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Showing content with the highest reputation on 2015-04-24 in all areas

  1. I do not understand how it is possible that a group of volunteers in their spare time have developed this great game, best game of strategy and being found even in alpha stage, very complete with great gameplay, great graphics aspects and fun for everyone. I compare them with other games that have professional staff and many means which you have to pay and do not become nothing good, strategy games today in my opinion are in decline, but 0AD is exactly what I missed at fault, it is the perfect strategy game. I would like to encourage all developers with this project and thank them, and for us players we should collaborate with donations as far as possible from each. Thanks.
    3 points
  2. Turkish here. GMT +2. Will probably go to university in Germany in july though (Hopefully , if I get admitted ) Until then, I'm from Turkey.
    1 point
  3. I had the same with the yodda's: 20 men taking down 3 iberians towers and 2 fortressen all fully garrissoned. The finally died when they attacked a wall and I shot them down with skirmisers. I have not recorded it.
    1 point
  4. I created a ticket for this: #3192
    1 point
  5. ...just wondering, why do women have more crush armor (15) than skirmishers or archers (10)? Since they also have 1 pierce/hack, they are better armored than the citizen skirmishers/archers. Sounds nonsense to me ..
    1 point
  6. For those that have been following this topic I thought I'd pop up to say I'm still editing the final draft. As I say to myself every year I hope to publish it this year, but we'll see what life throws at me! But it's not been dropped
    1 point
  7. yeah units should be given one type of damage, for the sake of simplicity imo
    1 point
  8. Well, those famous red herrings I guess
    1 point
  9. I am very excited that formations will be back in A18. Unfortunately in the current state, formations are not quite there yet imo. The amazing thing about formations is that units can be moved long distances without looking a like a bunch of ants making a B-line to the nearest dropped ice cream cone. This is a huge bonus that will improve gameplay immensely!! However, the problem lies with attacking while in formation. When attacking (control + right click, right click, queued attacks with shift + right click), after every right click the units decide to reform which wastes movement (e.g. a unit decides to run away from his enemy to reform). This makes microing units with formations ‘on’ extremely impractical and even exploitable. Here’s an example why: One trick I use for micro is to pull back units which are being damaged. Any units that are ‘locked on’ to attack these damaged units will follow them into my melee or oncoming ranged attack. The correct response of my opponent in this situation is to counter this micro trick with a control + right click to reset his units to attack the nearest enemies. But if my opponent has formations on, my micro trick exploits my opponent even more because units waste movement (and thus attack) by reforming their formation with every control + right click. So, as far as I’m concerned formations are great until you decide to attack at which point they should be temporarily disabled for the selected group. Here’s the pseudo-code that I think might fix these issues: Input: Select group Input: Turn formation ON Engine: Scan for input Input: Attack (control + right click, right click, queued attacks with shift + right click) Engine: Disable formation of selected group (or enable non-formation attack behaviour) Engine: Perform attack(s) Engine: IF(Input == right click (move) { Re-enable formation Move selected group } The only useful exception to this might be if one wished to keep a pack of archers in a tight formation to deter flanking melee attack. In this case, we might amend the above pseudo-code by adding: IF(Stand ground behaviour = TRUE && Input: Attack) Skip formation disable (or enable non-formation attack behaviour), directly before the Engine: “Disable formation” step. The only caveat I can see to this is if disabling a formation causes units to move in any way, which would again waste movement. Is anyone else noticing this during attack micro? Thanks for reading Keep up the great work all !!
    1 point
  10. Yes, please yes. Do listen to this. @thatlongtimelurkerusingastolenavatarclaimingtobesomeoneelsebuteverybodyknowsmakingajokeofhisself : It would be really kind of you to learn the meaning of respect imho. And when you are done, go on with "consequence". You permanently tell a team of volunteers, which makes a great job, what they have to to, how they have to do, when they have to do. Cuz viiiiiision. Yours. A great German once said: Who has visions needs a doctor. This might not be always true, but for sure it sometimes fits.
    1 point
  11. ..so, what about "rotundatus" ?
    1 point
  12. Hello everyone, My name and my nick name are the same It's an Mongolian name which means one of the people who firstly attack in the war. I live in Ankara , Turkey. Therefore, my time zone is GMT +2 .
    1 point
  13. So, a sword cannot deal both (hack & pierce)? A spear cannot deal pierce? Cuz this is a game? Didn't know this... thanks a lot.
    1 point
  14. Why should pierce dealing melee units do damage to a ram? You need hack dealing units. Guess the problem with op rams will solve itself when champions get buffed, so you can use hack_dealing_champions vs rams.
    1 point
  15. "thx, didn't know how the spread changes turn out. I wondered what less than 1 changes mean. Having no cavalry units in village phase looks okay to me. Perhaps make them all depend on a cavalry tech, which itself is auto-researched when town-phase is reached. (or make all cavalry depend on the town phase if that's prefered). You will find a solution." If there arent any cavalry at the first age, and if cavalry id only available at age2, it finally aims to kill the rush on 0ad. Rushing without cavalry is not a rush, or at least a really bad rush, infantry just walks too slowly... By the way, a RTS game where you cant rush, is in my opinion a bad RTS game. The fact you cant prevent or disturb the evolution of your opponent economy is huge mistake, cause rush is , to be short, the most important strategy in RTS game.
    1 point
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