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  2. I hate these. They make the game rigid so that you only have one way to play and can’t adjust to meet current game situations.
  3. Choice Choice (I also research it at either of these times, most of the time) ——- Just because you always research a tech doesn’t mean that there isn’t a choice involved in when you research it. You have a very simplistic view of the game that doesn’t represent the myriad of other choices out there. You can rush, you can phase up fast, you can skip techs that you don’t need, you can skip eco techs in favor or military techs, you can skip techs in favor or getting more pop, you can skip techs in favor of more buildings If things were as simple as you say everyone would have more or less the same economy, which isn’t obviously true.
  4. Its not the techs themselves but this^ that is the core of the discussion. Recent gameplay innovations like mercenaries having a primarily gold cost in p2 has made the most extensive impact on skipping some techs, but of course most of the time the booming=turtling approach makes the most sense. I definitely don't think that adding tech pairs back into the game is a good idea except for some civ specific situations like the mauryans berry upgrade choice.
  5. Yesterday
  6. I agree that they are largely researched as soon as reasonably possible, with little variation, but the answer is not to force trade-offs by making them tech pairs. its better to diversify unit costs (we see more priority of the stone tech for slinger civs for example) and maybe reconsider the costs of the eco techs themselves. we can also make techs non-ubiquitous across civs.
  7. ...doesn't exist. It makes no sense to skip on any economic upgrade, as they are now. No choice this-or-that. It's just pointless not to get them, the question is only when. And, as a rule, we actually know when to get the most important upgrades. - Woodcutting Level 1 - either before or after Barracks. No question here, this is a must. - Farming Level 1 - After clicking to Town phase, or just before if you really need faster farming before Town phase. - Woodcutting Level 2 - Immediately after getting to Town phase. - Farming Level 2 - Immediately after getting to Town phase. - Metal Mining Level 1 - As soon as you put your first metal miners to work. - Stone Mining Level 1 - As soon as you put your first stone miners to work. - Metal Mining Level 2 - Just after Stone Mining Level 1. - Woodcutting Level 3 - Immediately after getting to the City phase. - Farming Level 3 - Do I even need to say it? Etc., etc... In short, economic upgrades in this game are there just to be there. Everyone gets them, it makes no sense not to, or you will fall behind. I believe that getting rid of the pair-techs was a wrong choice. And we absolutely don't need so many levels of economic upgrades in a game where booming is essentially the same thing as making military.
  8. So my goal is. Create a compact UnitAI~convert.js that only modifies or adds functions for the "Convert" command, integrating with Convert.js I need to modify the healer XML for testing. <Convert> <MaxFaith>100</MaxFaith> <CurrentFaith>100</CurrentFaith> <FaithRegenRate>1</FaithRegenRate> <ConversionCost>50</ConversionCost> <CooldownTime>5000</CooldownTime> <ChancePerSecond>0.05</ChancePerSecond> <Range>20</Range> <ConvertibleClasses>Infantry Cavalry Support</ConvertibleClasses> </Convert>
  9. The skirmish map Gallic Fields has a similar feature.
  10. So reregister registers new functions/dynamics? "Engine.ReRegisterComponentType(IID_UnitAI"
  11. I want it to be a mod and ready to be part of the game when it's ready to be accepted.
  12. I have to make a list of corrections, I only corrected the first line of convert.js I'm not sure if UnitAi.js is correct, if I'm not missing anything it's a very complex file. I'm lost with the commands.js suggestion but I need to look into it in depth. I don't know if I should see what's in input.js I don't know the structure yet, I'm following the heal.js trail/path. I don't know if I should clear the cache.
  13. Ah, if you want to make it into a patch thats a bit different for sure and folk at IRC dev or here on the forums can probably help you better. I haven't done patches in a long time and tbh didn't have the patience for it compared to modding. I am curious if your errors are gone with the suggested changes though.
  14. I didn't know what they were for. In practice how does it work, how can it be useful to the modder? I would like this to go beyond a mod and have 2 versions, one for modding and another to integrate into the game.
  15. Keep in mind that Fanatics were originally meme units trainable from a special building (the Tavern) available only in some scenarios. They had like 1 Hack and 1 Pierce armor and were glass cannons. More glass, than cannons.
  16. 0 A. D. is not a game about World War II. Ancient battles were fought in the open, or in and around stone fortresses.
  17. You have to investigate the templates, I guess.
  18. Couple of pointers - Why do you have the tests folder? I suggest deleting it or properly using it to only test new functions. - You can compact UnitAI like this and only include functions you change/add. Note the ReRegister on the last line. After doing this you can delete the interface file for UnitAI aswell. - I think Stan has a valid point about optional elements, you forgot 2 unless they are intentionally not optional.
  19. It would be nice if you could move earth with workers. That way you could build earth mounds or dig trenches in your defense line. (After all, this game is supposed to be historically accurate, and that was a common tactic at the time).
  20. Yeah, I tried that already, and added a Roam distance to the soldiers, but it just gave me errors. Still trying to figure out why.
  21. Hey, i was wondering if anyone knows how to make Gaia soldiers wander around the map, similar to how the wolves and cattle wander around.
  22. @Darkcity The USA would go crazy seeing all that oil on the map. Get ready to receive some unwanted "freedom".
  23. NGL, I played my first 1v7 againt very hard ai in this alpha with gauls and it felt very easy with fanatics spam. It usually takes atlest 3 tries before i win any 1v7 very hard ai but with fanatcis it happend without any effort lol. We should balance them out a little.
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