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guerringuerrin last won the day on March 21
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Well, it’s not as simple as it seems, since it’s very easy to pass one mod off as another. You just need to change one or two files and that’s it.
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With this new paragraph you added, I realize I misinterpreted your first message. It seems like this is something that could be addressed by increasing the base capture resistance of buildings/ships. The dynamic you’re proposing sounds interesting for certain gameplay contexts, especially in single-player/campaigns, and perhaps even multiplayer matches on “thematic maps” (scenarios). I think this touches on something we haven’t explored much: the possibility of having different balances and mechanics depending on the game mode (single-player, campaigns, thematic maps, multiplayer). Of course, it’s important to keep in mind that this would increase both the amount and complexity of the work, and available manpower is limited.
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I think it's a good thing that siege units are required to break walls. In fact, I support making building capture more difficult. The same applies to towers, which are currently too easy to capture—especially due to formation capture behavior, where an absurd number of units can overlap, allowing buildings to be captured in a very small space at an excessively fast rate. Building capture itself is not a flaw; it just needs refinement. It’s one of the game’s original mechanics, and we should stop trying to homogenize the game with others. Instead, polishing its unique aspects will make 0 A.D. even more distinctive. Yes, turtling is a valid playstyle (albeit a boring and somewhat lame one), and it’s already viable—you just have to execute it properly. I also think that making capture more difficult would make it even more effective. However, making walls cheaper and faster to build would only encourage this dynamic, which, while valid, would significantly harm multiplayer matches. It also depends heavily on the map. On closed maps with chokepoints and natural boundaries, turtling is already quite effective. On Ambush Nomad, for example, when playing with Wonder victory, turtling is very common and effective. So I don’t think it’s impossible—I just wouldn’t encourage it.
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well I don't think they have a long building time anyways
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idk. @Atrik made good improvements with snapings walls that will be probably in the next realease, and are cool. But boosting their building time or things like that. I guess is just a matter of tastes. I find turtling/defensive playstyles very boring
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You can't boost walls too much or you will encourage turtling playstyle, which kinda suck for multiplayer. Also, roads might be a good feature for a mod focused on city builder or a more economic, design city gameplay. For and RTS i think is a bit too much
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Yes, following the standard currently used in 0 A.D. and this proposal, it should be: Unlocks "Scale Body Armor". I also think an elegant way to remove the quotation marks would be to use color to highlight the name of the unlocked technology. In this thread (which I finally found, bc we went totally offtopic ), @Atrik and I were discussing different designs for unit stats tooltips:
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I don't know. But, you could check how is done in this mods: https://github.com/JustusAvramenko/delenda_est Or maybe @Emacz can help you with that =)
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@wowgetoffyourcellphone I think the information is much better structured now. I also like that you added the large image. It’s a detail that, to me, adds a lot of “personality” (after all, it’s the only visual element representing the “object”). I understand that the bullet point follows a consistent logic, listing in an orderly way the elements the technology unlocks. However, personally, I would still prefer to remove at least the bold formatting from “Unlocks Scale Body Armor.” This way, what stands out more immediately would be the most important aspect of the technology: the military bonuses it provides. I also think placing the cost at the top is a good choice. And the increased line spacing greatly improves readability. Good job!
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I can’t really tell you. I’ve never modded unit/civ templates. But if I were to do it, I think I’d start by looking at how a civ’s files are structured here: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/templates
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Share your channels to watch it and suscribe!
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It might be somewhat arbitrary, but I’ll share my suggestions with you: I like having bullet points at the beginning of each upgrade description and I’d try increasing the font size of the bonuses granted. I wouldn’t use bullet points for “Unlocks…” nor bold text—I don’t think that’s information that needs to be emphasized. And I'd try leaving an empty line between the bonuses and "Unlocks".... Is there any reason to separate Cavalry from Infantry?
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Now do it for every building with aura and PR
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Yes, only for civilians.
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Is intended for hide civilians. If you remove them from storehouses you might not be able to garrison your civilians chopping woods. I think the current behavior is good Yeah and is nice bc u those bells will garrison your choppers, keeping the farms gathering.
