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Yrgael

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Tiro

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  1. The problem with farms really stems from the unlimited amount of food they produce. Every resource can be stripped of the map and food can be traded at the Trading Post for them. I don't like rebuilding them; but they could have an upkeep especially if it is feeding soldiers in the field, not just making more. An army marches on its stomach. With unlimited food, they do not.
  2. Human or AI losing those building and not having resources to build a new CC is a loss; unless you have an army that can crush the enemy. A Timer seems good; but an army of 300 that lost their CC because their opponent rushed them in wave attack is not done. Maybe a timer between combats. If you have units not attacking for X amount of time, game over. Reset the timer after each attack. An army may need to regroup after a battle. this ends the "hunting game".
  3. Once again, a ship whose primary fighting ability is ramming has become a weapons platform. Maybe I was absent that day in history class; but I don't remember any 0ad civil ever bombarding anywhere. An effective siege weapon would likely flip ships who mostly hugged the coast because they could not handle storms.
  4. The AI does work quickly and most times will build an attack force that either cripples you or kills you. Sadly, the only method I have found to counter this is the quick building of skirmishers and put women to work doing gathering close to town and them on fringes. It keeps the early rush bashing into combat troops and resources flowing. Slinger are kind of OP at start with low resources. They use stone not wood. Usually that means you can pop off six without affecting your wooden buildings.
  5. Spartans fought with their spears. They did not throw them except at very short range. Roman Legions carried pilums. They threw them right before melee to make enemy shields less effective. To be an archer or slinger, you would have to carry massive amounts of ammo. Why they seldom worried about armor.
  6. Command and Control. Units left to do "whatever" will do just that. If a unit is attacked, you get a message. If I tell a group of units to destroy a town center...I WANT IT DROPPED. I don't want my troops chasing every attack unit on the way. As a matter of fact, dispersing little groups of harassment troops could turn an attack march into absolute failure as they break apart to chase small bands of "skirmishers". They have no way of effectively catching.
  7. I know they are working on naval battles; but some of the ideas being used are just "weird". Triremes attacking land units and carrying more people than transports. Combat ships need to support landings, not make them. Land and naval units really should have no interaction except during landings. It seems silly that ranged and cavalry troops have any affect on them. Anti ship javelins and boogie board cav...
  8. Real Time Strategy? I do not really want "Empire Earth". I do not want to build a "civilization. How about a battle game that is does not rely on "peons" gathering stuff to build house to support population. Military camps, foraging for food and palisades can be built; but Walls and town centers. Give me an army, support it in the field and do battle. What army built a wonder???
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