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Yekaterina

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Everything posted by Yekaterina

  1. An additional point: for rams and siege that have very high resistances, writing '50' is less chunky than 0.998... But for smaller armour values I wouldn't mind switching to percentages. However, something that I have noticed is that units die too quickly in Alpha 25. Battles last very briefly and it's often the case that all units at the front line have died before reinforcements arrive. So we should either boost armour and health of everything, or, decrease our attack values so that battles (the main attraction of 0AD over other city building games) can take up a greater proportion of the game and more veried formations, battle tactics can be played out. A23 and A24 had reasonable and fun large scale battles. The change is caused by the new pathfinder and tier 3 military techs, so we should do something to counterract with the effects of these 2.
  2. Any melee unit will deal significant damage against siege, even women. Slingers can also damage siege quickly. Elephants and your own rams are deadly to your enemy's siege weapon. If you know that your enemy will flood you with rams, the prepare a significant number of melee infantry (swords, spears, clubs, mace, axe) or melee cavalry (spear cavalry, sword cavalry). First kill all of their exposed organic units using your ranged units, then focus fire on siege. They will have a weaker army than you because they invested their population space in rams, so you will win the fight if you just ignore the rams for a moment. If you see your enemy using catapults or siege towers, prepare slingers or sword cavalry. Spear cavalry can also damage catapults. Alternatively, you can use a large crowd of infantry or your own rams or elephants to take out catapults instantly. The conclusion is that siege weapons are not overpowered at all in A25 release; they already suffer greatly from clunky pathfinders and low accuracy. You should also scout your enemy to see what they have so that you can prepare promptly. The best way of defending is to have as many units as you can of all types.
  3. Actually I have already spotted this issue with dead whales as well. I'm sure the developers are already on it, please have some patience. Meanwhile, I will look at the actor files and check if something is wrong with the death animations.
  4. Similar crashed have happened on Xorg KDE as well. As soon as the 0AD engine starts, all windows effects disappear. This applies for all operating systems and desktop environements, even windows 10 becomes very jerky when pyrogensis.exe is running. I am not sure what is causing this as I have only seen this issue in a handful of games. However, for Xorg and Windows 10, it's just a matter of temporarily disabling the graphical effects; the system itself doesn't crash, so it's not a fatal problem.
  5. Sometimes, the black player and the green player a a bit too difficult to see on the map, so is it possible to change the colour of the players? I would like to use the following colour scheme: @Stan` @wraitii @Freagarach please can I have some hints on how to change it? Also, can I do it without affecting lobby compatibility? Thanks in advance. Player 1: Piccadilly Line Player 2: Central Line Player 3: Overground Player 4: Circle Line Player 5: Waterloo & City / Victoria Line Player 6: Heathrow Express Player 7: Bakerloo Line Player 8: Hammersmith & City Line
  6. Actually that is another soft counter. Siege weapons have low hack armour and low crush armour, but swords only do hack so every bit of attack is absorbed by the ram. This is why women are more effective than champion javlins at smashing rams. You will find mace or clubs even more effective against siege. Similarly for siege against buildings: buildings have very hight pierce armour, slightly lower hack and almost no crush armour. This makes clubs and siege which deal crush damage very effective against buildings. The fire and poison attacks are undefendable, because no unit or building has fire armour or poison armour. This makes fire cav OP. Fortunately poison doesn't affect buildings, otherwise Maiden guard archers would be the next fire cav.
  7. @Sp00ky in 0ad there are hard counters and soft counters. Hard counters are forcefully implemented by the programmers, making one unit dealing extra damage to another unit type, no matter what, for example, the attack of a spearman is tripled if it's victim is a cavalry unit. The only hard counters that exist in 0AD are spear and pikes against cavalry. Soft counters are one type of unit naturally having an advantage over another type in certain situations. For example, sword cavalry against archers. The sword cavalry received no damage multipliers or bonus of any kind against archers, but their swift walking speed, fast repeating sword damage and high health makes them ideal for destroying groups of archers who have low damage per second and unprotected by melees. But, even though spearman can beat sword cav, the agile archers can snipe them from a long range and retreat when spearman get close, so it can be argued that archers are soft counters for large groups of spearman. Heavy and light infantry are not well distinguished in 0AD ( at least not in A25). There are only 3 categories of units: citizen-infantry, mercenaries and champions. The specific names of entities might be called "Roman heavy swordsman" or "Numidian light cavalry", but what's important is which of the 3 categories it belongs to. Within each category, heavy or light is just an artistic name with no real reflection on the unit's strength. The Seleucid Romanised heavy swordsman has identical stats to a half-naked Mauryan maiden guard.
  8. It would be great if we can select which Style of graphic we want in the settings menu
  9. Here, realism / art clashes with practicality. Realistic details and scales will be difficult for players to deal with when playing, but's what's easy to see and play with will be unrealistic. This is why I made the StarGUI mod, for players who value practicality (utilitarianism) over aesthetics. I am proposing something more abstract to represent the unit models: geometric shapes / solids. It's too difficult to see whether an unit is carrying a sling or a javlin or a sword if you are zoomed out (you just see a group of units looking approximately the same), so if we use very simple but distinct geometric shapes to represent each unit type (e.g. spheres for slingers, squares for spearmen, ellipsoids for javlin, triangles for archers) then all you need to do is remember which shape is what, then you will never have problem with micromanagement. A more moderate solution is to delete the human model and leave just the model of a sling or a sword, or, we can have something like this:
  10. A very funny situation occured today after a crash on Linux: the first instance is still running and I can hear the music, but the window and GUI disappeared. So I restarted the game and I re-logged in into the lobby and joined the game I was in, then this happened: I have been duplicated, with my first ghost still inside, but now I am behind the unrated Sevda (light blue player). Everyone else thought that I was trolling but actually it's a bug that sometimes happens. The crash was caused by a CPU overload (I was trying to compile A26 and run a Win10 virtual machine), but it didn't crash completely so this happened. Logs: userreport_hwdetect.txtmainlog.htmlsystem_info.txt
  11. My idea to distinguish units is: Those who stand still and throw stuff are ranged units. Those who chase and enemy, charge and walk a lot are melee units. At this stage, it's not too important to distinguish archers from slingers or spearman from swordsman in a battlefield. Just remember the ranged units with a significant shield are skirmishers.
  12. This funny bug shown below sometimes occurs when I quit the lobby and start a singleplayer game. It has persisted over the alphas, and has become especially frequent in A25 that I felt a need to report it. untitled.webm My solution is to delete all of my configuration files and relaunch the game, that often fixes the problem, but then I would have to tweak the settings again. The log files are here: userreport_hwdetect.txtsystem_info.txtmainlog.htmlinterestinglog.html And below are my configurations: user.cfgmatchsettings.jsonlocal.cfg It's also worth mentioning that 0A.D interferes heavily with KDE desktop effects. As soon as I launch 0AD, all animations disappear and become jagged; KDE desktop effects such as magic lamp windows and wobbly windows disappear; round corners of windows become right angles; latte-dock also experiences glitches. I am not sure if these 2 bugs are related.
  13. Please, suggest how I can improve it. A model of what you want the resources to look like would be very helpful.
  14. I will try to incorporate more exaggerated models into my GUI mod, which will just enhance the visuals without changing the gameplay. If you can show me some examples of distingushable models (perhaps from another game), I will try to mimic them. Before I finish the technical side, just try to click on one of the units and see the description. Alternatively, you can look at their shields: Large shields are melee, trianglular shields are likely javlin, slingers and archers have very small shield.
  15. I think he means the Sparabara spearmen of Persians
  16. Screenshots of results: Seleucids on Agean-Anatolian: cleaner front quad without deceitful trees; visible density of woodlines and metal mines to give you a slight advantage in 1v1 duels! Kushites on Sahara: pick the best woodline to lumber from! Carthaginians in temperate Mainland: cleaner front quad, highlighted berries. Mauryas in India: note that the trees have much simpler model, which reduces lag and improves visibility. 'Annoying bushes' are no longer annoying because you can easily spot them and clean them up with a worker elephant. Kushites in Nubia: no more hiding buildings and enemy units under canopies!
  17. Proudly annoucing an update to StarGUI! Download link here: yildiz.zip New features: Replaced rampantly-growing tree models with a modified cypress tree. The density of forests are made visible without completely destroying their aesthetic. The dark green cypress trees have 200 or more wood, whereas the grey ones are bushes with 75 or 50 wood. Removed the decroational trees from the Seleucid, Spartan and Carthaginian civic centres to avoid confusion. Now they look very clean and tidy! Amplified audio for projectiles and weapons. Amplified attack alerts - you won't suffer too much from a sneaky attack anymore.
  18. Perhaps a tech to upgrade palisades, not necessarily into stone walls but something that counters hack damage.
  19. If you look at pure stats, infantry mercs are no less OP than cavalry mercs. However, no-one ever complains about them, simply because it's easy to dodge them, then lure them into a trap due to the slow speed of infantry. The lower survivability of infantry and their slow speed nerf them, making very OP units defeatable. Consider Macedonian silver shield units and champion pikemen. They are just as deadly as the champion cavalry in close range, yet no-one notices them, simply because you are never forced into a melee fight with them: free draw a circle of ranged units around them, then dance with your melee. This will eventually wear out the champion units without costing a single soldier of yours. You can't avoid any cavalry unit using this technique, especially against the Carthaginians (lightening general hero). So an effective nerf would be slowing down these mercenary sword cavalry so that they cannot escape spear cavalry or javlin cavalry.
  20. Consider the same case for women: if they were isolated when the civic centre alarm is raised, they would head towards the closest house and stop at where the passability class is 'ships'. Same should apply for soldiers: they stand at the beach if they can't reach their barracks. It is only necessary to raise alert for soldiers in early game when you are losing against an early push but do not want to sacrifice all of your soldiers. By the time you are able to reach an isolated island, you are most likely able to immediately withdraw your units back to your ship, or, win the fight. So the extreme case isn't a big problem. I am personally for this retreat bell, because in my early days of playing, the AI often push at minute 8:00 and kill all of my infantry units. If such an alarm bell was added, it would make defending against early AI pushes much easier. It would also reduce the deadliness of Carthaginian mercenary cavalry because the defending soldiers can escape to safety easily as well.
  21. After a brief internet connection issue while hosting a game, I returned to the lobby and saw my crashed game still remaining their with players trying to join it. I was able to start a second game and that confused many players because it would appear that I am hosting 2 games simultaneously. What could be causing it and how can we fix it? Sevda2 is the real game that players can join, after I re-logged in twice. 'TG ile Sevda' is the crashed game and players were still trying to join it... Lobby moderator, please can you remove 'TG ile Sevda' if it is still there? Thank you.
  22. Hello, I have a link to her server that doesn't expire: https://discord.gg/hxuVxmt93e
  23. That is indeed great if the initial civilisations are random. However, if the players chose their civilisations then you can simply remember who picked what. I like this idea, it will help with specs' discussions and analysis.
  24. Humans Change the <PreferredClasses> to fauna as well
  25. This error happened to me when I was testing A26 on Windows 10: As discussed above, the error is caused by the build being 32 bit on Windows. Is it possible to compile a 64 bit version?
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