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Player of 0AD

Balancing Advisors
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Everything posted by Player of 0AD

  1. Elephants dont count as cavalry War elephants have lower pierce resistance than hack resistance. So you can fight them well with javelineers or slingers. Best athenian unit vs elephants might be the prodromos, because it can also flee easily from the elephant. All technologies which increase damage of soldiers are helpful vs elephants, but its not easy too strengthen the defense against them because their damage is mainly crush. They deal also hack damage so you can research also the hack armor technologies. The hero iphicrates increases also the crush resistance, so thats also helpful vs elephants - most other civs don't have such a bonus. Protect your ranged units with melee units.
  2. The problem seems to be that Ratings wrote "mordhuntc*nt won against..."
  3. We dont need this. When I build a farmstead near animals I don't want them to run away. When I scout and see that I've hunt, so I can make a strategy based on that I don't want the hunt run away. Just make a mod?
  4. Fully upgraded healers... Have they also been rank 3? I think that healers gain too much via climbing the ranks, and of course they also have too many hitpoints. That should be nerfed Edit: Or maybe remove healers from the game completely, except the mauryan hero. They are annoying
  5. "The Team Bonus Tier List" the movie, a film from @ValihrAnt productions, based on a novel from Player of 0AD
  6. Don't forget that towers usually cant shoot at targets which are right next to them. You need a tower technology for that.
  7. How to install this version additionally to other versions with the help of svn on Linux?
  8. An alternative civ ranking: All civs are OP! Athenians: OP hoplite spam, OP Iphicrates, OP sword cav Britons: OP wardogs, OP chariots, OP boom, OP sword cav Carthaginians: OP mercenaries, OP Hannibal, OP Marhabal, OP elephants Gauls: OP champs, OP boom, OP sword cav, OP Vercingetorix Iberians: OP team bonus, OP fire cav, OP swordsmen, OP Indibil Kushites: OP pikemen, OP pyramids, OP champs, OP elephants Mauryans: OP elephants, OP sword units, OP pop bonus, OP monk hero, OP champs Macedons: OP spearcav, OP pikemen, OP champs Persians: OP cav, OP pop bonus, OP elephants Ptolemies: OP team bonus, OP boom, OP pikemen, OP elephants, OP heroes, OP colonies Romans: OP spearcav, OP army camps, OP consular bodyguards Seleucids: OP pikemen, OP champs, OP elephants, OP colonies Spartans: OP hoplite spam, OP team bonus, OP Leonidas, OP Brasidas, OP skiritai, OP champs
  9. There are some civs which I consider to be stronger than that: - Britons: Starting with slingers is an eco bonus. Wardogs are also a nice bonus in the lategame and their chariots are very strong, almost unique. Caratacus is a very good hero. - Mauryas: 10% pop bonus is half a full wonder, that's very good. Chariots and champ archers are also very strong. Only civ which has civil swordsmen and swordcav (... which are not mercenaries). Worker Elephants are a huge bonus for hunting. The healer hero is very good - Carthaginians: Outstanding mercenary rushes - Kushites: Are not very weak, for example because they have pikemen and decent heroes, and good champions - Athenians: Similar to spartans, have also the very nice hoplite tradition. Iphicrates is an excellent hero. Swordcav is also a good bonus, and slingers are good for the early economy.
  10. I don't think so, they win vs other cav. So it's fine. Making them stronger would make them OP I guess
  11. I remember stuff like that. Iber and Rome bonus have been double the current size.
  12. I think that buildings are not too weak, rather too strong, too hard to take down by soldiers. So please don't change them. Palisades are something very ugly anyway: Cause lag, attract pointless attacks on them, favor ugly turtle matches.
  13. I agree, for example 1 free wood per second Right Yes That's very interesting!
  14. I wondered for a long time if it would be interesting to share my insights about team boni. I will put the boni in tiers (rather objectively) but also in an order (based on my own opinion). Here it comes in increasing order: Pathetic tier: Athens (warships have -25% build time) Many team boni are bad but this is the weakest. If a warship gets finished a bit faster or not is not too relevant. Notice that the bonus doesn't even helps with fishing or trading ships. Weak tier: Britons (healers -20% costs) Well, if you save 50 food for every healer or not is not too relevant neither. Healers are not even a necessary unit. The civ which can make the most out of this bonus are the kushites whith their rank 3 healers from the big temple. Carthage (international trade bonus increased) What even is this? If you trade with an ally and not just with yourself, you will get this bonus. For land trade this is weaker than the Persian team bonus, but it also applies on sea which the Persian bonus doesn't. I calculated that the team bonus increases total gain by roughly 14%. Persians (land trade bonus of 25%) In many matches, trading is not even necessary because in A25 the amount of metal on the map has been increased. Seleucids (Civic centers are 20% cheaper) This looks nice but in comparison to other team boni it's rather weak. You won't save many resources with it. It's especially handy for Ptolemies and Seleucids because it also affects Military Colonies. Mediocre tier: Kushites (Elephants -20% cost and train time) Elephants have been nerfed but they are still mighty. So you can save a lot of resources and time if you want to go heavily for them. The bonus is especially helpful for Mauryas, even though Elephant Archers have been heavily nerfed. Sadly the bonus is useless for 7 of 13 civs. Mauryas (Temples and temple techs -50% costs, build and research time) A nice bonus, because temples and some temple techs are often useful. The bonus is especially useful for: Gauls (can train champs in temple), Carthage (can train champs in temple) and Kushites (can train champs in temples, have an additional big temple). Strong tier: Gauls (smith techs -15% costs and research time) In A25 the smith techs are super important. Every single one of them is useful. So it's also useful to save resources and time while getting them. Romans (civil infantry -10% train time) This bonus brings all civil infantry a bit earlier into the game and reduces the need for additional barracks. So it's good for your economy. Sparta (civil infantry spearmen get 11% health bonus) Only team bonus which makes your army stronger once you reach pop limit and tech limit. Useless for Macedonians, but at the other hand spearmen are buffed in A25, especially those of Spartans and Athenians. Iberians (civil javelineers cost 10% less) Notice that this also applies to cavalry. Javelin civs are now very popular and the bonus helps a lot with booming. Additionally, javelineers are quite a force in this alpha. The bonus is not too helpful for ptolemies, as their javelineers are mercenaries and it's convenient to use melee mercenaries instead of ranged ones. OP tier: Macedonians (20% resource bonus for every market bartering) Can be used to create resources out of thin air with just a market, some starting capital and clicks. And even without that it means usually a nice resource bonus in every match where you barter. The "Generating-Resources-By-Clicks"-Mechanic is rarely abused, but in situations with low resources it can be theoretically extremely helpful, even though it needs a lot of clicks and attention. Ptolemies (1 bonus food per second) A bonus which really snowballs so the economy growth is much faster than without the bonus. In my opinion this is the very best team bonus ever, probably it leads to a bigger gain than any other bonus. At least in games with starting resources which are not too high. So, that's the tier list! I'm curious about opinions of other people - where do you see a bonus in another tier? Where do you see a bonus better than another of the same tier? Should the Athenian bonus be doubled and also applied on fishing and trading ships?
  15. Date Palms are no trees, they are berries xD
  16. Missed opportunity: Writing in the title "The good, the batch and the ugly" ;-)
  17. I just tested and saw no autoqueu penalty whatsoever. Good, because such a thing would be bad
  18. It's different, because then the units do exactly what they would do if they would just have constructed the building. Nice feature Btw if I build a storehouse in a ring of trees the units will go all to the same tree and not to trees which are close to them instead of the storehouse. Thats a bit suboptimal
  19. Also if a worker builds a field and if there is no space for him he should go to another field and then go to other fields which he can build
  20. Officially they aren't but inofficially they are: They cant work and they cost roughly as much as a champ. They are also as strong as champs. I like the Macedonian cav more than the Seleucid one, because the latter doesnt have melee cav which can gather. So maybe the Macedonians should not be changed for the sake of diversity...
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