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LienRag

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Posts posted by LienRag

  1. Some animals should have 0 armor.

    Buffalo hides are thick. Elephant also, I guess some deers do also have quite thick skin.

    Also, loom should probably give women back their 1 armor.

    Armor level of women could be a civilization trait, too (with reasonable levels) : thick clothes do protect quite well.

  2. Hi all.

    I'm testing the Asteria mod on 0ad KenWood without problems for a few days, but on Friday it seemingly crashed after a woman was killed by enemy fire (I still have the mouse pointer but it has shapes not seen before for the game, and I can't click on anything).

    Problem is I can find no way to get out of the game fullscreen to access the other windows on my Debian Mate computer (on Bullseye).

    Alt - Tab isn't working, neither do Alt F4 nor  Alt Shift L (to lock the Mate session).

    I can open a console with ctrl alt F1 and with htop I see that the RAM is quite busy but not saturated (11 Gb occupied on a total of 16, and around 1 Gb of swap used).

    What is surprising is that I don't find any process that I can relate to 0ad : what is the name of the processes that I should be searching for ?

    Trying to launch 0ad on another computer I find a process named pyrogenesis something something, so on the stuck computer I trie killall -9 pyrogenesis but I get  "aucun processus trouvé" (no process found).

    I also tried killall -9 mate-session but to no avail either.

    Is there a way out of it ?

    (except shutting the computer down, as there is unsaved work on the other windows)

  3. On 28/07/2021 at 8:43 PM, Yekaterina said:

    Yesterday someone suggested another approach: let the ships have specific roles like infantry instead of a general distinction by size. Let there be ranged ships and melee ships:

    • Ranged ships can garrison archers or artillery, can shoot other ships and land entities from a distance, but has relatively low damage per second. The current quinqueremes are good examples.
    • Melee ships have to sail very close to an enemy ship then deal heavy damage at a very high rate. However it cannot attack land units or buildings close to the sea. 

    Within these 2 categories we can have more distinctions:

    Arrow ships: garrisoned by ranged units and shoot arrows at other ships / entities from afar. Deals mainly pierce damage.

    Artillery ships: garrisoned by either bolt shooters or catapults and shoot these crushing projectiles but at a low rate of fire.

    Ram ships: charges towards an enemy ship and rams them until they sink.

    Fire ships: like Iberian fire ship

    Capture ships: captures an enemy ship or murders enemy units onboard. 

    Transport ships: can transport large number of units, siege and elephants at once. 

    And of course there are the merchants and fishing ships. 

     

    This way we can avoid the race to build first warship and also sorts out balancing issues that arise from the current quinqueremes. 

    Historically, naval  battles were a combination of ramming and boarding, with very limited role of on-board archers I believe ?

    Also a few catapults on Roman ships, and incendiary traits sometime used by some, and of course greek fire.

    But to have interesting tactics using such technologies, I guess that the game would need a different scale as it had been pointed out ?

     

    About the anti-infantry use of ships (that is overpowered as of now) :

    If the ships are made less efficient against infantry/buildings and cannot anymore by themselves interdict a land strait, they would need a specific togglable mode for their onboard infantry "disembark, destroy and re-embark" so that they could be put near a land strait (like Gibraltar in the Meditteranean map, where as of now putting two warships allow to kill all merchant convoys between north and south) and have the onboard infantry destroy any enemy coming near (unless of course the enemy is strong enough to defeat said infantry).

    Also, ships would need a slow healing effect, so that it's possible to use such tactics without micro-healing the troops.

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