Jump to content

Yekaterina

Community Members
  • Posts

    2.919
  • Joined

  • Last visited

  • Days Won

    48

Everything posted by Yekaterina

  1. @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
  2. Download from github already: https://github.com/0ADMods/Syracuse-mod
  3. I tried autociv on A25 after some tweaks but I still got loads after loads of errors.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. I tried to upload a mod into my repository, but I got this error: remote: Password authentication is temporarily disabled as part of a brownout. Please use a perso nal access token instead. remote: Please see https://github.blog/2020-07-30-token-authentication-requirements-for-api-and-g it-operations/ for more information. fatal: unable to access 'https://github.com/Yekaterina999/Bactrians/': The requested URL returned error: 403 This happened when I tried to commit patches for my other mods as well. Please tell me how to fix this!
  9. what I am planning is let the hull offer either a ram attack or arrow fire like a siege tower (so no need to turn), then, additionally, units /artillery can be 'garrisoned' on the ship deck and can be commanded separately.
  10. 16 would be more practical, yes. The only concern is an artist one: the units will look quite crowded if we fit 16 of them on there.
  11. Once you can easily defeat the AI, these are some things you want to aim for before joining the multiplayer lobby: 1. Phase 2 between minute 8-10, after you have set up at least 2 barracks and at least 100 pop. 2. Phase 3 before minute 14 3. Stay poor. Don't float any resources, spend them or barter them or give to your teammates. (I am bad at this) 4. Research pierce shield and ranged attack first. These are the most important. 5. Siege and hero out at minute 15. Reach max population (often 200) before this. Get a good mixture of melee troops and ranged troops. 6. Build barracks, fortress and towers (if you have the chance) near the frontline so you can spam units into the battle 7. Scout the map before launching an attack. 8. Practice cavalry rushing your opponent, then other forms of rush. 9. Don't forget techs (me again). When you are booming, you need 8 fields around cc if you are planning to use infantry and siege as main military output (must research farm techs though), 10-11 if you don't research techs. If you want spam cavalry then 10-12 farms with techs, or 14 without techs. If you are playing as the Ptolemies you need 11 fields initially, then once you reach max population you can delete some if you only use slingers and pikeman. However, if you want camels then you need 13-14 fields. Mauryans need around 11-12 fields for elephant spam. Expand towards metal. Metal is vital! In late game delete your wood chopping women and only allow the farming women to live. Replace them with men, and commit almost all of your soldiers when you are attacking. This means you want to have spare wood before lauching an attack. Keep barracks training to supply your front line. Use formations. Recommended ones: box and close order. Don't let your ranged units get close to enemy melee units. Retreat them promptly.
  12. I also had this problem when I first started playing 0ad as it was the second strategy game that I have played (after plants vs zombies) Here are some tips to become a pro: 1. Make as many units as quickly as possible. Set the AI on very easy and defensive so that it will not harass you. You can speed up production by training in large batches and building many barracks if you have enough resources. Train a mixture of men and women. 2. Once your units are trained, don't let them stand there. Send them to gather food, wood, stone and metal and build more houses to increase the population further. You can set the enrollment point on farms or trees so that units work automatically when they come out of barracks or civil centre. 3. When collecting food, gather berries first, then farm. Only use female units for food collection. Build farms before your berries run out. 4. Use male units to chop wood and mine. Never use female units to mine. 5. Send your starting cavalry to collect chickens then hunt deers or sheep. You may use the cavalry to harass your enemy if you have enough food. 6. If you have excess of something, build a market and barter away. Most importantly, don't let your units stand idle, don't allow your buildings to stop training. If you are rich then research techs at storehouse and blacksmith. They will help in late game. Watch pro player videos on youtube. Valihrant and Tom 0AD are good for tutorial.
  13. Yes, I can do that. But there is limited space on the decks though...
  14. Yes, I am adding it to quinquereme now. I doubt I can fit 50 units onto the deck ...
  15. What is your lobby name? You are welcome to join my TGs (4v4 team games)!
  16. Garena Free Fire? Here are my recommendations: 1. Cyber Hunter. I love this game, it has futuristic graphics and an unique feature of using quantum cubes to buy things in Battle Royale mode. Furthermore it has not only battle royale but also team deathmatch and some other ways to play. My username: Yekaterina999. This supports mobile phone, Windows 10 and can run easily on Linux with wine. 2. Rules of Survival (by NetEase). It is quite similar to Free Fire and PUBG but is free to play on mobile phones and windows 10. With some wine configurations it can also run quite well. 3. Knives out. Runs on windows 10, I have never tried this game, it does not run well on Linux. 4. Ring of Elysium. Never tried it, doesn't run on Linux. 5. PUBG 6. Creative Destruction (similar to fortnite) 7. Call of Duty mobile. It has a battle royale mode now.
  17. I managed to garrison artilerry onto ships' deck, so they can fire like normal.
  18. The template is done, but I have ran into a few bugs that needs to be fixed. Right now I am missing a wonder and actor files. I will use placeholders for actors for now.
  19. I gave the ship 6.7 crush attack (previously it was 35 pierce!), 3x bonus against other ships, 0.125x bonus against buildings. I feel like they are still too weak against other ships and maybe a little bit overnerfed. Each ship has 35 pierce armour now, so they are quite invulnerable against ranged units. Since most infantry and cavalry have quite high crush armour the ships can't kill land units as easily now, but can hurt them a little.
  20. Here is a concept demonstration of the ships mod, suggested by @Dakara mod1.webm Sorry about the video quality. I need to configure my video editor
  21. I must clarify the mechanic of garrisoning on walls: instead of putting units inside a structure, the wall defines some garrison points near it, and the 'garrisoned' units stand on their garrison points completely unprotected. Then the wall offers an aura that increases the pierce resistance of garrisoned units, which makes them harder to kill. This isn't so difficult to apply to ships but it will look quite strange when you have 30 units garrisoned in it...
  22. Thank you Dakara for your propositions. I think I can make a mod for this and you can play against an AI using the mod and tell me what you think. I agree with this. Easy to make. I can give the ships x3 or x5 damage against other ships but maybe a x0.5 multiplier for land units, or even ban them from attacking land units completely. I am not sure what you mean by this.
  23. rams? The arrows are just due to the units garrisoned. The mechanical part of the ship can ram each other.
  24. It is pretty much done. I am just fixing bugs right now
  25. mod.json bact.json Here are two empty files for the convenience of modders. Planning to make a youtube video tutorial on how to make mods at some point.
×
×
  • Create New...