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Yekaterina

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Everything posted by Yekaterina

  1. 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!
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Yes, I can do that. But there is limited space on the decks though...
  7. Yes, I am adding it to quinquereme now. I doubt I can fit 50 units onto the deck ...
  8. What is your lobby name? You are welcome to join my TGs (4v4 team games)!
  9. 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.
  10. I managed to garrison artilerry onto ships' deck, so they can fire like normal.
  11. 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.
  12. 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.
  13. 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
  14. 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...
  15. 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.
  16. rams? The arrows are just due to the units garrisoned. The mechanical part of the ship can ram each other.
  17. It is pretty much done. I am just fixing bugs right now
  18. 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.
  19. in A25 you can have overlapping spearmen surrounding a ram which is very very good anti-ram, I assure you. The same applies for pikes; you can stack 3 layers of pikes together and let them poke a ram. The ram disappears almost instantly. Swords can't stack as easily because their range is 2 metres only. I like this idea. Slow working speed simulates mutinies and laziness of mercs.
  20. I suggest we only increase the arrow of ships when it is garrisoned by ranged units. If it is garrisoned by melee units or siege or elephants then its arrow count does not increase. Let the default arrow count be 0 so you got to garrison it with ranged units to make the ship any good. We can give ships a negative bonus against units so that it cannot deny eco near the beach completely. Furthermore we might limit ships to only attack other ships, as that would make more sense. Right now a ship next to a dock at Sicilly can destroy Carthaginian buildings on the opposite side of the Meditarranean Sea, which is preposterous! It makes naval maps a race to build the first dock and go 2 P2 first so that you can use ships to deny the eco of other players, which is not fun. Furthermore, Carthaginian archers can shoot down ships in a Roman port... ships shouldn't be so susceptible to arrow fire, right? Perhaps we can make ship garrisons similar to wall garrisons where the units inside are susceptible but not the wooden bit of the ship.
  21. You have a point. In my opinion OP civs also depend on your playstyle and strategies. Most people think that Macedonians are trash and Mauryans are OP, but for me it is the exact opposite; I can do better with Macedonians than Mauryans, even given the civ bonuses. The reason is I love the combination of pikemen plus javelineers and I don't particularly like manoeuvring archers.
  22. My questions: 1. Which units should be trained by the cc? 2. Why start with 3 women and 3 infantry? Normally it is 4. 3. This is going to be a very cavalry heavy civ. Is it possible to give it some bonuses related to food supply? Thank you so much for this. It makes my template building process much easier. Syracuse is almost done.
  23. Is it possible for me to try your new Kiara AI? I would like to play against it and see how strong it is.
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