DesertRose
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Everything posted by DesertRose
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I have a command.txt of another player. I put it into 0ad/replays/ Doesn't appear in-game. I put it into 0ad/replays/0.28.0/ Doesn't appear in-game. I put it into 0ad/replays/0.28.0/2026-03-09_0005/ Doesn't appear in-game. Where must I place the command.txt so that the game finds it?
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What Should New Players Know When Starting This Game?
DesertRose replied to onghyr's topic in General Discussion
Something that's very badly explained in the tutorial: Civilians, or formerly Women, or the unit that costs 50 Food, gathers Food twice as fast as Citizen or Citizen soldiers, or the unit that costs 50 Food + 50 other resources (often 50 Wood). They gather animals at the same speed. Said Citizen gather Metal and Stone twice as fast as Civilians. edit: Not twice as fast but 43% faster. Still much faster, though. Civilians and Citizen gather Wood almost at the same speed. Cavalry can gather Food from animals. And they do it 5 times faster than Civilians and Citizen. So, different from many other RTS games, in 0AD more military = more economy. A Barracks does not mean you are gearing up for war, it's to build up your economy. That's a shift in mindset that took me a few games. Another important gameplay aspect that is iirc only briefly mentioned in the tutorial, if at all: Producing units in batches increases production speed. Because of that you should always produce units in the biggest batches possible regarding resources and free pop space. Set the value for batch sizes increases from 5 to 1 to make sure you can maximize that. Once you have multiple buildings try to train units from all buildings in roughly the same batch sizes to maximize productivity. -
That's actually something I wanted to say, but I feared that the walking distance is too small to replace the 10% diminishing return.
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I mean, when I looked through the options offered by ModernGUI and saw the option of "Queue in idle buildings first" I was baffled that apparently is not how the game already behaves.
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Well, the issue with that method is that right now it's very hard to see how many Farmers work on which Field. Maybe this could made more clear by adding 5 gather points on a Field where each Farmer has to do. Like . . . . . . . . X . . . X . . . . . . . . . . . X . . . . . . . . . . . X . . . X . . . . . . . . Basically there are 5 invisible "trees" placed at those "X", and each "tree" has a maximum of one Farmer.
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Like, you have 5 Gathers and 3 Farms, and click on 1 Farm that already has 3 Gathers. The gathers will first populate the two other Fields. But maybe some modifier hotkey to toggle smart Villager allocation on. It's more to make the strategic decision to spend more Wood for faster Food production more feasible. Imo such a basic economic decision should not be barred behind a certain APM threshold / having to use a certain mod.
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Interesting. I was just about to comment that ModernGui already has a very similar function to distribute your Farmer equally among multiple Fields. It seems that mod got it from the above mod. Would be great to some sort of "Spread evenly" functionality in the base game.
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Do they represent the bulk of each civilization's army? More of less randomly chosen among all Citizen Soldier units created for each Civ?
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If you task a Worker to a Field, they will go to another nearby Field if that Field has less farmers instead.
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Does Hard and Very Hard AI only have more resources, or do they actually act smarter, too?
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Why Don’t Cheaters Repent?
DesertRose replied to king reza the great's topic in Gameplay Discussion
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. -
Balance Discussion - Hack and Pierce
DesertRose replied to DesertRose's topic in Gameplay Discussion
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. -
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.
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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.
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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:
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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?
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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.
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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.
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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?
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Indeed:
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_02 Cleaned up the table, and added a simple arena as the first sheet
