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Everything posted by Seleucids
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Why? it is very useful because it allows players to focus on micro instead of checking training at home If we return to the times before autotrain, people will spend way too much attention in building eco and not as much rushing/early engagements. Furthermore, many semi decent players will suddenly become total noobs. Autotrain makes the learning curve of the game less steep so that out player base can grow. In any case, you just don't use the feature yourself
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Looks amazing! What would be the purpose of this building? Some ideas: Train gladiator champions (which exist as templates but are hidden from the main game) Garrison units to rank them up very quickly
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@Jan it's easy to make a mod which changes the food icon. This way you can have it any way you like, immediately, without having to debate or wait till next release. Try it yourself
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Move champion units back to Forts / Special Buildings?
Seleucids replied to Seleucids's topic in Gameplay Discussion
Why nerf the speed of cavs? The whole point of cavs is being fast. If cavs are slow then just use infantry instead. We do need strong units but at reasonable quuantities. -
Move champion units back to Forts / Special Buildings?
Seleucids replied to Seleucids's topic in Gameplay Discussion
Don't you worry, there is so much lag in networked games (especially more than 2 players) that dancing is non-existent. Sadly they do need this speed to counter fire cav and archer. All in all, I think champions occupying 3 population each is probably agreeable. If you want to make 30 champion cavs then you bascially have no pop space for anything else. If there is objection to moving them to fort, maybe we can consider other special buildings. I picked fort because that was the champion building in the past and was expensive enough to counter rich players spamming it. -
Move champion units back to Forts / Special Buildings?
Seleucids replied to Seleucids's topic in Gameplay Discussion
As soon as you nerf the champ cavs, the champ infs will become OP. It's only a matter of time. Naked fanatics are already en route to becoming the next broken unit but it's just that Gaul players have not spammed it enough for people to notice yet. ok this is good idea These are the exact reasons why champion cavs should exist why they should be made in a game. We don't want these strengths to vanish, at any means. My whole idea is to put a soft limit onto the number of these that can appear. That's all. The focus is actually not fortresses but the constraining the rate of production of champion units. -
Release Preparation of A27.1
Seleucids replied to Itms's topic in Game Development & Technical Discussion
The range visualisations shouldn't affect the game state when computing simulations, right? It is a pure visual element. Therefore it shouldn't be a part of OOS. The same applies for alarms suppression queue, which shouldn't be reported as OOS if it's different for each player. -
Move champion units back to Forts / Special Buildings?
Seleucids replied to Seleucids's topic in Gameplay Discussion
You can play all slings, it's not weak, some players do that, but that's not as effective as a mixed army. Playing Britons every day, I find that 40 slingers + 40 javs + 50 spearman is the best combination. Reason: pathfinding + dmg output + snipe Athenians is also better when mixed with jav cav and merc javs. In A27, siege weapons seem quite unecessary unless your enemy is ultra turtle with towers, forts and walls. You can capture CC with any army after they lose, no need for using slings to smash. I find beating their defence army more important than using siege to knock down buildings. -
Move champion units back to Forts / Special Buildings?
Seleucids replied to Seleucids's topic in Gameplay Discussion
I agree with this, but sadly there is no balance when it comes to champions right now. Some civs just have better champions that counter other civ's champions. If you try to balance all of the champions, people will scream "historically inaccurate" or "boring" -
Move champion units back to Forts / Special Buildings?
Seleucids replied to Seleucids's topic in Gameplay Discussion
Melee will end you. I would argue that you are not forced into building the fort. If you want to attack early, you push before their fort is up or while they are building the fort. You would have an advantage, because they are investing building labour and huge quantities resources into the fort. Their units would also be in a bad formation and you can melt the builders if they don't react early enough. Since champion spam no longer exists, it's possible to win fights with a CS army + good micro. The champions will just be an icing on the cake for those who had a chance to build it. It would be more attractive to play aggressively, compared to the current meta of waiting for the champion unlock tech then spam broken units. Another idea is we give every civ a special building for them to produce champions from. But that is a lot more work than just moving back to fort. -
I think l10n folder contains the translations for "Food"
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Gameplay reasons Main cause of champs breaking the game is players being able to spam it too easily. If we move these units back to the fort, they cannot be spammed en mass. We would get a trickle of maybe 3 to 4 champions as an enhancement of our army but the strategy of letting your ally die just to build yourself a full champ army will not be possible. Forts are useless / mostly idle for some civs: Gauls, Mauryas, Persians ... Now we have an use for fortresses. We can keep the OP stats of champs or make them even more OP, because the rate of production of these units is much lower - controls their impact on the game. Han and Carthage seem to have the correct use of champions at the moment. Other civs are just spamming till you run out of resources. Players who want to spam champs have to build extra special buildings which are costly and cannot be used for citizen units - less motivation to spam. Historical / Logical reasons: Hell broke loose when champs were moved to barracks and stables: In A25, they spammed fire cav from stables, in A26 they spammed champ sword cav, in A27 is now spear cav. But in A24 and A23, this problem didn't exist because champs could not be spammed enough to break the game. A23 had too few champs because fort was used for siege. Now we have a siege workshop so fort can be used as champion-special Champions (elite units) are being trained from the same place as pleb citizen soldiers. Not sure if that is accurate. Some civs train from special buildings while others train from barracks - inequality We want to emphasise the elite quality of the units, not just let them be CS Pro plus Proposed changes: Cancel the "unlock champion" upgrade - You can get your champs as soon as you have a fort. Every civ which currently produce champs from barracks and stables get their champs moved to a fort. In detail: Persians: barracks can produce immortals (but after researching an expensive unlock tech 1000 Food). Fortress produce champion cavs Kushites: champ cav back to fort, temple guards can stay in temples Gauls: Fanatics stay as they are or go to taverns; Trumpeter stay at their place; Champ cav and champ sword go to Fort. Mauryas: Yoddha go to forts. Maidens stay where they are. No change to Athenians, Spartans, Han, Carthage I am currently working on a pull request for these changes. Please comment below if you have any objections. Thank you, balancing advisors. @chrstgtr @real_tabasco_sauce @Atrik @borg- @Stockfish
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Can you show us an icon that you want ? The current icon, although not descriptive, has been the convention for many years and the players are used to it. Another idea is just write the English word Food: 300
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You should click on green game not green person 1. Maybe game has already started 2. Maybe the host doesn't want to play with you so he put you spec
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One example of how to coordinate well with teammate DoctorOrgans: he is quite a good border player when you are a responsive pocket. Ask him his plans, make some cav to be mobile and join him in his attacks, even if it seems early. Truly GG WP to him, carried this side of the map. commands.txtmetadata.json
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At screenshot 2, you can click on any of the listed games and you will be able to join them and play. In the future, when you want to play with humans, just click "multiplayer lobby" then you reach screen 1, then press connect then you will reach screen 2 where you can meet new friends and play. Screenshot 3 is for connecting to someone's IP directly. You are writing 127.0.0.1, which means loopback - you connect to the current computer, but you are not hosting it in a second instance, so nothing will happen. If you want to connect directly by IP, you must write their correct IP in "IP du serveur" box.
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You must first create an account in the multiplayer lobby, then try to join games in there. Press on the multiplayer lobby button. That "join game" button you are pressing is for entering LAN games. But I assume no one is hosting on your LAN so you cannot join anything. It's not a firewall issue, it's just you are clicking on the wrong button. Even if you want to play with another person in the same house, you can still host via the lobby which is much easier. I was confused by this as well. =============== @Stan`we must change the button labels on the main menu to not cause funny confusions like this
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They would be weak otherwise. They really lack damage output: no Javs and no slings. If you calculate dmg per second, the crossbows are just not enough. They don't even have jav Cav and their champions have to be made from the expensive building. They don't even have mercs to save themselves if things go wrong. No. They are not as good as you think, due to relatively worse eco weaker spearman (pathfinder issue). Persians are just right at the moment. Mauryas is truly weak unless you spam elephants. They also need 10% pop. We can just let The other civs have more or less pop bonus. Not 10%, but like 5% or 2%
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Have you tried to join all games in the lobby? Surely some hosts are possible to join. Come at 20:00 CET where there will be many hosts One good solution is to use ExpressVPN. They give you an endpoint and bypass all isp restrictions
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Regarding @Barcodes proposal on pyramids, I've tested some values and I've made a pull request with the following changes: 1. Temple of Amun's healing range increases from 40m to 70m. This is because the building itself occupies most of the area within its aura, so there is not much space left for the units to be healed, espcially on the corners. Increasing to 70m gives ample space for units to stand nearby and heal. 2. Large Pyramid aura range increased to 100m. This radius is approximately the width of a late game army (120~130) units in close order formation. The previous 70m is too small to affect the whole army, especially considering the size of the pyramid itself and the likelihood of buildings / complicated landform around it. 100m should give sufficient space for the aura to have a strategic impact. However, 140m or greater values might be too OP, so let's be conservative here. The idea of the circular aura is being able to use this building to give you an advantage while invading an enemy bordering you; you are covered by the aura even when you are inside enemy territory. Similarly, it provides you with an advantage at defending against incoming attacks, which is what Kushites are weak at. https://gitea.wildfiregames.com/0ad/0ad/pulls/7963
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We don't want A24 to return though 220 pop for kushites might be too OP, because they have mercs to save themselves. The other 220 pop civs all have fatal flaws that make this necessary. Another idea is to give Kushites a 5% pop bonus, so they become 210 pop limit in a 200 pop game.
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I made a pull request to give the Numidian Skirmisher cav 10% walk speed bonus without changing anything else. This raises their walk speed from 16.2m/s to 17.8m/s, but no change to running speed or any other UnitMotion components. I haven't seen much opposition to the idea here and testing the change, I found: - Increase in speed is good for hunting and scouting. - If you are in an outnumbered jav cav vs jav cav fight, you can escape while loosing less, but still taking some damage. - You are still slower than spear cav but only slightly - your jav cav can still be chased down by spear cav but they take a bit longer to catch up to you - easier to flee from spear cav spammers. - I knew you'd try to formation dance so I made no change to the run speed https://gitea.wildfiregames.com/0ad/0ad/pulls/7961
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wxwidgets error while building
Seleucids replied to Duck's topic in Game Development & Technical Discussion
This flag worked. I could build the game without atlas. [user1@LAPTOP ~]$ sudo pacman -Q | grep "wx" wxwidgets-common 3.2.8-3 wxwidgets-gtk2 3.2.4-1 wxwidgets-gtk3 3.2.8-3 -
wxwidgets error while building
Seleucids replied to Duck's topic in Game Development & Technical Discussion
I have also encountered this problem now. It occured after an Arch Linux update. I try to run ./update-workspaces, and now I get this error: [user1@LAPTOP workspaces]$ export WX_CONFIG=wx-config-gtk3 [user1@LAPTOP workspaces]$ ./update-workspaces.sh Premake args: WX_CONFIG must be set and valid or wx-config must be present when atlas is enabled current value: wx-config-gtk3 ERROR: Premake failed I used the export environment variable as described by the build instruction: export WX_CONFIG=wx-config-gtk3 But seems like wx-config-gtk3 is no longer accepted. I changed it to gtk2 but still the same error. I also tried to disable atlas, but magically, the --disable-atlas flag has been removed from update-workspaces.sh ! What's the equivalent command for it now? I don't want the Atlas right now. -
I like this idea. The Kushite buildings occupy too much of their aura themselves so that their aura is quite limited. I recommend increase the aura range of large pyramid to maybe 140m and large temple to 60m to decrease the buildings' obstruction.