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Zeta1127 last won the day on May 23 2016

Zeta1127 had the most liked content!

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About Zeta1127

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  • Birthday 11/27/1989

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    A galaxy far, far away
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    Star Wars, Middle-earth, Stargate, Harry Potter, and many other things.

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  1. The numbers are worker count.
  2. I never play low pop games, and don't train more than like five Worker Elephants anyway, so I think they are a pretty good trade off between mobility and micro. I mean how often does one really build new Farmsteads or Storehouses, Farmsteads aren't needed in mass, for Stone and Metal Worker Elephants are fairly efficient other than being too slow to keep up with workers when moving to a new resource node, and for Wood moving a Worker Elephant replaces building a new Storehouse. I love walls, but even as a solo player against AI, I have a hard time making effective use of walls, mainly due to the difficulties with snapping to terrain. I haven't played Random maps much in recent alphas, usually favoring Skirmish these days, so the Iberian walls aren't as much of a factor for me, though I do like their rather varied unit roster and excellent Defense Towers. I believe the Carthaginian Embassies could use some attention, because the build limit on them severely limits the options for using mercenaries. If it wasn't for me insisting that a limit of one favored training time reduction over cost reduction back when there were technologies for mercenaries, then we would probably still have a limit of one instead of two, which I am now starting to think might still be too limiting. I have made the embassy limit work for me, because I just prefer the Iberian Mercenaries due to the fact they provide access to more units and the core for a ranged army, since Swordsmen are more fragile than Spearmen.
  3. I always try to take advantage of unique things, like the Mauryan Worker Elephant and the Carthaginian Embassies and Colonization unique tech. I pretty much exclusively use the Mauryan Worker Elephant, after an initial Farmstead and Storehouse for research, especially for woodcutting, though I often forget about the assist with constructing buildings. I always try to not build more than five Houses before I research Colonization, so I can take full advantage of the technology for building Houses and Temples.
  4. I beg to differ. Unit types are very distinctive. I have never misidentified a unit based on its type, because units of the same type look similar enough, but are still quite distinctive due to the emphasis on historical accuracy, which is going to be further emphasized when formations are more than just eye candy for screenshots like they are now. Units in formation are not going to feel like ants, instead they are going to feel much more like the battalions you want. Naval combat is also criminally underdeveloped, and is also going to benefit from formations, along with ramming and other mechanics that will make it more historically accurate. I can support a bit more rigid tech tree, with some prerequisites like Fields requiring Farmsteads, and increased training times to give progression some structure, but much more than that won't be 0 A.D. to me.
  5. I don't get this ant size unit argument at all, formations are an integral piece of the puzzle that hasn't been fully fleshed out yet. Formations aren't fully implemented so units stay in formation during battle. 0 A.D. harkens back to the CnC and AoE/AoM way of doing things, with the twist of historically accurate citizen-soldiers and formations add into the mix. Healing may need some work, but the temple and healer dynamic is sound. Perhaps you are right about the training times being too fast, and things like making farms require farmsteads are good ideas, but other than that I just don't see most of the problems you see.
  6. Darc, I just don't see the problems you see. Formations, and the full implementation of naval combat, will solve a lot of the problems. Perhaps some tweaks to the tech tree to address the progression problems are also needed, but other than that I think formations, naval combat, and a somewhat more rigged tech tree are all 0 A.D. really needs.
  7. Oh, so your Temple healing aura graphics won't work without changing the footprint, well that is annoying.
  8. Wait, so citizen-soldiers behave differently based on what type of infantry unit, when gathering resources? Well, that explains why some people feel the system is broken. If they were standardized when gathering resources, I think that would go a long way toward fixing the system.
  9. Indeed, which is why, for example, MULEs, Spawn Larva, and Chrono Boost are important in StarCraft II, separating the good players from the average players.
  10. Map design is indeed going to be extremely important. Farming is so extremely important right now, simply because many maps don't necessarily offer many foraging opportunities and herding isn't fully implemented yet.
  11. Interesting ideas. On the subject of territories, I think some of the issues can be mitigated with better map design.
  12. Unfortunately, formations haven't been fully implemented yet.
  13. If my units aren't gathering, then my army isn't doing its job. The other day, I played a multiplayer match, a little Roman FFA on Tuscan Acropolis, and I used the approach I outlined. The matched ended with the host ending the game because it started dragging on, though I had clearly won, with very little expansion, I ended up losing my initial extra Civic Center before eventually recapturing it, and good use of Entrenched Army Camps. All of this talk of booming and Champion spam on these forums, and I thought for sure I wouldn't win with my approach, but I did.
  14. Even with the Citizen-Soldier system, I still separate my economy from my military to a certain extent. I use Female Citizens to gather food and wood, ideally totaling about 6 to 8 batches for farming since foraging is always exhausted quickly, which will probably change once the Corral trickle is implemented, and about 6 to 8 batches dedicated to woodcutting depending on how much wood is needed, and dedicated Citizen-Soldiers, that cost food and wood, in order to gather stone and metal, totaling 2 to 4 batches for each. I usually group my ranged infantry, melee infantry, ranged cavalry, and melee cavalry into separate groups for my army, and use the infantry for building structures for reaching new phases and houses until I reach the population cap. I actually don't use Champions very much, only if I feel I need to augment my Citizen-Soldiers with them, which is usually true for the Spartans and Mauryans.
  15. The Thebans have their own unique thing, the Pyrobolos or Fire Raiser. Also, the dynamic between the formations, especially the Phalanx, with its caveats for the various city-states, the Syntagma, and the Testudo, will go a long way toward adding diversity to the various Hellenic factions and combat in general.