DOS method. 

    Can the network forensics find the responsible characters and can the devs come up a way to prevent this? These attacks really ruin the experience.

    Thanks

  10. weirdJokes has proposed that I increase the score of Romans and Spartans:

    Romans are well rounded and easy to play. Their sword infantry and consular bodyguards are also very effective. 

    Spartan Skiritai are now able to gather resources and attack has increased slightly, so they should get credit on that. 

    What do you think?

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