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Yekaterina

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Everything posted by Yekaterina

  1. So do you want the mercs to be available or do you want me to just change the description? I guess I will just change the description for now so as not to upset the balancing advisors.
  2. Which operating system are you on? If you are on Windows, install tortoisegit and be sure to check the "cli" option when installing. On one of the steps it shows you which components are going to be installed, so just tick all of them. If you are on linux, sudo pkgmanager install subversion
  3. I can do that in A24 as well. I agree that better pathfinding makes booming faster.
  4. Link to my fork: https://github.com/Yekaterina999/xiongnu/tree/82533199e7442c4201e6642657ce8d906ec06d8f Here is the default Xiongnu Structure tree freshly cloned off github: Proposed changes: 1. I like the idea of archer women - increase their attack slightly to 4 pierce? 2. Since they use the double curved bow, make their default cavalry archer offer stronger attack than default value for other civs, but less than champion archers? 3. Some P3 buildings perhaps? 4. Increase the armour of some units? 5. Give them a dedicated corral for animal farming and a cavalry stable, so that units are trained faster and animals can be bred faster? 6. More champions?
  5. As you can see, the Thracians are much more complete in comparison and have their own buildings and unit models. Meanwhile, the Illyrian actors are just a combination of Spartan and other Hellenic models. The Thracians can already run on A25 without many errors whereas the Illyrians are unusable. Looking at the structure tree here are the proposed fixes / improvements for each of the 2 civs: Thracians: 1. Give them some siege weapons 2. Fix training units and add units to correct buildings (with reference to the standard roster of A25) 3. Give them some champion units 4. Give them some team bonus 5. Give them their own wonder and more original unit models (thanks to the art team in advance) Illyrians: 1. Fix all their bugs first! 2. Replace Spartan models with more Illyrian stuff (art team needed here as well) I will be working on them for the next few weeks, as I have more urgent mods to take care of right now (bellum) before feature freeze.
  6. This thread is about making the mods for Illyrians and Thracians compatible for A25. By default they are compatible for A23 or A24, and these are the screenshots of the current structure roster and unit rosters. Illyrians: Thracians:
  7. Another minor issue in the mod selector. This error message pops up but it does not affect anything though. Might just be very ridiculously programmed mods (I have a collection of A23 and A24 mods in the folder so that is within expectation).
  8. I have encountered a problem: A25 and A24 have dramatically different xml files, meaning the mod can only work for one of the alphas. Should I make it A25 only? I will try to finish it by tomorrow evening UK time, which is late morning in Honduras.
  9. Is this for regular spear cavalry or champion cataphracts?
  10. @Player of 0AD @chrstgtr @LetswaveaBook @ValihrAnt @borg- You guys are the best-skilled 0AD players I am aware of so can you test out booming in A25 to check just how fast it is? Thank you.
  11. This point has been suggested by Lion.Kanzen before. I haven't noticed a change in game pace, although A25 does feel more comfortable to play with than A24 due to its better pathfinding. We need some good skilled players to test out booming and rushing in A25 to determine just how fast it is and whether that is appropriate.
  12. Working on your other counters right now. Might as well add that to the list.
  13. Oh no please don't. That would make you too vulnerable to rushes, and you would be forced to build barracks early, which slows down the overall boom.
  14. Right now the berry model problem is more severe than chickens, although chicken problem needs addressing. Bigger selection box would be appreciated. Even better: generate with a mixture of chickens, sheep and pigs. That would settle the dispute for everyone and ancients did have a mixture of farm animals, not just chickens.
  15. Ballista and oxybeles shouldn't be vulnerable to arrows at least. Also their minimum range is ridiculous. Maybe decrease that to 10 metres and it would be balanced. Their damage seems fine. Rate of fire and packing are acceptable.
  16. RotationTrainTimes.zip This version adds faster swordsmen.
  17. @ValihrAnt Would you mind publishing your mod onto github? Thanks.
  18. OK. Tell me what you want to put in there. Swords first, of course
  19. The soliferreum units have 1 crush, 1 hack on top of 26 pierce. They are the first ranged unit to have hack damage, but you would need a large group of them in order to be effective at smashing structures. The reasoning behind it being their weapon has sharp blades aside of the tip, which can hack / slice. Their large mass also means collisions can crush their target.
  20. Big problem spotted: can you tell apart the berries from wood? The berry models really need be changed! Also chickens are too small.
  21. What would you like lancers to do? Are they not essentially the same as spear? Being solved on phab already. Perhaps add the soliferreum units from thorfinn mod to boost them? @Player of 0AD thinks that Iberians are a strong faction right now. I am rubbish at playing iber.
  22. What is a callstack and how do I run it in a debugger?
  23. Here is the first error. I tried to look at the structure tree but the game crashed and this terminal popped up. I am using A25 svn (newest build) on Fedora 34 Workstation. Anyone know what this is about?
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