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  2. While I'm in the minority that believes the change was good, attacking buildings without siege or a good number of elephants is currently a waste of time (in vanilla version, not Community mod).
  3. Age of Empires has always had many excellent mods. The only constraint is that the definitive edition now receives numerous updates, which discourages modders.
  4. Honestly, it was probably one of the clumsiest and most immature changes ever made. Currently it is a hidden feature most new players won't see and understand. The information is buried in the manual and the list of hotkeys. Clearly, it should have a button in the UI. Don't forget that you're in a bubble and that other people don't follow all your discussions all the time.
  5. While logically sound, this is not really reflected in the gameplay and the current meta. Most of the time, you're just spamming mass CS until you or your enemy wins. Also, let's not forget about the CS cavalry. AoE is not open-source. It is also rather bland with every civilization feeling the same. I'm talking mostly about AoE2 here. AoE3 and 4 are not my cup of tea. They are not treated as such. Often, they are your only army, even in the late game. I'm forced to train soldiers, even though I don't need to. Soldiers cost both wood and food, but I need wood for stuff at the start. When the AI suicides his army, he suicides his eco, as well. Etc. Will do.
  6. The content of Public must be balanced, fair and stable for multiplayer games, both 1v1 and team games situations. The MP lobby is the biggest stakeholder of balancing, as they are the most sensible to and dependent on fair balancing. Any small perturbation can ruin an alpha's gameplay. On the other hand, single players can just rig the game settings to whatever they like . If they want some change, just make a mod. It's impossible to distribute a mod to everyone in the lobby. Even community mod and historical mod are still not popularised despite the advertising efforts. It's safe to say that most players will be stuck to whatever the alpha has by default.
  7. Today
  8. And what do you want from those "30 people", other than that they should kiss the feet of you and the other 10 people that complain about the core gameplay? Hehe. But no, please keep giving feedback on everything you see that could be improved (but stay civil in the discussion. This game has as much of a mp fanbase as a sp one).
  9. Why? If this is not just an opinion you wanted to share with us, but an argument, you have to convince others that this is true. I mean, the current system makes sense logically; every man that can work as a lumberjack or miner can also be called to fight in war. Those conscripts would not be the best fighters, but they would be plentiful. Professional fighters on the other hand cost lots of money, but are a lot stronger. Those would be mercenaries and nobility/bodyguards/temple guards. Ingame, the second category is represented by champs. Ok, that was my cent about the logic part... but how about gameplay? In his original post, @Deicide4u mentioned that the cs concept was which I interpreted as the first argument, even though it is (merely?) an argument of personal opinion. I am not sure how many people that come from AoE have this opinion (I myself dont), but if you like the way AoE did it, why not stay in AoE? (And I dont mean to tell you to leave, we all love to have more people here, but sometimes certain games just arent made for certain people). It was continued on with which is presented as a desirable goal without argumentation, while simultaneously already being the case; champs and mercs are fighting units, cs are just poor citizens you told to get a sword and fight in your war. As a third point, we have the feeling that 0ad starts too quick; and this point, I actually agree with, but its just a design choice/preference issue. Many players love the fact that a 1v1 round of 0ad only takes between 5 and 20 minutes. (while a 1v1 in AoE can easily take up to an hour) Lastly, I want to ask a question; Why is it a problem if "booming equals turtling"? This is only really an issue if you accept the notion that there needs to be 3 types of strategies (booming, rushing and turtling), which have to be differentiateable and counter each other. But why would 0ad have to follow this notion? What exactly is the problem with the gameplay right now? (in your eyes) I already commented a bit on the way I see it, but I will reiterate; which is true, but doesnt mean you lose the fight, if you catch your opponent by surprise or use stronger units (mercs, naked fanatics, cavalry), or just have better upgrades since you went p2 sooner. here I unfortunately chose the word "soldier" to refer to a citizen (cause they are citizens foremost and soldiers secundarily). But I still dont see this as a problem; as @Deicide4u pointed out, you dont want to give the player a unit thats too versatile right from the start.
  10. A wise man once said: He was right. Fine. I might try this one day.
  11. No. This is exactly what makes 0ad different and we would like to keep it that way. Many of your ideas are trivial to achieve with mods which you can make yourself in 10 minutes.
  12. I want you to picture yourself 2000 years ago, you are chopping wood in the forest, and an enmey soldiers comes up to you. What do you do? A keep chopping wood B run and cry for help C piss your pants D fight back E ALL of the above
  13. Why? it is very useful because it allows players to focus on micro instead of checking training at home If we return to the times before autotrain, people will spend way too much attention in building eco and not as much rushing/early engagements. Furthermore, many semi decent players will suddenly become total noobs. Autotrain makes the learning curve of the game less steep so that out player base can grow. In any case, you just don't use the feature yourself
  14. Sorry, maybe I wasn't clear. You shouldn't be allowed to both boom and grow in military strength at the same time by training one type of unit. You either train an economic unit, or you train a military unit.
  15. why not? is that how civilizations evolved?
  16. The main point is this: You shouldn't be allowed to both boom and grow in military strength at the same time.
  17. yes there are basically 4 types of "male" units that can eco/fight. You have your regular CS, same gather rates as vanilla (except a few new civ bonuses) Then you have your Levied citizens (Perioikoi for sparta fall into this category even though they were citizens, they have a different label but same stats) 5% faster gather rates -10% dmg and -1.5 of hack/pierce resistance. Then you have your serfs (mostly just stone throwers) They gather 10% faster but do -15% less dmg and -5 range and 10% less accurate. Lastly you have Helots (Slaves, really only sparta at moment and rome has a p3 swordslave) they are 15% faster gather, but -20% less dmg, -5 range, 20% less accurate, less health.... Just opens up more ideas/strategies etc.
  18. I don't think there's such video, here is Eco guide: (Tho watching ValihrAnt is also good idea, agree with Stockfish)
  19. Does he have some where he explains stuff? I'm not sure watching him doing ~hundred clicks/second will help much...
  20. Hello @Ludwik, first of all welcome to 0 A.D. i recommend you to see some ValihrAnt videos on YouTube. I am sure you will learn a lot of him. Here mates gave you good advices that I suscribe. I would tell you also to start focusing on eco playing alone, becouse it is the main reason you lose vs the AI. I am 101% sure that is the reason. Make fields closest to cc so you dont lose time walking to gather resources. Also storehouse nearest to woodline possible. Try to avoid iddling time... As you can see this game is about using your resources with the maximun efficiency possible and lose the less time always. Also Never stop producing units. Try this and you will see you kick izi the AI I hope to see you on 1400s soon! If you see me on lobby ping me if you want more deep advices!
  21. Just tested historical mod playing Spartans and they have a similar system with their Women, Helotes and CS: Women and champions can be trained in the CC while Helotes are trained only in a separate building. Champions cannot do anything except fighting (but they do it very well obviously ), Helotes can both gather and fight. Oh, and CS are trained in separate camps. Seems logical and diverse enough, at least for Sparta.
  22. I sent it for the reasons given by @Radiotraining The bugs are some missing textures and missing tooltips warning that I can't find.
  23. ok earlier raids, but those will not finish game most likely. With less resources, Tier 3 structures, Fortress, unlock champions technologies, Siege units and at the end producing metal-heavy champions will be slower. Maybe women gather rate increase for wood/metal/stone will be required? But yeah, the best to find out is by testing. edit: yeah maybe less spam is even better. Now game is too spammy anyways.
  24. It sounds very interesting and strategic. There could be variants depending on cultural groups and civilizations? To make the game more asymmetric.
  25. Well if you can edit text files you should be able to do most of the work If you can run scripts you'll do it faster. And I suppose the remaining bugs will be blender related.
  26. He made an amazing job at updating the mod to the current A27 version of the main game and fix main compatibility errors. Of course, there's also the official page on Mod.io for the a26 version that other great contributors have made available: https://mod.io/g/0ad/m/millenniumad#discussion Hopefully I will be also able to assist Lopess and improve the mod in the future
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