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Outis

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Posts posted by Outis

  1. 19 hours ago, Thales said:

    Thanks. But did this capability exist before  Release 28: “Boiorix”?

    All infantry types used to increase ship firepower before Release 28, not just archers.

  2. 12 hours ago, Grautvornix said:

    Sounds inteersting - we might also consider that - if you stop paying your mercs - they may turn hostile against you, join your adversary or at least revert to gaia "raiders"? The bribery mechanics could also be used to convert mercs to the other side.

    Not sure if this turns out to be too complex micro-managing for gameplay.

    If we are going in this direction, mercenaries should cause trouble even after paying and disbanding if no other player is hiring them like the Mamertines. 

    • Like 1
  3. 10 hours ago, Thalatta said:

    As some have correctly stated, flight archery (shooting upwards) was not that common, the arrow loses too much energy from air friction. For the same reason, archers wouldn’t shoot at maximum range, but at around one third of it, which means shooting straight at the enemy from a close distance (also to greately increase accuracy). Thus, the reason for missiles historically not dominating is not friendly ”fire”, although that puts constraints and I agree it should be included. The main reason is that one runs out of missiles incredibly fast. An archer can shoot around 10 arrows per minute, and can carry up to around 70 arrows (a horse archer around half that). They are done fast but in over 7 minutes because the pace cannot be kept. They need to be resupplied, like the 10000 Parthian horse archers were at Carrhae by camels, which allowed them to shoot around 2 million arrows on the Romans. Imagine the volume all that would have taken.  It’s all about logistics. This is one of the main advantages firearms had when they appeared: lead balls are small and easy to transport (let alone easier to produce). Shooting was slower but more efficient, and required less training. Friendly fire was not a big concern.
     

    Someone proposed somewhere for ranged units having limited ammo and going back to replenish. He was closer in pinpointing the issue with ranged units, although that is not how things were done in antiquity. A baggage train would follow the army, which could be resupplied from local resources (trading, plundering, living off the land) or, in case of long term campaigns, supply lines from one’s territory. Supply depots would store supplies. Earth 2150 implemented resupplying amazingly, a building would produce automated flying units to distribute munitions to whoever needed them. No micro. One just has to keep supply lines open. For 0 A.D., a clumsy Baggage Train unit could accompany the army to resupply what’s needed (arrows for now). I think Rise of Nations had one for attrition reduction bonus when outside one’s territory. I have ideas on how to make this even more realistic, using what the game already has, but don’t want to turn this into a “supplies” discussion, unless asked.

    Grapejuice mod has the ammo concept

    https://mod.io/g/0ad/m/grapejuice#description

     

    • Like 2
  4. On 13/01/2026 at 1:03 AM, wowgetoffyourcellphone said:

    The German wonder is a destroyed Roman Army Camp by design. 

    There was some thought to create a 'Grove of Fetters' with a sacred palisade, etc., which would be cool. 

    An idea I had for later Germans would be basically a diorama of the Battle of Teutoburg Forest; its aftermath. 

    I think a Wonder should reflect the cultural highpoint of the civilization. I am not sure the destruction of a structure of another civilization is a highpoint. The Grove of Fetters would be a more appropriate candidate.

    Imagine, the player spends 3500 resources and places the wonder in the most defensible location of the city, only to get the smoking ruins of a camp...

    • Like 4
  5. 21 minutes ago, LienRag said:

    this doesn't happen historically

    This did not happen much with armies moving in formation like the phalanx, but in the game it does happen :D.

     

    29 minutes ago, LienRag said:

    Only at close range (where an enemy charge can wreak havoc to them too) can they be actually effective. The more armored the enemy is, the closest the range of effectiveness.

    Completely agree.

     

    30 minutes ago, LienRag said:

    make melee troops the kings of battles, as it was historically (while still allowing missile-heavy tactics

    I think this should be the goal

    • Like 1
    • Thanks 1
  6. 27 minutes ago, wowgetoffyourcellphone said:

    they don't require territory roots

    They don't require territory roots after they are built right? You can still only build in own territory?

  7. 3 hours ago, LienRag said:

    shooting over one's own melee soldiers

    I have no problem reg shooting over units. When i say melee, i dont mean in game jargon like any hand to hand combat. I mean when the hand to hand combat matures, there is no more clear battle lines, and units from the different sides are disorganized.

     

    3 hours ago, LienRag said:

    So not something we should forbid

    We should definitely not forbid, but make it costly and a tactical decision: is it critical enough for me to destroy the target quickly so that i accept losses due to friendly fire.

  8. 1 hour ago, LienRag said:

    What is the role that we want for missiles and how to do it right ?

    The historical reason for missiles not dominating is friendly-fire. One should not be able or willing to fire missile in a melee due to fear of hitting own units. Missiles should be for skirmishing and harassing.

    • Like 1
  9. 16 hours ago, SDM said:

    As much as I hate for it to be true, I think the forum format has essentially died off.

    I have the impression many players and frequent users of the forum are from the Age of Forum... (or the Age of Fora? Which in retrospect sounds like an Ensemble Studios title)

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