-
Posts
628 -
Joined
-
Last visited
-
Days Won
14
Everything posted by Deicide4u
-
Every unit has strengths and weaknesses. Spearmen are basic units. Average speed, low cost and mostly pierce damage in melee but can counter cavalry. Trainable in the Village phase. Useless against rams and buildings, somewhat bad against other infantry. Champion cavalry are late game power units. Fast, mobile and powerful, but very expensive to mass. Requires City phase to unlock. Also needs upgrades to resist most of the bonus damage from spearmen, so it requires even more metal to work. Unless metal grows on trees in your games, I don't see how this unit can be considered broken.
-
My post was mostly sarcastic...Oh, well Champion spearmen. Or mass regular spearmen with upgrades. CS spearmen cost 50 F/ 50 W. Champion cavalry costs a LOT more. Fight for map control and force an engagement. Champion Cavalry can pick fights, but not when you're the one who controls Metal mines on a map.
-
ResetSeed - A patch for fixed Seed and MapScript bug
Deicide4u replied to Atrik's topic in Game Modification
Oof, that's potentially game-breaking regression. Should be fixed upstream. Good thing I avoid that map like a plaque. -
A better part of "Gold Rush" scenario. It's a fun map full of action...when you finally get some resources, at least. Gold_Rush_a23.zip
-
ResetSeed - A patch for fixed Seed and MapScript bug
Deicide4u replied to Atrik's topic in Game Modification
So, all you need to do in vanilla is to keep the Biome setting random for this "bug" not to occur? -
I downloaded the maps from https://github.com/vpereira/Macedonia_0ad Hopefully all goes well in Alpha 27.1. If not, it might be worth it to download v26 just to play this massive campaign. Thank you very much for taking an enormous amount of time to create it @SciGuy42! EDIT: Mission #2 doesn't work as expected because of the naval overhaul in A27. Oh, well...
-
Civ: Germans (Cimbri, Suebians, Goths)
Deicide4u replied to wowgetoffyourcellphone's topic in Delenda Est
Spartans have an elite swordsman, they were the precedent. Carthaginians, Romans and Seleucids all have advanced infantry swordsmen in their rosters. I don't think it's an issue, but perhaps it's better to give them a swordsman champion? One with a weapon similar to the famous Zweihander, just to be cheeky. EDIT: See https://riseofnations.fandom.com/wiki/Solduri -
Think of it like this: They are too important to chop wood and mine metal or stone. Their experience is much more valued in battle, so they are sent to battle more often by their superiors. Hence, lower gather rates to compensate for this historical truth. And since they spend more time on the field, doing repairs and building army camps, their build speed remains constant.
-
It makes no sense to nerf the build speed. Soldiers in ancient times needed to know how to quickly set up a base camp, repair siege engines on the spot, etc. If anything, they should get a build speed buff with experience, but that wouldn't be balanced.
-
Yes, they are one of the few buildings where it's justified to capture them. Even in real life, the enemy watch towers and other fortifications are usually captured first to provide an advantage. Is it fair that they fall so easily? No. I've recently played an alpha 18 game. Most buildings have at most 15 hack armor, including the Fortress, and capturing wasn't implemented yet. This makes it reasonable to use a swarm of melee units in case you don't have rams. But you still had to have a lot of units and destroy the enemy's army first.
-
Which one do you prefer to do? Why? Why not? For myself, I hate to capture things as I find the mechanic unfair most of the time. It also makes towers useless. Capturing a unoccupied tower, barracks, or a stable is also very easy with a mid-size force. Once you capture the building, 90% of the time, it's best to delete it. Unless it's a Civic Center or enemy tower/Fortress, your best bet is to delete the building. That's why I destroy almost everything except rarely for the towers and Civic Centers.
-
Limit the amount of trainable heroes in Alpha 9
Deicide4u replied to Deicide4u's topic in Game Modification
Yeah, it's a bit harder than I thought Changeset that implemented the feature: https://trac.wildfiregames.com/changeset/12832/ -
Release 28: Beta
-
-
Perfection. If anyone wonders, this is from Alpha 9 Ides of March. Yes, swordsmen had a charge attack.
-
Or learn by just reading the tooltip that says that Light Cavalry does bonus damage to monks?
-
I actually agree with you here. The game had some tips in earlier alphas that had listed counters for every unit, but never descriptive text like in AoE2 games. Also, we had this in early alphas. The gather rates, in particular, were shown just as "Bonus in gathering food" for females and "Bonuses in gathering wood, stone and metal" for male soldiers in the tooltips. Maybe we can return to those days of showing the bare minimum of stats, but told the info in tooltips? In any case, it needs to be consistent with the overall UI design.
-
Going by your logic, we don't need to show anything. Let's just play the game blindly and have fun, ey?
-
1) Does the number beside the sword icon show the current total damage, or some derivative stat like DPS? It should show all damage types, because of the way damage reduction is calculated in 0 A.D. Example: (sword icon) 3.8 (arrow icon) 6.0 On mouse hover: Damage: 3.0 + 0.8 hack / 5.0 + 1.0 pierce This way, we can also show upgrades cleanly, without cluttering the UI. 2) Movement speed stat is redundant here, no need to show it on combat stats. 3) The icons that are showing resistance levels should look a bit nicer. Too much blue. Perhaps it could look better like this: (gray armor icon similar to AoE2 or AoM) 4/4/15 On mouse hover over the armor icon: Resistance: 3+1 hack (34%) / 3+1 pierce (34%) / 15 crush (79%) You don't need to know it by the time you've learned the game. But new players need to know, and even one of the veterans didn't know about the hack damage of halberdiers. So, more obvious display of stats is desirable.
-
0 A.D. had a pre-planned roster of civilizations, that was fulfilled by Alpha 9. Starting with Alpha 10, Hellenes civilization was split into Spartans, Athenians and Macedonians. Additionally, the team decided to include more civilizations. Original civilizations are: Hellenes Celts (split into Gauls and Britons in Alpha 11) Iberians Carthaginians Persians Romans
-
