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  1. Today
  2. We will need more details than that in order to help you. What are your specs? Which OS? Do you use OpenGL or Vulkan? Did you change the display settings recently? Etc.
  3. i didnt even start playing the game because in the menu the mouse pointer is about 2cm above where the game thinks it is...
  4. What do you say, more absolute Roman domination. This time on Gold Oasis. Vanilla 27.1 replay. Romans_vs_Sele_H.zip
  5. True, though they do lack the siege tower for some reason, bit of an odd one that. Definitely agree here, the legionary and his donkey was a very iconic entity back in A23, probably the most Roman thing back then lol Was sad they changed it for a more generic looking sprite.
  6. Hey everyone, I wan't to add stealth to my Hyrule Conquest: Revival mod, but I have no idea where to start. I wan't to make it so that when a specific unit is standing still (idle), they can not be seen by enemy units. The other option is to make a unit only visible within a very small distance (which maybe could be changed by the surrounding terrain). Any suggestions on how to do this or who to talk to about this?
  7. Here is a sneak-peek at what I am currently working on: the Kokiri. Basically, for those of you who don't know Zelda, the Kokiri are a group of children who fled into the forest to escape the wars raging across the land. There, they became under the protection of the Great Deku Tree, which is a giant, sentient tree with magical powers. Under his power, they never grow old, remaining eternally care-free and happy. However, if they were to leave the forest, and so also leave the Great Deku Tree's sphere of influence, they would begin to age once again. At the moment I only have a few units, their houses, and their civic center done, so no release yet, but check out these picks:
  8. There is no easy way to utilize it. You'd have to write a lot of dynamic and flexible logic that will account for various scenarios. You first need to periodically send an unit to scout, this is an easy part. Now you need to account for what that scout saw, if anything. If he saw that you have a lot of civilians and few Citizen Soldiers, it may opt for a rush, for example. If he saw a tower and not much else, the AI should opt for a more defensive, booming strategy. Then you need a general build order (what we have now) to account for no adequate scouting info. If you did all this, then you have to write a dynamic strategy shifting based on info from further scouting as the match goes on. People have spent years perfecting AI strategies in some of the more popular RTSs, like Brood War. These AIs can play on levels far above the average player. And this is for a tactical RTS with 2 resources, 3 races and 11-13 units per race. Imagine what kind of code you'd need to account for all civs and units that we have.
  9. We could also have Shrines, that work like Relics but are unmovable (and have their own territory root). Some of them should be revealed at start, others would need exploration to be found. They'd need to be apart from each other and far from players' starting positions. If they take long enough to be captured, that would allow for more interesting tactics than just surprise attacks... Another thing we could do with Relics is to forbid them to move too close to another Relic (like, minimum distance would be half a starting territory away). That way the player that gets more of them has to spread them, allowing for enemy raids to try to capture them.
  10. Right. I tried to do it against AI but it requires a whole lot of micromanagement - one misstep and you lose your units to enemy arrows. With Britons I sometime succeed at it with the starting dog, but most of the times it still gets killed (after doing some havoc, so it's not a total loss).
  11. All-seeing is a cheat and a bad one, but from what I've been told there's no way to avoid it.
  12. Estou de volta com novidades! Peço desculpas pela minha ausência, mas estou animado para compartilhar o que vem por aí no meu mod World Rising! Estamos lançando o Mercado Rudimentar! Agora você pode criar barracas de mercado dentro do território do mercado e gerar recursos passivamente. Fique ligado, pois mais novidades virão em breve! Por enquanto, aqui estão algumas imagens para você aproveitar.
  13. Do you get an error message or something? I see the link to the wiki, which are the instructions one should follow, and I can access it in incognito mode without issues.
  14. "Non-cheating" here implies that the AI doesn't get gather rate bonus. "All seeing" is a cheat, but it is a technical trade off for not having to give the AI complex scouting logic. I don't care if the AI sees everything, but I do care if it gets significant resource advantage.
  15. Yesterday
  16. Since back then (AOE2) I liked one ally and four enemies. Makes every game different. And teaming the enemies up boosts the difficulty. Did you somewhere establish what "non-cheating" is? I consider "all seeing" cheating, so... (Not complaining, just saying.)
  17. The AI sends its only hero to die in its first attack. The hero dies, so the AI instantly lose. Make the hero stay in home base, near the Civic Center. I can see that the "retreat" trigger activates when the hero is at low health, but it doesn't work very well on slow infantry and Elephant heroes.
  18. I partially agree, but you don't have to attack the fortified positions to be ahead. In fact, you should ignore the buildings and go after the enemy's gatherers. In multiplayer games, people will resign once they see you are far ahead. This is possible even in P1.
  19. It's a mod with better AI. Check the mods in the Mod dowloader. You might first try winning against a unmodded Medium AI, though. It's the highest non-cheating difficulty that still can pose a good challenge if you procrastinate and let it build up.
  20. I don't remember if it has already been suggested, but what would really better the game would be secondary objectives, and especially in P2. I mean, it's nearly impossible to attack an enemy fortified area before siege units in P3, which means the gameplay lacks diversity. We'd need things to fight for in P1 (like treasures/relics, but ones which would be revealed at the beginning of the game, to remove the randomness of getting there first if you don't know the map already). Note that many maps have Gaia buildings, but it's never (AFAIK) explained whether they have their own roots (some have, so are nice to capture early) or not (most of them don't, which makes them nearly useless to capture early). A few nice-to-have-but-not-totally-unbalancing buildings with their own root territory clearly established, and revealed at the beginning of the game, could be nice. Like towers, houses, markets, storehouses, farms... One map at least have temples with their own roots, it's a bit strong imho but why not. Not necessarily all treasures and relics and buildings-with-their-own-roots need to be revealed at the beginning of the game, it's fine to reward exploration, but a few important ones should. And all buildings should make clearly visible if they have their own root territory ! Of course those revealed at start should be at a minimum distance from the players' starting position (basically no treasure should be closer to one player than to at least another one, and other rewards should still be relatively far away, so that a player sending troops to it can get there before the closest player has finished to capture it if he did send only one citizen soldier). And in P2, we should have things that resist attacks by non-siege units (like garrisoned towers) and simple, unprotected battering rams that can take them down (but slowly, and also are vulnerable to counter-attacks : basically no armor, even against pierce). Not sure what the equilibrium should be concerning resource gathering : we'd want something that can be built in the open (to serve as a secondary objective for the enemy), that is resistant to non-siege units once garrisoned but can be taken down by these P2 rams. But also not something that makes it too easy to build outside territory, so as not to compete unfairly with the Kleroukia or Town Center. Maybe something that take nearly as much time to build than a Kleroukia, doesn't cost metal and costs only 50 or 100 Stone ? With less hit points, less garrison, and way less territory around it ?
  21. What is it ? I wasn't aware of it... Does it cheat ? As written above, I don't like that.
  22. Thanks. I wasn't aware of difficulty levels for the AI. I really dislike cheating AIs, though. What is the highest level where it doesn't cheat ? Note also that I'm absolutely not asking for advice on how to play against AI. I like discovering myself what works, it's the most enjoyable part of the game. My question was about how many AI opponent to choose (eventually, how many allies too - allies are good for trade, but it's quite random how long they survive, which is something I don't really like). And, for high level of opponents, what level of cheating (additionnal resources mostly) is acceptable and makes for a game that is both fun and challenging.
  23. It is easier to "download" if you use flatpak. See the graphic associated with the post cited below.
  24. Hard AI - Random behavior. Pop either 200, 300 (testing strats for multiplayer), or unlimited (for just monster war fun). Starting RSS Low or Normal. When it's on Hard mode - they've got a 25% gather buff, so they WILL have an army before you, 99% of the time. I find it helps to train a few cav (typically 5-7) at around 30-pop to do more hunting for food, but also to tank the first attack so archers/javs can knock it out. That first attack isn't usually more than a few units, so you can quickly grab everyone to fight it then return to work. I've found as well, after watching some people in my multiplayer games, town setup matters. A storehouse on a border woodline WILL distract any troops controlled by AI enough for you to gather the forces to repel. houses close together helps break up a formation and funnel troops in one-by-one rather than a mass blob. Hope that helps.
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