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Yekaterina

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Everything posted by Yekaterina

  1. This map is called Pyrenean Sierra not Two Seas. It is found in the 'random' category of maps. Hope that helps.
  2. ChronA I am afraid I cannot agree with you here. I think 0AD is superior to Age of Empires and it is not a clone. The graphics of 0AD is miles ahead of AoE's fixed isometric view and the gridded landscape that does not even allow you to rotate buildings. With 0AD you use your brain in planning the strategy and then immerse yourself in the intense fighting animation and sound effects, unlike AoE's 90s style pixilated I don't know what graphics. The art and landscape models of 0AD are obviously more realistic than what you get in AoE... There are of course similarities between 0AD and AoE as both are RTS games but 0AD has many unique features that AoE don't have. They may have started off as a mod but now it is completely independent of AoE, just like I can't say you are a monkey because you had the same ancestor. How do we know what's good and what's bad if we don't experiment it? After a few games the players will express their views on the forum, then the devs will act accordingly. Being afraid of making a mistake will stop you from progressing forward. Han Chinese has an unique unit composition that fixes some imperfections in other civs and introduces new strategies. For example, if you want to do a spear cav rush followed by an archer push then the Chinese is perfect for you. If you like Kushites but also need catapults then Han is the ideal civ for you!
  3. m7600 has a point here. You can never fully get the balance right until you let the players test the strength of this civ in competitive matches. After which they will start filing in suggestions / complaints and we can act accordingly.
  4. So who made the trailer video? I can do the editing without much help.
  5. Nice, I learnt quite a lot of spoken Chinese that way. Do you think we could make an advertising trailer for 0AD (aimed to impress) instead of a summary of new features like our current release trailers? I think I can edit the A23 and A24 release trailers a bit to make it look attractive to people who never played.
  6. 2% is a bit too underpowered... Let's go for a median of 6%? But again we should ask the balancing advisors for these values.
  7. I agree with Thorfinn the Shallow Minded here. We can allow training such champions from the Syssition from the town phase since practicing for war is so important for Spartans. This would also make them a stronger civ than they currently are.
  8. I am afraid it is not that simple. In literary works the more elite cavalry soldiers have a weapon that was a mixture of axe and spear: a very long spear that has a sharp tip but also an axe blade attacked near the tip, so it can both stab and chop. Sometimes wealthier recruits have their own specially crafted weapons that best suited them personally. However for laymen they used regular spears or double headed spears. The crossbow cavalry would have used small crossbows. There were semi-automatic designs as well as weapons that shoot 4 projectiles at the same time (rifle vs shotgun). They were not much stronger than a regular bow but had lethal accuracy and range, like a modern gun.
  9. Oh ok sorry. I know some players with more than 1 accounts for the same reason
  10. gator303 I recommend you to create another account. The lobby is definitely functional.
  11. The scenario editor has not been translated and I am not sure how to attach translations onto it.
  12. @Itms I have made corrections / improvements to your r25014 translations. Here are my edited .po files: zh.public-tutorials.pozh.public-templates-units.pozh.public-templates-buildings.pozh.public-simulation-technologies.pozh.public-simulation-other.pozh.public-simulation-auras.pozh.public-maps.pozh.public-gui-other.pozh.public-gui-manual.pozh.public-gui-lobby.pozh.public-gui-ingame.pozh.public-gui-gamesetup.pozh.public-civilizations.po I must say that it is not perfect yet, but should make a lot more sense compared to the previous version which got Xerxes and Spartans wrong . The hotkeys section is not translated yet because I cannot find the corresponding labels. Furthermore I found a mistake in the Tutorial: it asked me to train rams from the fortress but we all know that rams can only be trained from siege workshops in A24.
  13. I think that is fair. But it really depends on how long A24 can exist. Looking at the history of 0AD it seems that A23 is particularly long-lived whereas some other alphas only lasted for a few months.
  14. To be entirely honest I think those anachronisms are not a very big problem. First of all we must know that Han army was not very uniform because it has absorbed many other cultures, so it is perfectly acceptable to have a few odd features. The building style from later dynasties are not exactly destroying the authenticity of the civ. Most importantly, the majority of players won't care that much about such minor details in the heat of a battle / competitive match. Being able to distinguish units apart is more important. About no distinctive colours... we could make each unit hold a flag representing the player colour? The Han army did love their flags.
  15. This is the Han flag. If @Stan` can make a model for this then I can implement it by editing the xml files? I am not sure what you mean but I think the models look decent enough for now.
  16. Let's implement China first then, but using Stan's version as his looks more compatible and balanced already.
  17. All other aspects of the civ are pretty much finished, just the balancing and unit stats. I can take care of the labels and Stan has done a good job on the rest
  18. The problem with Terra Magna is that the balancing is poor... China was way too OP for their women had 75 heath and their catapults have no packing time. Meanwhile the Xiongnu were too weak, especially in late phase because they had almost no siege and no defensive structures... Zapotecs were fine but lacked a bit in variation... This is why I call the balancing advisors to discuss the stat tweaks so that we won't get OP or UP civs
  19. I have played the Terra magna mod for A23 but there are a few key differences between the Han in there and the Han in Stan's version Some units are missing while some units are added in. It seems like a more rounded civ now as opposed to the weak in early phase and OP in late phase one in terra magna
  20. Good to hear. Stan has made quite some progress. Meanwhile I try to get the Chinese language pack sorted.
  21. It must be said that this version is dramatically different to the Terra Magna mod for A23; the stats for basic infantry and cavalry units utilise the standard values across A24 civs. The uniqueness lies in the crossbow champion units, unique ranged siege and government ministers. Please download the mod from github, extract it and put the extracted folder into the mod folder. Once enabled you can see the structure tree. The focus is at the champion crossbow units and the new siege weapons. Currently the champions and heroes are trained from the fortress. Should they be moved to the stable instead? One can also take a look at the xml files and edit them.
  22. Many thanks to @Stan` for creating this mod. It would be great if we can integrate Han as a formal civ into the next release A25 as they had been a major player in the world's history around 0AD. Hopefully the addition of this civ will attract more potential players. Currently the structure tree of the Chinese civ has already been determined and all of its features have been implemented in this mod: https://github.com/0ADMods/han_china I hereby call upon the balancing advisors @borg- @ValihrAnt @LetswaveaBook @maroder @badosu @Feldfeld @Player of 0AD (sorry if I didn't mention you) to give suggestions on tweaking the unit stats so that they are ready for implementation in the next alpha. There are some quite unique units from this civ and therefore we need to adapt them so that they are a fun civ to play with while being appropriately strong in comparison to the others. I have made improvements to the Chinese language packs to make this more a realistic and authentic experience, while hopefully the game will become more accessible to Chinese speakers out there. EDIT: Stan: Here is a package version of the mod compatible with A24han_china.pyromod
  23. We hope to see more from stanleysweet in the lobby and TGs!
  24. Currently the chickens spawn immediately next to the CC which is fine. The other patches of animals matter less, but the important thing is the distance between closest patch of animals and the cc must be approximately the same for all players in order for the game to be balanced, otherwise one player would be hindered from performing a cavalry rush.
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