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Yekaterina

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Everything posted by Yekaterina

  1. If you commit less, you die quicker. Yes, that is only if both sides are pure infantry. Cavalry is very common so retreat is hard. Also just before you run out of range, the ranged units can fire one last shot and that is enough to decimate a few more units from you, because the damage is too high. This, combined with slow turning rate, makes retreats quite impossible.
  2. Dear developers: The warning message and the warning alarm sometimes fail to display when under attack. Normally, if one of our unit is being killed (especially at regions not in the current view frame), there should be an alarm saying "You have been attacked!" and an alarm sound. However, I noticed this message failing to display very often and the warning sound is almost never heard. How can this be fixed? I think the condition of not displaying an alarm if the attack is happening in the player's viewframe could be causing the issue, so if this is the case we should remove this condition to ensure that all fights are being reported. The failing alarm has caused my base to be sacked many times without me ever knowing. I think we should at least add a few warning messages and play a LOUD sound effect if any of our units are being killed, especially women. Helicity
  3. The proportion of damage per second to total health is too high, so units die extremely quickly. The shield techs are less effective than attack techs, which caused this problem in late game. Therefore I would propose more effective shield techs for units and less damage per second overall. For example, even if we disregard all techs, a Briton chariot deals 36 damage per 1.25 seconds! That's 28.8 damage per second! It can kill a spearman with 41% pierce resistance in 6.25 seconds! A regular cavalry deals 18 pierce per 1.25 seconds, that's only 12.5 seconds to kill a spearman! This is insane! No wonder massacres are so quick! So I am really asking that we consider either decreasing these damage values or increasing the total health of all units. For a start, let us double the time to kill a spearman - that will correspond to halving the damage of all units. This will reduce the problem of instant massacres. Ideally, I would like firing frequency to be 4Hz, or 0.25 seconds delay between each shot. To get a value of 7.2 damage per second, we need each shot to be 1.8 pierce. For those of you who love rushing, we can either decrease the total health of women to compensate, or, we give soldier units attack bonus against women.
  4. As I said, rushes are just small scale sniping, not the titanic clashes that I like. Let's assume both sides are reasonably skilled with similar army composition and have all of the military techs. Then the side with more numbers will win, very quickly massacring the outnumbered side. I'm not saying that one side shouldn't win, but the issue is the massacre happens too quickly. It's just 30 seconds of complete chaos and lag then one side is exterminated completely. There is absolutely zero chance for reinforcement after all techs are researched and champions are involved, which removes the reinforcement aspect of the gameplay completely, making battles just gambles on unit numbers and not well-prepared tactical confrontations.
  5. Actually the connection problems almost disappeared since this Monday, very suddenly. However, my observation is that I struggle to maintain a good connection to most German hosts, but for hosts in other European countries the connection quality is good. Often, if I click on a game too quickly, I get STUN error and I am asked to wait a few seconds before trying. Waiting does work in this case and I am not sure whether it is related to this. In addition, If I drop and try to reconnect, I get the error "player name in use, please try later". Why? I am not in the game anymore but the host's player list still displays me as playing. On the positive side, my connection is quite stable now (except to some German hosts), so don't call me "LagCity" anymore!
  6. Let me clarify: I enjoy the fighting part of each match more than booming, so I would really like the battles to last a bit longer so that there is more action. Regarding rushes, sometimes it's not the perfect strategy and the battles will be small scale - less enjoyable than titanic clashes (personal opinion). Now, the disadvantage of fast battles is whoever comes with the most numbers and / or champions wins. In team games, given the map size and units' running speed, one player would often lose their entire army before the second player comes. I think this is terrible. Instead, the more numerous side should have some obvious advantage and the less prepared side gradually loses, but victory should avail itself over a few minutes of aggression and resistance instead of a complete massacre in 20 seconds. This is especially the case in 2v1 situations - it should not instantly terminate a player, let them have a chance to reinforce. Real battles don't end in 20 seconds neither. In order to achieve this we lower the damage of all projectiles and also reduce the damage of melee, so that units can live a bit longer.
  7. A23 had some great fights. We should lower the typical stats of units to about what we had back then: javelin do 14 per second, slingers do 2 crush 9.5 pierce, archers do 5.9 pierce
  8. New faction for Aristeia AD. but I'm not sure how many people play it.
  9. Currently, you have few chance to play the tactics that historical Generals had used, because your units disappear so quickly that your army is gone before you can even command them. The primary cause is damage rate being too high compared to total health, as well as pathfinding - units get stuck in a crowd and cannot push themselves out.
  10. Dear all: I would like to relay to you an observation by DoctorOrgans: the projectile damage values are large and discrete, so there will likely be some wasted, overflowing damage when an unit dies. This is especially the case with skirmisher units: each shot deals 16 damage, but a typical spearman has 100 health. By default, one needs 7 shots from the skirmisher to kill this spearman, but 7x16=112 damage, which means the last 12 points of damage were wasted. The skirmisher used 1.25 seconds to prepare for the 7th shot, but 75% of which were wasted. In a sense, the skirmisher wasted ~0.9 seconds on that spearman. The same applies for having armour and technology: if the total effective health is not divisible by the effective damage per shot, there will be wasted damage. In my opinion damage values should be decreased to minimise such time wasting. To maintain a high damage per second value, we can increase the firing frequency instead, such that that total theoretical damage output per second is consistent with what we currently have for each unit. However, it is also my opinion that battles happen too quickly; units die too quickly and there is relatively little time for directing battles, using formations and building supply lines. A large army of hundreds can disappear in less than a minute, especially with champions, so that players cannot use ancient war strategies like outflanking manoeuvres and wedge shapes... So my suggestion is we decrease the damage per second of all units and maintain health / armour constant.
  11. I have. It happened with Norse Harold still. I will try to join Ginnungagap tonight if I see him then update you, thanks.
  12. Well done @Mentula Although when I delete my women, I delete thr ones farming immediately next to the CC. This is because if my base is under siege, I can ring the bell and my cc would be empty, so I can put sword cav in.
  13. Welcome back reza-math! PrivateVPN might help, I use it.
  14. Do you think reinstalling 0AD and deleting all config and cache would help?
  15. No! Right now there are 2 reasons why archers miss: 1. The archer aimed at the wrong place 2. The enemy unit ran away from its initial position if we have infinite speed: 1. If the archer aimed at the wrong place, the arrow will land at the wrong place with certainty. it will still be a miss. So the <Spread> tag is still meaningful <Spread> is a measure of how inaccurately the archers aim. Not how many will hit the enemy. 2. The enemy unit cannot run away from its initial position. We need the spread tag to nerf archers initially, to prevent OP ness. But in late game players can increase their archer DPS by getting techs that improve accuracy. For Spread > 0, the further away the target the greater the error. Therefore for best aim and DPS, put your archers very close to the enemy. But then the trade-off is that you cannot escape. Conclusion: infinite arrow does not contradict spread. To keep @Stan` and casuals players happy, I have 2 ideas: 1. Only add infinite speed arrows to community mod 2. Add a tech which bumps arrow speed to relativistic values such that enemy units cannot dodge.
  16. It does. You think more about micro, how many unit per tree, optimising eco, micro fights, ... But I play mostly casual games now, but I still need it because I added the dark mode ground which is comfortable to my eyes. Please define non-hacky Autociv allows easy change of civs without bothering the host as well as corpse removal, which are nice to haves It's not cheating
  17. I disagree with this claim. I believe that my mod is not an exploit but a personalised customisation of how the game looks. As a child I disliked the colours yellow and green, so it really annoys me to have to play on green grass with green trees that have overshadowing canopies that covered up my units. So I decided to shave all of them for cleaner look and more optimised placements of storehouses. On top of that I made other things look more visible. You are welcome to use it, and I have advertised it to many people before but few liked it It's more adapted to my personal preference and it makes the game more enjoyable and convenient to play for me. It helps me to perform to my best level but it doesn't hurt anyone else in any way. If you don't like it, just don't use it. Similarly autociv is created to make hosting easier. My favourite feature is showing only 1 corpse, which massively reduces lag and it's easier to see how many living units you have. I believe that @nani didn't intend to cheat neither. sometimes it is related to country. For example from Asia to US will have long ping times. Luxembourg only connects well to German hosts...
  18. Exactly. No escape @Stan` A23 can dance because units can move in curved paths and does not need to stop to turn. This allows them to glide around and hence dance. In later alphas they must stop then turn, so the problem is a lot less. Since A25, the dancer is just 1 unit trying to attract attention from enemy ranged and reduce their efficiency. Please explain what's so bad about infinite arrow apart from not seeing the flying projectile animation. To be honest I can't see the projectile just now in vanilla, I have to turn on some GUI mod to see it. Your idea about techs improving turn rate is great. We can introduce slow turns and slow acceleration in P1 to nerf rushing, then add techs to the blacksmith in later phases to buff unit agility and counters to archer cav. This is definitely possible to achieve.
  19. You guys are contradicting yourself: you want to ban dancing but you don't want infinite arrow speed... It is the only truly effective solution to dancing except making all units stationary. I tried dancing in A26, it still works, although not as effective as A23 or A25
  20. I can't join Norse Harold's game since 1 year ago. Whenever I click on his host, it either says "the host is not running" or it freezes my game completely so that I had to close the program. On one occasion I clicked on his game and it crashed my entire operating system and I had to force reboot by pressing the power button. It happend on Arch KDE (0AD really hates KDE) Maybe Norse Harold can provide some clue to what's going on, and please disable whatever mod you are using that causes freezes! If you don't like someone, you can ask them to leave or kick them, but don't crash their computer!
  21. Just how many times do I have to say this, infinite speed arrow will ban dancing, not by nerfing pathfinder. If all projectiles had infinite speed then even phyzic cannot dance in A23 If you test my mod, you will see that dancing is not quite feasible. We shouldn't sacrifice other things just to nerf dancing, which has a simple solution of infinite arrow speed.
  22. @sternstaub suggested turning off "Persist match settings". Perhaps it would help?
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