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Showing content with the highest reputation on 2014-06-09 in all areas

  1. Basically, Village phase is the phase where you try to build up your economy (so also try to slow down the economy of your enemy). Town phase is where you build your empire (claiming new pieces of unclaimed land, and fight for the pieces of unclaimed land). And City phase is where you try to concur already claimed land from your enemy. So yes, you're not supposed to attack buildings with simple soldiers. You're just supposed to slow down your enemy at that point (go around his towers, attack his economy). Once you get to city phase, you can make siege engines, and then you're supposed to try to gain territory from him. Of course, we're still trying to work out a nice balance for all this (how long each phase should take, and how easy or hard it should be to break this typical pattern by attacking earlier). But this is about the general idea. When you really need to get down a tower in phase II, well then you're a bad player, as your opponent shouldn't have been able to make a tower there in the first place. Towers also have a big disadvantage: when you go around them, they don't come chasing you, as opposed to an army.
    2 points
  2. If you're using UPnP instead of forwarding a port, I'd guess your router just has a weird UPnP implementation. In addition, our current UPnP usage is more of an experiment than anything. It probably does have some weird issues, sorry. You could try forwarding UDP port 20595. That was the game won't have to use UPnP and thus can avoid any oddities with 0 A.D. and/or your router. He did this against me too (left after some raging), and I assumed it was just a bad internet connection except that he came back on, raged a bit more, and then left again. (I was hosting.) I hate to assume marioxcc is abusing the leave-game-without-resigning thing, but it's beginning to sound a bit like he might.
    2 points
  3. Check out my Desert Sands Map. Please let me know of any problems etc, one of my first I made.
    1 point
  4. ^^ Sticks and stones aren't to destroy buildings Siege Engines are needed for that. And i believe thats also how 0.A.D is designed. You need Artillery Onagers to attack a City. Sure there still is alot of room for finding the right balance.
    1 point
  5. For modding, it's quite simple. Every file with the format lg.somthing.po is loaded for a particular language. So mods can add their own po files (in any subdivision scheme they want), or overwrite the public po files with their own translations (but if they do so, they must replace the whole file, you can't replace string-by-string).
    1 point
  6. こちらこそよろしくお願いします。Nice to meet you, hhyloc. I am happy to know that you studies Japanese.
    1 point
  7. I think, balance is one of the most important content the game provides. An unbalanced game can completely destroy game experience. However discussing this has a subjective component: If player lacks a specific tactic the game can just appear unbalanced. And of course any opponent aware of missing tactics exploits that. Therefore a discussion can only be fruitful if everything is on the table and known to everybody participating. So, IMHO, the real question is: How could balance be presented by numbers so that imbalance gets visible in an objective way?
    1 point
  8. > Players should use a standing army to do their military work, not buildings. see screen shot. Well, military work also includes claiming and guarding territory. I mean, isn't that the whole purpose of arming - to secure or expand your soil? In this sense a tower is just a strong military unit which doesn't run away on attack. Build some siege and level them.
    1 point
  9. Here's one way to do it: It requires that you have built a market. Upon killing a human unit, there is a certain chance of a unit spawning inside a market "Being garrisoned". These can be considered, "Slave Points". Slave points are a resource, and they are used to do pay for specialized units that focus on a specific aspect of resource gathering or can be sold for a stable amount of metal. With slave points you can create slaves. Slaves are units that train incredibly quickly and do very well in a certain aspect of the economy (Mining, farming, etc.). Their downside is that they cannot fight, are very weak, and have an upkeep cost. To support one slave unit, it costs 1 food and 1 wood per second while it is alive. There are various slaves you can train: Mining Slave: Costs 1 slave point and 100 of metal and stone. Mines both much faster. Cutting Slave: Costs 1 slave point and 100 wood. Chops wood much faster. Farming Slave: Costs 1 slave point and 100 food. Harvests from farms much faster. Or you can sell your slave points. 1 slave point could equal 100 metal. The benefit of slaves is that you can boost your economy much quicker, which could help someone who is on the defensive, as long as they can efficiently kill enemy units. At the same time, slaves can substitute citizen soldiers in the labour intensive resources such as wood and mining, which means you have more army to command. The negatives is that once various resources are gone, their use is done and you have to kill them.
    1 point
  10. Thanks a lot. The fence is just like the dojo's, but I was lazy to draw the tiles . No problem if the range can't be increased. It's great to know the CC will chane it's looks everytime an age is advanced, this would give the player the solid impression he's evolving in history. As for the castle, I think that at least for the Japanese, it would be avaliable earlier, since it acts mostly as barracks. Here's another angle of the new CC, just the main construction (perhaps we can shorten the passarel that links both buldings)
    1 point
  11. My wishes on top of my list: - Performance improvements - one or another new graphics shader (FXAA?) - triggers - enhanced formations
    1 point
  12. does the same in linux, but you can just restart it and it will run perfectly.
    1 point
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