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Posts
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Everything posted by Player of 0AD
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One day you thought you'd booked some gospel musicians, but instead a group of Carthaginian spearmen turned up in full armour. "And who the hell are you guys?!!!" you exclaimed. Their leader just looked up and said: "The Sacred Band!"
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Gameplay issue: Booming = Turtling
Player of 0AD replied to ValihrAnt's topic in Gameplay Discussion
Isn't there a difference between building many defensive structures/units and not doing so? -
Mercenary use in the punic and successor factions
Player of 0AD replied to PyrrhicVictoryGuy's topic in Gameplay Discussion
Yeah, only 10 (65%), really low. Just the highest hack armour of any citizen in the game ; ) -
Feature: TG Minimap with team bullets on the edge
Player of 0AD replied to seeh's topic in Game Modification
What about giving each player the tech "cartography" right at the beginning instead, for free? I don't really see why it should be good that the tech has to researched first, especially as it has been removed from the market. In my opinion the tech "diaspora" should also be easier to get, wouldnt that be more fun? -
Thanks for trying to help me, but the files are not there. However. Does anybody know where the files of unit stats are here? https://trac.wildfiregames.com/browser
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Somewhere on my PC there must be the files where I could read how much accuracy every ranged unit has. But where? I've already searched a lot but I didn't find it. And where is local.cfg or however the file is named where you can change the maximum zoom?
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Removing stone costs from will to fight would just increase the problem. Link to that ticket?
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How is 10 armor small? That's as much as a pikeman Its a part of the game that units can survive multiple shots which would kill them in real life
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African forest elephants are much smaller than Indian elephants, so the "elephant racism" is okay Reducing the health to 450 might be a bit over the top Don't forget that the fighting system is not realistic anyway, it should rather be good for gameplay I think that an elephant aura would be just annoying, and group damage or a special mode as well. Group damage would make melee troops even weaker. Fear aura would make elephants even more powerful. So: No thanks
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- The working animations could be adapted so that each collected resource correspondence with 1 animation cycle. Exception: Collecting meat from animals, there it could be 1 animation cycle for 5 resources. - the order that a unit should die could be queuable, for example: "build that building, then die" - attacking fields and walls should have much lower priority in the automatical behaviour. Defending storehouses and other buildings in enemy territory as well.
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What happened to the Stoa structure of the Spartans civ?
Player of 0AD replied to Altffenser's topic in General Discussion
Historical details don't explain why the Spartans lost their phase 2 building for champion creation. Why not giving them such a building back plus the phase 2 sword champs and the phase 3 skirmisher champs? -
Blemmye Desert raider identical to javelin cav?
Player of 0AD replied to Yekaterina's topic in Gameplay Discussion
Why not 1 pyramid, 1 second pyramid, 1 third pyramid and 1 forth pyramid? ; ) -
Blemmye Desert raider identical to javelin cav?
Player of 0AD replied to Yekaterina's topic in Gameplay Discussion
I also think that this is not great. But at the other hand, kushites are already so strong, so please don't change the Blemmyes, at least don't give them cav archers... Further differences currently: - the Blemmyes can receive the mercenary upgrade tech - they are faster to train - if javelin cavalry is your strategy, you can unlock phase 3 with the help of these buildings ; ) -
- add more battle music tracks to the mix, there is currently only 1 battle track which is very repetitive and stressy - don't stop music in replays - don't restart the main music theme while navigating in menu and lobby, just let the playlist run until a game starts - switch places of the buttons "passive behaviour" and "stand ground behaviour" because thats more logical - passive units should not abuse run speed. Chasing units shouldnt do that neither. run speed should only be available for formationing - markets and ports should make gather points in a way that the trader / trader ship creates resources immediately - markets and ports should be able to make gather points which are a trade routes between 2 other buildings, not involving that particular port/market.
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Differentiating civilizations by economic structures
Player of 0AD replied to Nescio's topic in Gameplay Discussion
I don't think that the gameplay should change that much. The game is already great, so changing the mechanics can be anti-productive - as we've seen in A24. Better improve other aspects of the game, for example performance or the User Interface (for example its not possible to save and load multiplayer matches? that's rather bad) At the other hand, I've gotten some revolutionary ideas to differentiate the civs which really should be implemented: - All civs except the macedonians lose their siege workshops and train their siege weapons from the fortresses - all civs except the mauryans lose their elephant stables and train elephants in the fortresses - all civs except persians lose their stables and train that cavalry in barracks - mercenaries can collect resources just as other citizen soldiers. and their costs change: from wood and metal to exact what citizen soldiers cost, with the exception that 25 food is replaced by metal. That would turn mercenaries from small anti-siege taskforces to units which can actually used as regular army part! Plus, There would be an additional possibility to diversify the civs: Ptolemies could train mercenary skirmishers in phase one and the slingers in phase 2. -
is it just me or did 0ad lose player base?
Player of 0AD replied to vinme's topic in General Discussion
I can recommend you 0AD - Alpha 23. Great game! -
As I would not like to see the change in the game I'm not thinking about an idea to balance it ; )
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- The difference is that attacking rams can attack the defending rams and outnumber them, but they are helpless against defending elephants - point 3 would increase the turtling aspect of the game too much - even if rams can attack elephants, they are rather helpless against them
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Gameplay-wise this is not so good because ranged cavalry is one of the few weaknesses of elephants. It would not improve the game, it would just change it.
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Clear "no" to garrisoning elephants ever in fortresses - how to ram down fortresses if elephants are in there? Right, not at all. I'm also against additional buffs for elephants - why buffing them if they are OP? So, only thing I could imagine is: Excluding them from the current armor upgrades and give them their own armor upgrades, for nerfing.
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As long as it stays a mod: pretty interesting!
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List of maps with Iberian starting walls?
Player of 0AD replied to Hrafnagudh's topic in Gameplay Discussion
I suggest that they always start with complete walls. They are the only civ which has no cavalry-counter in phase 1. -
I think that the gather rates are fine. The cav is specialized in hunting, so it's much faster, but it can't do anything else. This makes it also possible to replace in the late game the farming by corralling, which rewards skillful play! It's no problem neither that chicken are close to the CC. Conclusion: Just don't change anything