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DesertRose

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Everything posted by DesertRose

  1. If you task a Worker to a Field, they will go to another nearby Field if that Field has less farmers instead.
  2. Does Hard and Very Hard AI only have more resources, or do they actually act smarter, too?
  3. Random idea: To lessen the impact on QuickStart mod, make the beginning of a match more similar to Age of Mythology. So you start only with your Civil Center, after 2 seconds your 4 Civilians and any eco units such as Worker Elephant spam, 2 seconds later your 4 infantry, another 2 second later your cavalry. That makes the start less hectic for everyone. It also makes maps slightly more balanced as your Civilians no longer spam at the other side as your berries.
  4. In my suggestion melee cavalry has less Hack Resistance than Pierce Resistance. Thus Javelineers dealing 25% Hack is a "hidden" 2.8% / 5.1% bonus damage against cavalry.
  5. Marian Reforms replaces many of your Roman units with versions with superior combat stats, but a little less than half as much gather speed iirc. You then have a Spearman with generic stats in your Civic Center that you have to use if you want to have a citizen with the default gather speed.
  6. Should Romans have access to this technology? Cause their late game is balanced around the fact that their citizen are stronger in a fight but worse at gathering resources.
  7. Been reading through old balance discussion threads (1, 2, 3, 4) but because those threads are up to 8 years old I'll have the audacity to make a new one instead of responding to one of those. This thread will be about (Citizen Soldier) units that deal Hack and / or Pierce damage, and how they can be given distinguished roles with just Hack Damage, Pierce Damage, Hack Resistance, Pierce Resistance and a Damage Multiplier against Cavalry. The values presented are not set in stone but to illustrate the core principles. So lets start with the core triangle: Infantry Spearman: 75% Hack, 25% Pierce Bonus Damage against Cavalry Infantry Archer: 100% Pierce Long Range Cavalry Swordsman: 100% Hack High DPS (due to high RoF) -1 Hack Resistance (from Cavalry Melee) +1 Pierce Resistance (from Cavalry Swordsman) Faster than Cavalry Spearman These three units form the most distinct Rock Paper Scissors triangle. Cavalry Swordsmen's high speed, high damage and high Pierce Resistance makes them decimate Archers. Infantry Spearmen decimate Cavalry Swordmen thanks to mostly their bonus damage, and Infantry Archers weed out most Spearmen before they can reach them. The next three units still uphold the triangle but in a (sometimes far) less pronounced way: Infantry Swordsman: 100% Hack High DPS (due to high RoF) +1 Hack Resistance (from Infantry Swordsman) Faster than Infantry_Spearman Infantry Javelineer: 25% Hack, 75% Pierce Low Range High DPS (due to high damage) Faster than Infantry Archer Cavalry Spearman: 75% Hack, 25% Pierce Small Bonus Damage against Cavalry (1.2-1.5) -1 Hack Resistance (from Cavalry Melee) Compared to Cavalry Swordsmen: Cavalry Spearmen still beat ranged infantry, but lower DPS, speed and Pierce Resistance makes them less effective. They are slightly better against cavalry despite lower DPS thanks to their Bonus Damage. They perform about equally good against Infantry Swordmen thanks to part of their damage bypassing the +1 Hack Resistance of them. Compared to Infantry Archers: Infantry Javelineers are better against Cavalry due to them partially dealing Hack damage. Their lower range does not make that much of a difference against cavalry as cavalry can close the distance quickly. They are weaker against infantry due to having to be far closer, and having partially Hack damage does not offer them any advantage; in fact, against Infantry Swordsmen it becomes a disadvantage. Compared to Infantry Spearmen: Infantry Swordmen lose to melee Cavalry due to their better stats, but cavalry's weakness to Hack damage and their own Hack Resistance means they barely win cost-for-cost. They win against Spearmen due to their own higher DPS and Hack Resistance. They are better against ranged units due their higher DPS and speed. Infantry Pikeman: 25% Hack, 75% Pierce Long Range, High Damage, but low RoF (DPS slightly below Infantry Spearman) Bonus Damage against Cavalry Slower than Infantry Spearman Compared to Infantry Spearmen: 1-vs-1 Infantry Pikemen are the worst melee infantry unit. They become much stronger in numbers as their long range and alpha strike damage allows them to kill some of the approaching melee units before they can fight back, snowballing the fight in their favor. Not sure about Cavalry Archers and Cavalry Javelineers, so I'll put them in a spoiler: edit: Here is the mod to try out these ideas:
  8. What git software do you guys use? I have found that using the console can be very cumbersome.
  9. I think my issue is that I have yet to understand how to fully use the git push command to only commit the one branch I am currently working on. Like, I want to commit a branch that's called "bugfix-0-28-rome-fertility"
  10. I have added the GUI fix for Germans Maceman and the fix for Roman Fertility here: https://gitea.wildfiregames.com/DesertRose/0ad-DR_fork I want to create a Pull Request of only the Roman Fertility fix for Issue #8735 but I can't remove the Maceman fix. How do I only include the two files needed for the Roman Fertility fix in the Pull Request?
  11. I want to do something like this: <Melee> <AttackName>Mace</AttackName> <Damage> <Crush>10</Crush> </Damage> <IgnoreArmor> <Multiplier>0.5</Multiplier> <Classes>Infantry Cavalry</Classes> </IgnoreArmor> <MaxRange>4</MaxRange> <PrepareTime>500</PrepareTime> <RepeatTime>1000</RepeatTime> <PreferredClasses datatype="tokens">Unit+!Ship</PreferredClasses> </Melee> So in this example 5 damage would be affected by the opponent's armor value, 5 damage goes straight through. This functionality is then used for e.g. maces as they were often used against heavily armored foes because even though they could not penetrate the armor they could stop the wearer by brute kinetic force.
  12. Oh, you mean duplications as in using multiple bonuses for the same unit? Will have to test if e.g. giving a units a 100x multiplier against buildings but a 0.01x multiplier against heroes breaks anything.
  13. How exactly do I add bonus damage? These are the two examples I found: <Bonuses> <BonusCavMelee> <Classes>Cavalry</Classes> <Multiplier>2.5</Multiplier> </BonusCavMelee> </Bonuses> <Bonuses> <Herocide> <Classes>Hero</Classes> <Multiplier>1.2</Multiplier> </Herocide> </Bonuses> What do "BonusCavMelee" and "Herocide" refer to? Can I write here whatever? My plan is to add an attack multiplier against Ships, Siege and Structures. x And I am seeing above, there is not "structure" class?
  14. _02 Cleaned up the table, and added a simple arena as the first sheet
  15. soldier_attack_melee_0X.json "affects": ["Soldier !Elephant"], Test it out in-game. edit: Has been so in 0.27 as well, so that melee elephants are not affected by melee upgrades has been in the game for a while.
  16. That melee elephants don't profit from melee upgrades does not help, either.
  17. Spartain Hoplites are a bit overtuned at the moment. Swordsmen should be a cost-effective counter to spearmen, but due to the Spartain Hoplites haveing an 11% faster rate of fire it makes them already almost as good. And with then either the +10% health or the +10% damage upgrade they become a cost-effective counter to their counter. So the default strategy is to not fight them head-on, but to build lots of defenses, destroy their Rams with cavalry and / or swordsmen, raid them, and eventually win a battle of attrition. If your Civ has access to them you can try Elephants, but then they can do the strategy to avoid them and raid your economy instead.
  18. Can it be that the health bonus and damage bonus of promotions are calculated differently? It seems for the elite promotion the health bonus is HP*1.25*1.25 while the damage bonus is Damage*(1.1+1.1). Or to phrase it differently, health bonus affects the current HP, while the damage bonus affects the base damage.
  19. Oh, bonus damage / counters were removed from the game? Sad.
  20. From different civs. So e.g. Mauryas Swordsman have the same stats as Romans Swordsman. But they can still be different. E.g. Romans Swordsman are P1, Mauryas Swordsman are P2, and Mauryas deal +20% in P3 thanks to their final melee damage upgrade. edit: Also flavor. Instead of going to the approach like AoE2 where the many units look identical across Civs in 0AD many units have a Civ-specific look.
  21. Interesting. Seems if you want to use Corrals for passive income the most efficient strategy is build one Corral, slowly fill it up with Goats as they recuperate their investment the fastest, then build another Corral until you have 6-7. If you only produce from 1 Corral you are never more than -100 Food and are in the positives after 5 minutes. If you also produce from full Corrals and the newly build one you also never more than -100 Food but in the positive after 6 minutes. If you want even more passive food income you start to replace Goats with Cows. x If you use Corrals for active Food collection it is annoying that the auto-queue is stopped after hitting 50 cattle. Otherwise you could set your Corrals to 2 batch of Cows and have 2 cavalry constantly gather them without any need for micro. You are in the positives after about 140 seconds. In the late game it seems to be really worth it as for every Corral and 2 cavalry you can delete 12 farmers have about the same food production. x Now that I think about it maybe you can transition from berries to Corrals. Build a Corral, have it auto-queue Goats or Sheeps. In batches if you have the resources for it. Reduce the batch sizes of Civilians for it. You will have less Civilians overall but as 2 hunters gather as fast as 5 farmers (or 4 with the first upgrade) you still have the stronger eco. 0AD_Fields_vs_Corrals.ods
  22. That was a thread about a mod, not a discussion thread. I hope a mod moves all the garbage posts from there to here.
  23. What's the advantage of Fields over Corrals? 1 cavalry units gathers Food about 7 times faster than fully upgraded 5-man Fields. Or about 3.5 times as fast if you consider the cost of the animal. If we scale that up: 20 cavalry units, 15 Corrals, Stockbreeding -> 2000 Food, 1000 Wood + 1500 Wood + 100 Food -> 2100 Food, 2500 Wood 70 civilians, 12 Farms, Iron Plow, Gather Training, Fertilizer -> 3500 Food + 1200 Wood + 900 Wood, 600 Metal -> 3500 Food, 2100 Wood, 600 Metal So the Corral setup costs less overall resources, the units are trained faster, you save 50 pop, the buildings take almost the same time to be build, Corrals take up less space, cavalry is harder to raid than civilians, and you can slowly garrison cattle into Corrals and get an even bigger advantage. Why should you use Fields instead?
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