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Yekaterina

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Everything posted by Yekaterina

  1. Not necessarily. Many players build their elephant stable very close to the front line, so it is easy for you to distract the enemy then send a team of cavalry to capture it. They are easy to capture. I have done it many times in team games and none of the human players could react and delete their elephant stable in time. I do agree that it's difficult to get your hands on one, but I think Romans producing native elephants is neither historically accurate nor good for balance. If I remember correctly, in A24, some people suggested a mercenary building for the Romans to recruit a more diverse range of troops. That might be useful, but we need to discuss this with the balaning advisors.
  2. Vivid colours mod has been implemented by default. Download new version: StarGUI4.zip
  3. Mowed India's grass and Nubia's grass (it's been my wish for a long time). I also mowed the grass on Savannah and cleaned it up a bit:
  4. New update: Hostile animals are coloured red Small edible animals are coloured blue, so that you know where to look for hunt.
  5. My recommendation is let Romans train elephant from captured elephant stables. This makes sense from a historical point of view, and makes gameplay more interesting for the Romans (reminds me of Britons capturing catapults in A23). In order to achieve this, copy an elephant template into the Roman units folder but don't add the structure.
  6. @soloooy0 perhaps try deleting all of your logs and configs, restart the PC and try again? If not, then wipe all 0ad related directories completely and reinstall the game?
  7. I think the solution to this issue is to write your thought process and explanation of what happened in each game under your file, so that anyone else (doesn't matter their rating) can understand what is going on and why you made those choices. This will prevent wrong commentaries and the commentator will always be saying exactly what you wanted them to say. I have been sent many replays by different players and sometimes all of them are doing things that are seemingly illogical from an overlord's point of view, but after talking to the players and knowing what they saw, what they knew and what they were planning, everything turned out to be logical. So a brief explanation from your persoective will be very helpful to anyone covering your games.
  8. Which type of units are they? Infantry-wise, the Carthaginians are only missing pikemen. A mercenary javlin unit or slinger would also be apprecieated so that we don't have to build too many Iberian embassies.
  9. The French wasted their noblemen due to poor organisation and over confidence.
  10. The current closed order formation looks like this. Champion infantry at the very front, followed by melee cavalry, ranged cavalry, then melee infantry and ranged infantry at the very back. I would suggest a change to this layout, with citizen melee at the very front, behind them is melee infantry champions, after that is melee cavalry, then ranged cavalry and finally ranged infantry. The reason being, if a player has a few ranged cavalry with a mostly infantry army, then the ranged cavalry will be placed in front and directly exposed to enemy spearmen, which means certain death. If we put these cavalry behind your own melee then they can attack safely from a distance and shield some splash damage from your fragile ranged infantry.
  11. But that will limit fighting and resource gathering. We should be allowed to go off road like the real world but with a speed penalty
  12. Good idea. I personally feel that siege weapons are quite slow, so I propose: Traders +30% speed when walking on roads. Siege units +20% speed when walking on roads Infantry +15% speed on roads Cavalry +10% speed. The path of siege weapons can be controlled by placing the siege workshop near the road, then using multiple enrollment points to guide it along the road. The player should be able to construct economic highways for traders (although unecessary on Mainland).
  13. Understood. What I meant was, units will walk in straight lines as usual, but there are regions on the map which offer speed boost. It is up to the player to guide their units along the roads. I am thinking about making roads buildable structures like fields, where units can walk on and anything on it gets a speed boost.
  14. Walking on the road is a lot easier than traversing through the ferns, and why don't we reflect that in 0AD? Of course, we can turn off the feature for Mainland so that TGs are still balanced.
  15. Some maps like Acropolis Bay and Via Augusta have roads or paths drawn into them, but so far they have no real effect on the gameplay. In order for the artist's work to not go to waste, I propose adding a road feature to maps, where units walking on roads receive a certain amount of speed bonus, say, 10%, compared to off-road units. The justification being walking through rough grassland or forests is much slower than on paved roads, as you have to actively dodge plants, rocks, uneven terrain etc. This will make players consider how they reinforce their troops, where to set up buildings and where to pick fights. Furthermore, we can allow players to build roads. I'm sure the city builders would love it, as I once was a city builder and I'd love to be able to build roads in 0AD.
  16. @user1 @Dunedan I told him to post on the forum. Is there a way to recover lost passwords?
  17. Even though the programmers are not deliberately trying to cause havoc, as a professional, they should at least know what they are doing and take the necessary precautions before releasing this product to the world. If they are failing to observe lab safety protocols then you must fire them and replace them with less reckless programmers. That's because misogynistic data was fed into the system. As hard as we try to deny it, many countries ( especially the ones researcing AIs) have misogynistic societies and gender inequality, and this will be reflected in the customer information of shopping websites. The AI will subsequently learn male superiority and become misogynistic. If we feed in data from matriarchal societies, then you will see the exact opposite.
  18. Yes, you need approximately 20-30 sword cavalry, either charge them in from the side or from behind. They will clean up the slingers very quickly and the Ptolemies army will be distracted. Alternatively, sometimes you can force skiritai through enemy pikes, although that requires quite a lot of micro and if the ptolemies player has many pikes then it will be very difficult.
  19. Dancing with pikeman to save your ranged units.
  20. I think there are 4 Roman swordsman units: citizen, champion, Samnite and Gladiator. The latter 2 of the units can only be summoned in the atlas editor and not the actual game. Some units only exist in Atlas editors as there is no structure to train them. Strangely, the Carthaginians can train green Samnites although the authentic Roman Samnites are red. Is this a good feature or a bug?
  21. For those who want to move up the ranks
  22. You don't need to calculate the exact percentage of damage absorbed in order to win the game; it would be more effective if you invest your brainpower into microing your battles and designing a faster build order. 1-0.9^x is not difficult concept to understand, although I wouldn't expect you to compute the exact value without a calculator.
  23. Ideas and inspirations are harder to come by than doing the programming. Writing a game like flappy bird is easy in any language that you are good at, but the inginuity is precious. However, I think 0AD is a better example of inginuity and programming... it continues it improve itself over the ages and clever players always invent new strategies. AI will not destroy the world unless the programmer decides to. AIs are absolutely obedient to the commands of their programmer so it's the programmers whom we need to keep an eye on instead of the end product. Elon Musk has some ambitious ideas but I am not sure about the feasibility, practicality and the potential consequences of them. Technology is applied science and science is applied maths. There is no witchcraft in science, it's all about mathematical deduction and proofs. Everything can be proved using first principles and known axioms. Sometimes the result of a calculation may be beyond human intuition or ability to imagine (e.g. 4D symmetry, quantum mechanical behaviour), but there is absolutely no magic or supernatural power involved, which is what makes it credible.
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