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Everything posted by Yekaterina
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Maps ranked from TG / serious 1v1 perspective
Yekaterina replied to Yekaterina's topic in Gameplay Discussion
Let me check it out. My concerns about it are woodlines, too much navy and turtling. -
That will be OP! No sneaky ram can escape your sight!
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I am really worried about 20 pierce per second after P3. That is more than a fully upgraded rank 3 javelin cavalry, and this thing has a range of 45m. The British champion chariot does 28.8 pierce per second and we still consider the unit very deadly (not as bad as iber cav) in spite of the heavy cost; a champion archer does 14 pierce per second. Maybe we should lower that number down to 12. Is there a particular reason why machine gun arms are bad? If we make the damage of each projectile sufficiently low then all will be fine.
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I was thinking about 1 projectile per 0.5s or even 0.25s
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@wowgetoffyourcellphone I think your ideas are really good, please give me an hour to work out the exact values for each of these though. About that champion crossbow cav, I am still thinking about a machine gun unit: most ranged units in 0ad shoot too slowly, but some designs of crossbows (or equivalent hardware) could fire at extraordinary rates, although the damage and accuracy of each projectile is low. Machine gun units in 0ad would be unique and funny.
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Feedbacks from A26 SVN tests
Yekaterina replied to Yekaterina's topic in Game Development & Technical Discussion
I have nothing against the Han icons, because they are a new civ anyways. But the set you showed me this time is a lot better. What I was referring to is the icons for other units in other civs. E.g Athenians, Gauls -
1.5x or 2x please.
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I like your thinking! Rank 2 units Maybe leave crossbows at P2 and later because they were cutting-edge tech at the time, and a village shouldn't have been able to mass produce this units. The Han used crossbows to counter Mongolian (Xiongnu) archer cavalry, so maybe they can get a bonus against archer cav (which is currently extremely annoying to players before P3). I like this idea. Maybe a free tech or very cheap tech that requires little time to research. Rank 3 units already need 57% more time to train than rank 1 units, so I think that's a big enough nerf. Please also consider that rank 3 ranged units do no additional pierce damage nor extra armour, so they are not OP at all!
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RTS Tournaments, your website to play 0 A.D. Competitions!
Yekaterina replied to Stockfish's topic in General Discussion
May I ask why? -
Don't panic, nothing has been committed yet! It's all talk for now.
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We can add it in to see what happens, although I think the default barracks is absolutely necessary.
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Does this game even have an age limit? I don't think so. If the natives did dress like that then that's fine. To be honest most players can't see models in great detail.
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Scoring system needs to be reconsidered.
Yekaterina replied to Yekaterina's topic in General Discussion
Remove things that annoy us and start from scratch: only keep the basics, then only add things that pleases us. -
Many players want Feldmap mod to be a vanilla feature of 0AD A26. This mod adds a new map called Mainland Balanced, which has perfectly balanced resource distribution among players. Now I have a problem commiting to this to svn as a patch: I copied the files into the correct folders, but svn is not detecting it. What went wrong? in powershell: No difference detected!
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200 wood I build pyramids very late, only if I need to spam cav. I only remember 2 or 3 games where this has happened. 2 or 3 barracks will definitely make you boom a lot faster if your eco can follow it. Most players don't have a strong enough eco to support production at that rate, so it would make Rauls seem very fast. Also he likes to use huge batches or 15 women which makes his population counter jump very fast, but the actual time when his 200 units are out and about is a lot longer compared to someone with 4 barracks. Anyways, we can have P1 archery range that costs 200 stone but I won't ever use it...
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Ptolemies + extra berries doesn't count. I can reach P3 + 200 pop before him using my build order, although he will have a larger eco score I am not doing that lol
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ranged units only get health bonus and capture bonus, so no need. They already take 7 more seconds to train than rank 1. If you add in melee then they definitely need an increase in cost.
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han-china.zip This mod contains my proposed changed and fixes. Feature changes: 1. Fields have 5 women on them working at normal rates, but they are smaller. 2. Crossbow stats: 6.7 pierce per 750ms at 50 m. (almost identical dps to slingers, can be beaten by skirmishers at point blank range but beats all other ranged infantry from 60m starting range). They will be your main ranged damage output for late game. 3. Starting unit is a sword cav and cc trains sword cav. (for civ differentiation) 4. Barracks trains melee and ranged infantry as normal 5. Practice range trains only elite archers and elite crossbowman. Offers ranged unit techs that are not available elsewhere. Bug changes: CC size re-adjusted. Previously the CC had a large empty area around it that did not allow me to build on. Now I removed it, so that building size is honest.
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oh no, I need 3 barracks to boom! Can't afford too much stone consumption early on. My idea was use crossbows as slinger/javelin alternative. Please see my mod:
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Units have rank basic (infantry_archer_b), advanced (infantry_archer_a) and elite (infantry_archer_e). Advanced and elite ranked units have greater health, armour and capture attack, but there is no increase in raw dps output. Citizen-soldiers start at basic rank when trained from barracks, and as they fight enemies (hurting the enemies), they gain exp points. After an unit has stored a certain amount of exp points they can be ranked up to the next tier. Mercenaries start at rank 2 and require less exp points to go to rank 3, so they are OP. If we can train rank 3 (elite units by default), that means you can have a very durable army in no time. For a comparison, rank 3 archers have 78 health compared to 50 health of rank 1 archers.
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Another idea: give champion cavalry crossbowmen penetration ability? Or, higher firing rate for lower damage per shot? Maybe we can have a gatlin gun unit, that would be funny. Or, shoot 3 arrows at a time?
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I made it identical to slingers. But, in practice range you can train tier 3 crossbowmen by default!!
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Scoring system needs to be reconsidered.
Yekaterina replied to Yekaterina's topic in General Discussion
But that is a problem, because killing enemies is a lot harder than gathering resources. In, my teammates defended against a double rush and return rushed the other side, causing 2 enemies to resign. He got around 100 kills in 15 minutes. In the meantime, I just stayed in my base and boomed got 14 minutes straight, and it wasn't even a fast boom. Yet, I had almost double the score of the guy at the second place. I feel like this is not fair on them as they did all of the contributions and played with great skill, whereas I, the eco bot, got the MVP by a far lead. Same applies to that Athila above. Maybe remove the score feature completely. I have watched every single Newbie Rush video and I found that Jim is often mislead by the numbers when awarding MVP -
===[TASK]=== Crowd Sourced - Thracians (Faction)
Yekaterina replied to Cleo's topic in Game Modification
Same git repository? -
Why crossbow rush? They are not significantly different from archers, and only available since P2. In my proposed changes mod I gave crossbows identical dps to slingers at a range of 45 metres (basically slinger unit for Han). I tried my stats in the scenario editor and eventually 10 archer +30 of my crossbows + 20 spearmen was on par with a Celtic army of the same size.