Palaiogos

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About Palaiogos

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  1. For me, 0 AD has the hardest treaty AI, but the easiest Rush AI. To beat any AI, just rush citizen soldiers like crazy at their base. The only problem is that past the 15 minute mark it becomes nigh-impossible, as it can easily out produce you.
  2. As the guys in EB say: when it comes.
  3. I thought the question is: what are the technical differences between the 2 engines? Like what are things Bang can do that Pyrogenesis cannot, and vice versa?
  4. Wasn't victory points the reason why people got extremely mad at Total War Rome 2? I believe it lessens strategy and should only be used in very certain scenarios. Like in a campaign: capture the city. That is the only time, capture/victory points are acceptable.
  5. What I think, is that citizen soldiers, champions and regular soldier need to be having different stats. For example, modeling on the Hellenic Army, you have the Hoplitai Haploi, Hippakonistai and Akonistai first tier, the regular Hoplites, Tarantine Cavalry and Peltastai 2nd tier, and lastly you get thorakitai, polemarch's guard, and Cretan archers or Rhodian Slingers. Hoplitai Haploi, and Akonistai, and Hipp-Akonistai would have the ability to gather, and in 2nd and 3rd ages you gain the capability to train better soldiers, where the rest come in.
  6. My idea is to make the fields an option. Like in the options or multiplayer menu it says, "Infintely Regenerating Fields, or Fields that every X amount of harvests, you have to replant.
  7. Wait, slightly off topic, but can someone explain to me why we did not want to include the Epeirotes in this game? I think they should be a part of the game, as they were relevant to Rome's rise and the fall of the Hellenes.
  8. Excuse me if I am not in the right section, but what programming language is Pyrogenesis coded in?
  9. What does this add to the game? Not being trivial, but I think it might bloat the game up for people who want to play the game. Keep it simple and just have farms, and "cash crop" farms. Cash crop farms also need to cost food in addition to wood to make up for their usefulness too.
  10. Why wouldn't you classify them as trash units? They are glorified male villagers in my experience! I haven't played in many multiplayer games, but more people eschew them for the female villagers.
  11. Also, maybe the regicide person is weak and not a hero (like AOE 2). You start with a fortress and have to garrison he building with the hero.
  12. Would it make a small trickle of metal? AOK had their relics have a small trickle of gold.
  13. The team should just make the different Diadochi have different archers each. They should have different stats. The Ptolemaioi would get the weaker versions as they, historically, weren't the best. They would just get the unit: Τοξοται Αίγυπτος.
  14. But...but, it is going to break the precedent that every historical RTS had. Look at Age of Empires II, they had the voices is their native language, same is said in Age of Empires III and the original. Look at the newer Total Wars: in Napoleon they have it in French, Dutch, and whatever language. In Shogun 2, they even had people speak Japanese! Maybe we should get people who actually speak the languages to record. Maybe ask Evan der Millner if he could record for Latin, or French for Millenium AD. One could also ask a Greek speaker (make sure they know Ancient Greek too). That would solve the problem that voices are muddled.
  15. I have come to a conclusion that regicide is the easiest mode. This isn becaus the AI isn't preserving their hero until the very end. It charges it out in that first rush that they usually do 5-10 minutes in the game. When I first played, I lost because their hero was actually pretty good, but then I used the Seleucids, or the Macedonians and they wrecked their hero. The game was over in about 10 minutes. I wonder if you can make the AI more preservative of their heroes. A good example is to make a box formation and keep the hero at the back of that.