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Yekaterina

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Everything posted by Yekaterina

  1. This thread is for reporting technical bugs that you have encountered in A25 while playing on the release version. Here is an example of a bug I encountered: The player called nisefuchi asked to spec so I replaced his slot with a Petra Bot, and tried to start a 3v2 game with the following arrangement: Team 1: Yekaterina + duck... Team 2: GeneHa + Rarius + Petra (Very Hard Random) Specs: nisefuchi The game crashed with this error, after I clicked the start button (which was available at the time). It crashed at the loading screen and did not even manage to generate a replay file. I had Autociv mod on.
  2. In A25, sometimes we can't find any fish, even if they are right under our boats. Please can we have a different model to indicate the locations of fish, so that fishing becomes a more viable economic option? A massive thank you to the artists who are willing to help me The minimap says there are 3 schools of fish in this region of water, but I am afraid I cannot see anything apart from the water... @Stan`
  3. I used AUR, with an AUR helper yay. I think the Manjaro Pacman is a bit different to the one in pure Arch; I have noticed some packages that only exists in one of these. Manjaro packages are likely to be tested a lot more for stability. Anyways, both can use the AUR so pacman is not that important.
  4. Many thanks to all the devs! Can confirm that A25 is readily available for Arch Linux now:
  5. War elephant and archer walkspeed are still there. It is also a 5-house civ that some players really care about.
  6. I can give you some if you want... but not so publically on this forum
  7. Rauls used it on me and decimated my javelin cav + spearman + pikeman formation (which is normally quite invulnerable in direct confrontations with an army of similar size). Pro TGs often ban archers so it is rare to see good players using archers on each other. One of the A24 approaches is to bring 100 archers with 11 elephants and no melee. Not sure if this will work in A25.
  8. That might be too OP actually, because you can spray the entire enemy army with poison arrows and they will be pinned there, cannot escape or chase your units... Maybe just let them be the same as any other archer champions? Or, let them keep their poison but decrease their health slightly and increase the train time to mimic the agents who die of their own poison?
  9. SaidRdz's Spartan army lost to my Macedonian pikes + javelins on at least 2 occasions. But yes, in A25 there are too many things in merely 30m so it's hard to say. However, it seems that whoever's melee can survive for the longest wins. In this case the pikes will mow the Spartans again.
  10. In A25, if you just make your archers stand still in a formation, they will be mowed by javelins, cavalry or melee for sure. This even applies for players who use only archers and no melee in A24, but to a lesser extent. However, in A25, if you make your archers dance or dodge the incoming melee units by formation change, then the enemy will be mowed by your arrows. 1. Put archers in a close order, maybe moving them slightly 2. When the enemy melees and javelins charge in, split the formation into two equal parts and move them out of the way, opening a lane for their troops to walk into. 3. Walk the archers sideways for 60 metres, then order the archers turn around and shoot, perhaps from 50 metres away, use melee units to keep the enemy busy, while emerging more melee from gaps in your archer formation, so that enemy javelins or melee can't reach your archers on the side. This is a difficult manoeuvre, but if you can pull it out successfully then it will make archers OP. Their range determines that archers are still very strong: use a large number of melee to engage enemy melee and javelins, then use the archers to outrange the enemy javelins. Perhaps they are not as OP as A24 but still not to be underestimated if they were used correctly. Plus, all archer civs have javelin cavalry. Just use that!
  11. What do you mean by 'the correct bush' though? Aren't they all the same? Done it, made the bush quite a bit larger to select.
  12. I think we can change the size of the selection box in the template files, or, enlarge it in Blender.
  13. I got the templates but not the actors. For some reason I can't push to git. Can you send me the actor fils in a zip?
  14. metadata.jsoncommands.txt Here are the replays. Another small problem: 0ad seems to interfere with KDE window effects. When 0ad is running, all window effects like wobbly windows, magic lamp and any animations would disappear.
  15. Another problem with A24 lobby (this sometimes happen in A25 as well)
  16. This error occured in A24 when people are dancing with formations. Please check that it won't happen in A25. Thanks. (Build 19th July 24937-release)
  17. Better for balancing, as now archers are of the appropriate strength. However, melee is no longer that OP and javelineers may become just mediocre. However, cavalry is still great.
  18. Thank you for this bug report, I will try to fix. Deepfreeze Error is a headache; I can't really tell where the problem lies. What I will do is maybe use a brand new template for the spearman.
  19. @1F409 You may want to refer to this page as a tutorial. It is quite detailed and I learnt modding from it. I recommend that you target this mod for A25 since A24 doesn't have much time left. https://trac.wildfiregames.com/wiki/Modding_Guide Feel free to visit my github repository for different mods that I made. Some might contain errors but there should be a few helpful examples: https://github.com/Yekaterina999?tab=repositories You can also PM me to ask questions
  20. Download from github already: https://github.com/0ADMods/Syracuse-mod
  21. I tried autociv on A25 after some tweaks but I still got loads after loads of errors.
  22. I would choose to click 5 times. This is more flexible than setting the batch size to 5, so if you are rich then you train more than 5 in a batch and if you are poor you train smaller batches, but either way your barracks would not be idle. When you are booming, always train as much as you can actually afford. Never stockpile on food and wood, unless your strategy needs it. When you are fighting, spam barracks and train units one by one from them, so that you are always reinforcing your front line and never outnumbered. Don't train in batches when you are fighting! Therefore I recommand spamming around 3-5 barracks near the front line, if it is attritional battle then you need more. If your whole base is under attack and you can't fight back, garrison all units first, then train the largest batch. Once your big batch is out, release all of the garrisoned soldiers as well and fight the enemy with all you got. Enable loom tech and use women as anti-ram. Set women on violent mode; they are also decent anti-archer meatshield.
  23. Yes, I think that is a better value. Maybe 12 will do. I have consulted some lobby players and they think my idea of deck and hull being is just for fun, not really good for balancing. The idea is, ranged units and artillery have an extra button that allows you to choose whether you want them in the hull or on the deck. Melee units, rams and elephants don't have this extra button so they can only be garrisoned in the hull. There is an extra button next to the normal garrison button.
  24. Exactly. I am suggesting a enlargement of the model of ships by a scale factor of 0.3 to 0.4, so that ships can sail into the Adriatic Sea, Agean Sea and prevent pathfinder issues.
  25. Yesterday someone suggested another approach: let the ships have specific roles like infantry instead of a general distinction by size. Let there be ranged ships and melee ships: Ranged ships can garrison archers or artillery, can shoot other ships and land entities from a distance, but has relatively low damage per second. The current quinqueremes are good examples. Melee ships have to sail very close to an enemy ship then deal heavy damage at a very high rate. However it cannot attack land units or buildings close to the sea. Within these 2 categories we can have more distinctions: Arrow ships: garrisoned by ranged units and shoot arrows at other ships / entities from afar. Deals mainly pierce damage. Artillery ships: garrisoned by either bolt shooters or catapults and shoot these crushing projectiles but at a low rate of fire. Ram ships: charges towards an enemy ship and rams them until they sink. Fire ships: like Iberian fire ship Capture ships: captures an enemy ship or murders enemy units onboard. Transport ships: can transport large number of units, siege and elephants at once. And of course there are the merchants and fishing ships. This way we can avoid the race to build first warship and also sorts out balancing issues that arise from the current quinqueremes.
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