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Yekaterina

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Everything posted by Yekaterina

  1. İf you think their OPness is caused by range and mobility, you can limit them to P2 or later because everyone will have something to counter archer cav rush by P2, be it javelin cav, spear cav or archer infantry.
  2. What about: there is a 50% chance that Persian women is an archer then they spawn?
  3. Perfect. This is what mercenaries should be. I disagree. They are the same as any other sword infantry champions, it's just that their champion spearmen with silver shield upgrade (argyraspides) are extremely OP and outshines everything else.
  4. @BreakfastBurrito_007 register a new forum account and use that for now.
  5. You can talk to them directly here: https://webchat.quakenet.org/?channels=0ad-dev. You can also ping other balancing advisors. Most people use the same names as their lobby account. I agree with everything else that reza said. Then what should the colony train? Should we also put merc inf into barracks? Some opionions on reza's idea would be appreciated. @BreakfastBurrito_007 @real_tabasco_sauce @LetswaveaBook @chrstgtr
  6. Millet Porridge (小米粥) (not people porridge, not to be confused with 'bir millet iki devlet ...' )
  7. I suspect that the reason why you cannot set a rally point is no unit is ever produced from a farmstead or storehouse so the feature is considered useless and removed.
  8. I would recommend putting these two on a different control group, for example ctrl 7 The randomness generator first decides the name of a culture, then randomly chooses a civ that belongs to the culture. For example, there is a Hellenic culture, within which there are Spartans, Athenians and Macedonians. The probability of choosing each culture is the same and the probability of choosing each civ after the culture has been determined is the same. Therefore, civs that belong to cultures with few civs inside are more likely to be chose. Some cultures such as Romans have only one civ within it, which makes it a very likely choice. Han belongs to the Chinese culture and there is only one Han civ within it, so the probability is very high. Having Han half of the time is abnormal, but not entirely impossible according to probability theory. The probability of getting Han should be 1/5 or 1/6
  9. There are casual players in the lobby, and that is acceptable. However, with the split mods, the hardcore TGs will be in grey and they will not be able to join it, and vice versa.
  10. Yes. We can make them have slinger range (45 m), do 13.3 pierce with a 1.2x bonus against cavalry.
  11. Then perhaps we should keep it like a skirmisher unit: 35m range, 16 pierce damage.
  12. Perhaps. I was thinking more in the direction of damage per second and range, but some crush would be even more entertaining from a gamer's perspective. I would disagree with this; the Han Dynasty used crossbows to counter barbarian cavalry charges and it was effective. In earlier and later dynasties they were used to counter infantry as well; they were very effective in defensive battles.
  13. İ'm glad too see that finally someone realised the weakness of Han. I and @Yekaterina suggested that we make crossbow units identical to skirmishers in stats for balance and keep the crossbow actor for historical accuracy, but a committed patch was altered back to a trash unit... We could also make Han cavalry crossbows identical to slingers so that we have a virtual cavalry slinger unit.
  14. This error appears in 3 situations, often it's non-fatal: 1. Enabling mods with bugs or imperfect code 2. Too many player actions during lag, especially when microing large battles with a few players lagging (often their computers' low specs is the cause) 3. Running multiple instances of 0ad at the same time, especially when you log into the lobby on all of those instances.
  15. I agree that the Han has OP economic strenghts, however, their military is outstandingly weak, which achieves a balance. The reason being, all of their ranged units deal too little damage per second. Archers and crossbows with melee can't possibly beat an army of slingers or javlins of equal size. In late game, they depend purely on champions, but their champions are trained from Imperial Academy instead of barracks, which makes spamming much more difficult. @real_tabasco_sauce if you think the Han are really that OP, I challenge you to a 1v1 where you use the Han and see if you can beat me, where I will be using a 'weak' civ of your choice.
  16. I was refering to A25b, sorry about the confusion. I haven't been able to fight huge battles in A26 with any real human so I can't be certain about that.
  17. If you have 401 and your enemy has 399, you will win the fight. However, I would still recommend we decrease overlapping as that causes many problems with micro and pathfinding.
  18. I would love that, it would make Mamara a much more hospitable map to play on
  19. On second thought, this is a good 'feature' as players have to work hard to regain their rating each alpha. This prevents rusty old players from being overrrated and also gives new players a chance to refresh the leaderboard.
  20. Ratings are now functional, thanks @Dunedan. However, there is an issue: I became a 1200 player in A26; all of my previous points were left behind in A25.
  21. I like the gear map very much. The only issue with it is that it encourages turtling and the border player is incapacitated instantly if their neighbour gets a warship before them.
  22. I would recommend a standard start but allow the cc to train 2 cavalry types, or just give them an extra cavalry without taking away anything.
  23. @woodpecker @sarcoma you can temporarily cut and paste the old replays into another folder. The names of the replays are based on the date they are played, so something like 20220607_0002 means the second game on the 7th of June 2022.
  24. They are intended to be used on rams, buildings, catapults, siege towers, not for fighting enemy infantry.
  25. Instead of simply buffing their health, a neat way to reflect on the scythes used is to add an area damage to any unit in close proximity. I am suggesting a nerfed version of the Wei Qing hero, who already does this. In the mean time, we can double the food cost (to account for 2 crews and 2 horses) and decrease their turn rate to reflect their lack of agility compared to a single cavalry. Furthermore, since there is a dedicated pilot, the other crew is always free to shoot arrows. Therefore we can implement a turret mechanic: being able to shoot while moving, although not very accurately.
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