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Everything posted by Yekaterina
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There are two sides to everything. For pros this is good news but they can also use this dancing to troll less experienced players. So it is extremely difficult for nubs to progress, a bit like A23. People will get really confused by the change. In A24 units are quite reluctant to turn, move and attack, but in A25 suddenly all units charge like crazy, which can upset some medium level players. Also, the balancing issues that arise from charging (OP melee, OP javelineers, useless archers and slingers) means less fair on certain civs like Carthage, meanwhile Macedon and Seleucids are absolutely OP.
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Obviously there is no more ddos in A25 DDOS has reduced a lot since A24, especially these days. I think the hackers are no longer interested. A25 does challenge both pro players and noob players. Pros can dance once again with cavalry and fast turning speeds. However, it feels like we are back in A23, except this time it is javelins and melee OP instead of slingers OP. In A25 archers and slingers are overnerfed, because of units being able to run / charge. Their longer range is no longer significant and the huge spread also weakened them. Either: A24 archers + current formation / run /charge mechanism or A25 archers with A24/A23 formation mechanism. Another solution is decrease the run speed of some infantry units. For example set pikeman running speed to the same as their walking speed, set javelineer running speed to their walking speed etc. I don't mind charging cavalry though, even if it is ranged cavalry. The charging mechanics makes the A25 samples less suitable than A24 for competitive games such as this, so I recommend sticking with A24 which everyone is familiar with by now.
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Thank you. I am also planning to make tutorial videos teaching people how to make mods, so that they can experiment with their own balancing ideas.
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New a25 release schedule
Yekaterina replied to Gurken Khan's topic in Game Development & Technical Discussion
My uni starts in October. By then I won't have much time for 0ad until my holidays... -
New a25 release schedule
Yekaterina replied to Gurken Khan's topic in Game Development & Technical Discussion
I totally agree. There are many patches yet to be committed and there are major balancing issues to be resolved. -
what about adding a button to switch between ramming, arrow and artillery? That gives the player more control and makes the ship more useful and pro-friendly.
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not really. Just treat it as Microsoft store or Apple Store. All you need is to install an AUR helper (I am using one called "yay", there is a new one called paru). Then you can use AUR like how you use apt. installing 0ad: yay -S 0ad then it asks you which versions to install, just say 1-5 and click enter a few times. Yes openSUSE is very nice. How does it compare to arch in terms of software availability? I might even switch to it! snaps on ubuntu are very slow for me.
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There is a way to give other structures phased destruction animation like the Carthaginian buildings. However you cannot mix unit actor components with structures actors
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35 damage arrows is ridiculous. Can you suggest another value? Consider pierce, hack and crush. Also where are the ramming features of Quinqueremes and Triemes?
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My suggestions: 1. Make Quinquereme projectiles more accurate 2. Allow Quinquereme and Triremes to switch between firing modes: stone, bolt or arrows. If a Quinquereme is fully garrisoned with archers, there is no reason why it cannot shoot arrows. Similarly for a Trireme with bolt shooters. Although Triremes probably cannot mount catapults on them that easily.
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I think structures and siege are given an 'elevation bonus' and 'launch height' which changes the trajectory of the projectile. However, this is often not shown on actors and there is something worrying about projectile physics in 0ad: the value of gravitational acceleration (approximately 9.8ms^-2 on Earth) varies for different structures and units! This is the stats for a Quinquereme: @Gurken Khan There are many issues with ships in 0ad and they are overlooked because most TGs happen on Mainland. If you can kindly start a new thread to report all of the problems you have spotted with ships that will help a lot. Most bugs and balancing issues for ships are trivial.
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About the 2 gender citizen mod, since we only need to replace the actors, we can use nani's trick to make it compatible for lobby games. Those who need it can use it but please do not implement that by default, as it is easier to distinguish citizen-workers from infantry if we keep all citizen-workers with a female phenotype and all infantry with male phenotype.
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By the way, Spartan women can be used for women rush, Xiongnu women are archers. Also women are better at anti-siege than all ranged units! (except for Iber fire cav)
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The Tutorial speaks strictly in the context of the game, no need to apply 0ad logic to real life. In the game, female citizens of most civs are purely economic units, that is very true. But just because 0ad is balanced that way it does not mean in real life women are worthless nor are the developers suggesting anything like that. There are many things in 0ad that are very unrealistic, but making everything perfectly real = nub balancing. There are many things which do not make sense in 0ad, for example elephants bashing their head against a fortress, cavalry units hacking a ram, etc, but, they make the game fun to play, which is what matters.
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Can you click tab and check if there is a loyalty bar on top of the animals? If so, then it seems that the Athenian cc's capturing power has managed to convince the gaia in range to join Athens... As a rule of thumb gaia fauna cannot attack buildings, and gaia units would prefer to capture instead of destroy buildings. The reason behind could be someone added a <Capturable> tag onto the general template for gaia... can you open another map and check if this problem persists? If so I will patch a fix.
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I am not suggesting anything to do with Delenda Est, what I am talking about is keep it like A24 or A23 where units are sane when you order them to attack. In A25 cavalry is important but horse archers love to charge into groups of spearmen instead of picking off infantry from a distance.
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Just use svn or git version. The charging feature upsets a lot of balancing because it makes ranged units quite obsolete. Archers become useless as anything can charge up to them and slaughter them easily. Javelineers become OP as they are the ranged unit with the most dps. Cavalry likes to charge into spearmen, and spearmen can charge through enemy formations so there is no longer a clearly defined frontline but a chaotic cluster of units hitting randomly. (Brownian motion)
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In this case you might want to delete the sudo actually because your system thinks that 0ad is not entirely safe and if you give it admin previllages it can harm your system. Just say '0ad' and you will be fine
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say 'sudo' before your command. For example, say 'sudo snap install' or 'sudo flatpak install'. The word 'sudo' emphasises that you are the admin and you are executing a command with admin previlages. just 'flatpak install' will give you authorisation errors because your system thinks you are a regular user.
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Use flatpak. Setup instructions here: https://flatpak.org/setup/Ubuntu/ Once you set it up open the flathub store and download 0ad from there.
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The point is, pikeman combined with any ranged troops is quite a good counter to archers in A24. However, they die quickly to anything sword. In A25, the charging mechanic makes pikes problematic. A huge cluster of pikes just sprints into enemy lines and start stabbing randomly from their centre. It is very difficult to control them, especially when javelineers run faster than horses...
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Pikeman civs boom slowly, I suppose that is a nerf Ptolemies: either pikes or slingers. Very frustrating Seleucids and kushites: train them from barracks when you need Macedonians: pikeman civ, but I tend to use pure javelineers in phase 1 and some pikes on mines in P2.