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DesertRose

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Everything posted by DesertRose

  1. That melee elephants don't profit from melee upgrades does not help, either.
  2. 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.
  3. 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.
  4. Oh, bonus damage / counters were removed from the game? Sad.
  5. 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.
  6. 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
  7. 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?
  8. Is this how you would fix this? It looks correct in-game. champion_infantry_maceman.xml
  9. That was phrased poorly. What I meant is that they have roughly the same combat stats as regular infantry, despite being much faster. Cost Multiplier = Gather Rate How much do you value each resource. The smaller the number the higher you value it.
  10. Did some little comparison table (.ods / LibreOffice) for units. Not finished yet (a few units are missing, and in the Civ Column is incomplete). Some data points I found interesting: Naked Fanatics have, despite the big complain thread about them, not overly impressive combat stats The P2 Champion Infantry Swordsmen of Athenians and Carthaginians have insane stats cost-for-cost, and have the additional bonus to be fast Maidan Guard have really bad stats if you compare them to other fast infantry; they can only keep up thanks to the 20% damage bonus from Steel Working Elephant Archers are cost-for-cost about twice as tanky as other archers and still deal about the same damage 0AD_Unit_Calculations_028_01.ods 0AD_Unit_Calculations_028_02.ods
  11. 0.28.3 Ptolemies Military Colony can build Civilians again
  12. You mean something like this: ./pyrogenesis /home/DR/Downloads/0ad/ModernGUI-master.zip This is the feedback: ./pyrogenesis: error while loading shared libraries: libmozjs128-release.so: cannot open shared object file: No such file or directory
  13. Thanks, found it. But even if I am in that folder, and see pyrogenesis listed there, trying to use it gives me the error pyrogenesis: command not found If I just upload a .zip to mod.io, will it be possible to install it via the in-game mod manager regardless?
  14. home/yourname/.var/app/com.play0ad.zeroad/ Only directs to data/0ad/mods and such. The "binaries" folder is not there. You have "cache" and "config" there, though.
  15. Reading https://gitea.wildfiregames.com/0ad/0ad/wiki/Modding_Guide and apparently you should use "pyrogenesis" to archieve and distribute your mods? Wanted to give it a try, but I can't find the pyrogenesis binary. I installed 0AD via flathub.
  16. Whut? There will be no hotfixes?!?!? Unacceptable!!!!! Here's the fix for this:
  17. Bug Fixes for 0.28 Changelog: 0.28.0.1 Rome can build Civilians from the start of the game again 0.28.2 Enabled Compatibility Checks Changed versioning to adhere to 0AD specifications Slightly changed the name of the mod to adhere to 0AD specifications 0.28.3 Ptolemies Military Colony can build Civilians again 0.28.4 Improved Ptolemies Military Colony fix Germans Clubman no longer declared "Builder" and "Worker" mod.io link: (You can't see it yet) https://mod.io/g/0ad/m/bug-fixes-0-28#description Bug_Fixes_0-28.zip
  18. Such a neat, helpful little mod, but its thread is taken over by a completely irrelevant discussion... Sad.
  19. Thanks. That site should really be linked on https://play0ad.com/download/ somewhere.
  20. Is there a way to get the download link or torrent for Linux 0.27? Or even better, can someone share the "public.zip" from game version 0.27?
  21. Been looking through the .xml files, and I stumbled upon this line in the Maur champion elephant: <Entity parent="elephant_indian|template_unit_champion_elephant_melee"> I can't find the source of "elephant_indian" that determines how it modifies the template.
  22. By the time you complete your wonder, wouldn't you have already researched almost all technologies?
  23. Would it? I know AoE2 handles it like this, but from a quick search historically projectiles such as arrows and javelins were most effective against elephants. But it's good to know that they have to be brought down by pure strength; as they deal AoE damage the most effective counter in 0AD might be ranged units as well.
  24. Those units deal 1.75x / 2.5x damage against Cavalry. Do they also have this damage multiplier against elephant units? Cause elephant units are missing the "Cavalry" class
  25. Seeing what a roundabout method they took I fear a dumb a approach such as "-phase_city" is not possible. edit: I stand corrected, my dumb idea actually works.
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