Jump to content


Community Members
  • Posts

  • Joined

  • Days Won


KKaslana last won the day on September 19 2021

KKaslana had the most liked content!

1 Follower

Previous Fields

  • First Name
    Nagasushi (Borrowing occasionally)
  • Last Name

Profile Information

  • Location
  • Interests

Recent Profile Visitors

309 profile views

KKaslana's Achievements


Discens (2/14)



  1. The game suddenly crashed during a major cavalry battle. These are the logs and replay, please tell me what went wrong and how to avoid similar crashes in the future. Thank you. mainlog.htmlinterestinglog.htmlcrashlog.zip Only the command.txt remained after the game. commands.txt There is another minor issue I need to bring up: during the game, I charged my cavalry into an Iberian player's base and he deleted his CC. There were enemy units inside the walls, and it took me approximately 1 minute to kill all of them, after which, the Iberian walls decayed to gaia and all of my cavalry were trapped inside like a jail. This is hugely inconvenient despite being unlikely to happen. My suggestion would be, let gaia doors open to anyone who wants to pass through, meanwhile, if the doors belong to a player, they should only open to that player's allies and not their enemies.
  2. You can do the Carthaginian one, since you are a big fan of them. I will do the Macedonians instead.
  3. If I could afford cavlary, I would prioritise it before mercenary infantry for their superior HP values and manoeuvrebility. My approach to playing the Kushites would be using a mixture of archers, swordsmen, pikemen, elephants and cavalry. They allow for a variety of unit types and different strategies, and I would like to mix up different units so that I am prepared for anything that my enemy is planning for me. With that being said, I am not the expert at playing Kushites; I would much prefer to use the Macedonians, Romans and Spartans. I may upload a Youtube video detailing how I play with the Kushites if there is a demand for it. Christoffel-Symbol
  4. This aggression towards us is not necessary. You yourself only rushed me once, out of all of the 1v1s we played. As you said, unfortunately, the strategy you saw from me was aimed at generating a sufficient army before 9:30, as that is the expected timing of the first attack from the very hard AI. In order to maximise population growth rate, I train very few men before 7:30, which leaves me vulnerable in the early stages. Furthermore, it relies on deleting women in late stages to free up space for champion units and siege weapons, which implies wasting resources. However, it is not necessary in a game against some AIs where the population capacity is 300, which is what I am used to. I also have another booming strategy which is significantly slower but is more immune to early rushes from a human player; normally I adopt this strategy for playing in the lobby. However, I know that you almost never rush, so the fastest method is worth the risk when playing a 1v1 against you. In conclusion, I am willing to share my strategies with anyone who is interested, however, they are not the most infallible approach to multiplayer games and the other players mentioned above are likely to be more skilled and knowledgeable than me in this respect. Christoffel-Symbol (Robin)
  5. Hi @BreakfastBurrito_007! It's nice to have attack-ground functionality in 0ad, though I don't think it should be used in vanilla or mods depicting the same historical period, since there wasn't any AOE weapon available: 0ad archers can't do real AOE damage, and if you use them to attack-ground, it would be worse than attackmove, because some arrows will be wasted on the same target (maybe it should be possible to actually attack a zone rather than a point). Catapult dealing AOE damage isn't historically accurate either. Also the projectiles are too fast for attack-ground to make sense. But if someone wants to make 0ad mods with wizards, dragons, howitzers or stealth bombers, that will be awesome.
  6. @wowgetoffyourcellphone Thank you for your suggestions. I will consider implementing this in a future version. Currently a25 and a26svn UnitAI.js files are not compatible - using the file from one version will cause errors in another one. I've tested both changes with a26svn. ret variable has two functions: (1) The maximum separation for chasing, as the codes suggest. (2) The trigger range for autotargeting when the unit is idle or on attackmove. In my opinion it isn't necessary that one value should be used for both fuctions, and (2) is much more important. I think it's good to decrease the trigger range for most units, but perhaps it's better to make it dependent on both vision and attackrange like in the case for defensive stance. However, I found removing autotargeting on dangerous animals problematic. I agree preemptive pest control can cause quite a lot of troubles too. If units are not able to autotarget dangerous animals, they won't attack the animals unless (1)The animals are attacking your unit - in this case he can retaliate, but your nearby units won't help. (2) You ordered your units to target a particular animal - in this case when your target is killed, your units will be idle and not able to attack nearby animals that are attacking you. This is very dangerous on maps with lots of animals attacking you, like Polar Sea, since you have to micro your units to kill the wolves one by one, otherwise they will stand idle and get killed. Fortunately, most popular maps don't have any dangerous animals.
  7. @nani No, you should set MaxSameTurnMoves to 0. Unit overlapping happens because entities boxes are not respected, and pushing was intoduced to alleviate this effect, so smaller radius will make actual unit groups tighter, hence more unit overlapping. When you set MaxSameTurnMoves to 0, other parameters don't matter.
  8. @Gurken Khan @Yekaterina The answer is yes, and it might be already implemented in Angen's Kiara. Catilina doesn't build port as dropsite (I can enable that after a thorough naval overhaul in remote future). However, it can simply build a normal dropsite next to the woodline in the current version.
  9. Hi @Stan`, it's a bot I made in order to test my Res Gestae mod. By the way, it's called Catilina, not Catilini.
  10. Re: @Micfild Yes, javs have higher armour for the case that they need to approach slingers or archers without melee units in front. However, even with higher armour, they will still lose, though they won't get massacred like in vanilla a24. Thier dps is high enough to make them the best choice for head-on battles. Re: @wowgetoffyourcellphone What weapons are these Cav Scouts using? Re: @andy5995 If you want to play with Catilina bot in vanilla, please do keep a copy of the version you have. It's made for testing purposes only, so its parameters are not optimized for vanilla a25. Since more features (like new techs, units and civs) will be added into Res Gestae, it's necessary to make Catilina adapted to these features - it's very likely that the future versions will not be compatible with vanilla. Since there will be a lot of extra work, I would not make a separate project. Also please have look at @Angen's Kiara bot, which has superior algorithms and I suppose it should always be compatible with vanilla.
  11. Hi @Micfild. Thank you for your feedback. Don't worry if you can't beat medium level - easy level is too easy due to some petra features, but I will add more difficulty levels very soon. The attack strength of an unit is measured by their damage per second (dps), which is Attack value/Interval. For example, inf spear has 5.5/1=5.5, inf jav has 20/2.275=8.8, sling has 20/2.5=8, archer has 20/2.7=7.4, jav cav has 20/2.4=8.3. These attack intervals are much more realistic and they can make archers easier to balance. There are three reasons why javelin cavs have very short range: 1) Flanking with cavs is possible because ranged infantry has minimum range - when cavs get into this range, they won't be able to fight back, though in practice a large number of ranged infantry can still kill cavs, which is a desirable result. If jav cavs have longer range than the minimal range of ranged infs, flanking won't work. 2) Cavalries shouldn't simply be stronger, faster, and harder hitting versions of infantry - they have very different roles. Short range makes them unsuitable for fighting against infantry spears head on. 3) Historical accuracy. It's completely implausible that cavalries use javelins rather than spears as their primary weapons on the battlefield, so I just want these jav cavs be a representation of general light scouting cavalries ( I would replace them with lighter spear cavs if I have the models). I made them slightly faster, and slighlty weaker (not easy to see from the stats) than sword cavs, so that they are very good for hunting, raiding, capturing lone buildings and chasing fleeing enemies, but not as good as melee cavs for flanking ranged units ( though they can still do that). Short range prevents them to be used as machine guns behind infantry lines, which is very absurd. So give them a try, especially for raiding - they are not bad units. I haven't made any change on armour techs or elephants. So they receive the buffs if anf only if they do in vanilla a25. Yea, the elephants are quite op indeed. I will work on them when I start to deal with champs and civ differentiation. Make sure that you gather your army before fighting, and don't forget attackmove (hold ctrl + right click). Have fun!
  12. I think in 0ad Attackmove is ctrl+RIGHT click. Left click doesn't work.
  13. @alre @ChronA @LetswaveaBook Give it a try. I think this is what you guys want to do with the pathfinder. Just make sure to use attackmove (ctrl+click).
  14. Second video: Macedonian side is using spear cavalries to flank Mauryan archers. In vanilla, it's better not to do this flanking manoeuvre. 1200603073_RgDemo4-1.m4v
  • Create New...