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Showing content with the highest reputation on 2016-02-23 in all areas

  1. This tips are for the actual balance (Alpha XIX). Keep in mind that later it will be outdated. Is not a Pro guide. Overview tip: - This is a strategy game and if you have a deep look, it's all about economics and numbers: The player with a better resource avaibility, should win in most cases in a long run. So strategies games are wars for resources control. General tips in the first minutes: -You want always a continous flow of new units to have a better economy (and in this game, also a better army cause male units are also soliders). Try at first to establish a good food and wood economy (females only need food and you will need wood for houses). -Try to use berries and animals before going to farms (unless there's no alternative). Farm is slower and need wood investiment. Cavalry are very fast when working on animals, and females are better on berries and farms than men. Use ranged units to hunt (saving domestic animals) -Try to never get housed. That means that you can train a unit because you have the resources but you can't cause you need more pylons houses. Some factions have more expensive houses, but with double population capacity, and some are cheaper with less capacity. Use the houses like a wall protecting your Civic Center (CC) or whatever you want. -Always build your farms around your civic center. I've seen players that build the granary away and then the farms. This makes you more vulnerable to raids. *First objective: Establish an CC flow: With the first 9 females and your cav hunting you can train women in batches without worry until berries and chickens have depleted. Men to wood building first a house later a storage center. Other females created goes to wood that you will need for more houses and... *Second objective: ...farm transition. Also it's very important to make barracks: Then you can double your productivity. As always, try to have a continous flow of women being created on CC, and now soldiers on barraks. Then it's up to you. You can make more barraks, go to second phase and research economical techs. Right now, the most used strategy it's to get to 3 phase quicker than your enemy, mass champions (they can't work but have very good stats) being trained in the barraks with the appropriate tech (not all civs have it) and maybe train an heroe (usually the heroes that enhace champs stats. Remember that all heroes give a conquest bonus when capturing or resisting a capture when garrisoned) Some armoury and special techs can make the differance. Some other tips Garrisoned CC and fortress can stop a lot of citizien soldiers (c-s) (and some champions). Women don't add arrows. If you see your base overwhelmed with c-s try to garrison soldiers. Also towers, specially when upgraded. I don't have the numbers, but establishing a trade route with a market or a dock (better with an ally) is very good for your economy. You can change the resources you get in the upper icon. Allies get an additional share. Protect them. Healing champions with temples are a good idea (inside healing is faster) Walling is useful, but difficult and more expensive than other games. Don't chase ranged units with slower units. Cavalry is fast (with corral tech), but isn't heavily armoured. Some other strategies Cavalry archer rush: Go to second phase and mass cavalry archers. If you stop the enemy to reach the 3 phase, you can easily win. Countered with towers. Only ptolomies, seleucids and persians. CC rush: Reach second phase. Sell food and some wood for metal and stone. build a CC near your enemy, specially near wood lines or in a place for controling metal. If you mange to finish it, then build towers. Try always to stop them to reach 3 phase. For the next level, search build orders, youtube videos and recording games from pro players. Keep in mind that the game is in alpha status, and it lacks features, it can be buggy and it's unbalanced.
    2 points
  2. My idea: When one hosts a game, he/she should be able to see if that game is reachable from outside the LAN. When hosting in the lobby, a notification should show up immediately. When privately hosting, a messege should show up if the partner failed to connect. How: When a new game is created in the lobby, a bot should try connecting to it and inform the client via XMPP in case the connection could not be established. Furthermore: Quoted from fcxSanya: If we will use ICE for #2305 (UDP Hole Punching / NAT Traversal) (which is the current plan), then I think local ICE agent also can notify user when candidate negotiation with a peer fails (what itself should happen much more rarely than now). This way, users that host games outside the lobby could still receive similar notifications when their partner fails to connect to them. Why: 1. I see a lot of people creating games in the lobby, sitting there and waiting for someone to connect while in reality their games are unreachable. Right now they can't know exactly if they are unreachable. Maybe there are just no players that want to join their game? The only way to know this is to ask a friend to connect to your game so that you can confirm it is a connection issue. But, when I was checking my ability to host, my friend wasn't available so I decided to use those port checkers which did not work. We need a way to know if things are configured right. 2. It can happen even to experienced users. For example: One has configured port forwarding for his/her Wifi adapter in the past but decided to host a game through his/her Ethernet adapter. The IPs and MACs are actually different but he/she forgot to reconfigure the router. It happens to all of us and it would be nice if the needed information was displayed to us immediately. Possible downsides A case where host is unreachable to the bot while reachable to other clients? Related question: Why are services like http://www.canyouseeme.org/ http://portchecker.co/check not able to recognise a 0AD host?
    1 point
  3. Maybe we could have an additional text field that says "Not yet implemented" or "To be determined", or that is empty for implemented features? This would be just 1 additional string to translate, which can then be easily removed. Of course, I don't know how much effort the programming for this would be.
    1 point
  4. The list of reachable/unreachable games may be useful by itself (to indicate the host status in the lobby games list), but to notify user about an issue with his host, bot can just send him a XMPP message. Also the game itself can send such a message when it fails to connect to someone. If we will use ICE for #2305 (UDP Hole Punching / NAT Traversal) (which is the current plan), then I think local ICE agent also can notify user when candidate negotiation with a peer fails (what itself should happen much more rarely than now).
    1 point
  5. Copyright is independent from profit. There are some exceptions on copyright that allow usage for educational purposes or private purposes (sharing only with a small, hand-picked number of people). But there are no exceptions mentioning non-profit. Of course, the punishments in copyright violations are usually calculated based on the loss caused to the copyright owner, and in stuff sold for profit, the punishment is often higher. But that doesn't mean that non-profit organisations never have to pay. Then the US also has an exception called "fair use", which should allow most forms of fan-fiction. But this exception is unknown in Europe.
    1 point
  6. Amazing! Any plans for other cities/sieges?
    1 point
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