Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2017-03-28 in all areas

  1. I discover this the another day.
    2 points
  2. I do not think removing the champions unit is so affordable, they represent a major source of the game, you will probably come across more enhanced samples, in this case, the enemy will have improved up its own unit by the fucina.Ma believe me 40 normal samples may not destroying 200 towns units, my strategy to put the enemy on his knees, is to improve my units, go to raid the enemy with the old, old, weak garrison, in order to buy time and distract the enemy from there attack samples and do the great massacres.XD
    1 point
  3. Wow, "weak countryside, strong core"this is the kind of mechanics I always wanted to see in age of empire or in any RTS actually. Nice to see im not the only one.In think it would be more coherent if all building that can be build in the neutral zone would cast at least a small territory. There would be a line for the national border, and another for the city-limits(that could appear only when you want to construct a building that as to be built within a city limits) So that way, you’ll have to build an Outpost or Dock that cast territory before you build a Storehouses and Farmsteads. Maybe you could also build wooden walls and wooden defences to protect those small outposts. it would go into the direction of = Outpost settlement - weak settlement for gathering ressources, conquer new shores or to take strategic point on the map City settlement - Strong settlement to expand dramatically territory, enable trading, build more buildings, armies and better defences SMALL DESIGN THOUGHT - I definitely think that civic center should look more like a camp at first and grows up as a real city center as the city changes phase. It would be the same for new City settlements. Something like that image (i like the idea around the well)
    1 point
  4. That's should be in vanilla.
    1 point
  5. I'm experimenting with the Petrabot and Atlas and tried adding an Entrenched Roman Army Camp in one of the skirmish maps to be used by the enemy Gaul Petrabot (Very Hard). It works and the Gaul AI uses the Camp to train Roman troops, instant Romano-Gallic army. The only issue I have is the AI troop preferrence, the AI started to train more Veles (Roman skirmishers) during the early game and disfavored the training of Celtic skirmishers and vice versa during the late phase of the game, although the AI trains other Gallic infantries via Civic Centers in new territories, it has developed a preferrence for the Roman Triarii and uses it for the main bulk of its army, I rarely see other Gallic melee troops during the late game and have never seen the AI train Hastati. I'm wondering if you could do something about the AI troop preferrence and balance, e.g. weaker troops varieties coexisting with stronger troop variety in the AI army depending on AI difficulty (ex. The Medium AI has a balanced preferrence of troops and uses both weak and strong variety of units belonging to the same category but of different stats, like in the case of the Roman Veles and Celtic Skirmisher, both are light infantry but the AI favored the Veles for reasons and factors unkown to me, both are equal in expense, though the Veles is weaker) AI Population Distribution and Behavior Suggestion AI Population: 50% Army 25% Gatherers (Default 12.5% male and 12.5% female) 12.5% Traders (Sea and land, all AI difficulties should be able to trade) 6.25% Sea transport (If available, if not, 3.125% contributes to Army and the other 3.125% to the Gatherers) 6.25% Siege Equipments (If available, if not, contribues certain percentage depending on AI Difficulty, to be explained in Siege Attacks below) AI Army: The AI army comes in two forms depending on difficulty, default and final form, in default the AI will use citizen-soldiers until it can train strong troops (Champions) which will consist the final form of the AI army (More on default and final form armies and its relation with difficulty will be explained below). When not attacking the AI will distribute the army to defend its territory. Default / Final army form and DifficultySandbox: 0% doesn't use strong troops (Champions) thus it only uses a default army. 0% of the army selection is comprised of stronger troop varieties, uses 100% weaker varieties (0% Celtic Skirmishers / 100% Veles ) Very Easy: 12.5% of the army's final form consists of strong troops (Champions) 12.5% of the army selection is comprised of stronger troop varieties (12.5% Celtic Skirmishers / 87.5% Veles) Easy: 25% of the army's final form consists of strong troops (champions) 25% of the army selection is comprised of stronger troop varieties (25% Celtic Skirmishers / 75% Veles) Medium: 50% of the army's final form consists of strong troops (champions) 50% equal the army selection on troop varieties (50% Celtic Skirmishers / 50% Veles) Hard: 75% of the army's final form consists of strong troops (champions) 75% of the army selection is comprised of stronger troop varieties (75% Celtic Skirmishers / 25% Veles) Very Hard: 87.5% of the army's final form consists of strong troops (champions) 87.5% of the army selection is comprised of stronger troop varieties (87.5% Celtic Skirmishers / 12.5% Veles) Hypothetical: 100% of the army's final form consists of strong troops (champions) 100% of the army selection is comprised of stronger troop varieties (100% Celtic Skirmishers / 0% Veles) AI Attack Types: Harassing: 50% of the AI army will stand ground near enemy territory while the 25% will lure the enemies to them, the other 25% will remain to defend AI territories.Skirmish: 50% of the AI army will attack isolated enemy territories while 50% will remain and defend AI territoriesAssault: 100% of the AI army will attack enemy territory.Siege: 100% of the AI army together with 6.25% of the population that consist Siege equipments will attack enemy territory (If not yet available Siege Equipments population will contribute to the Army population). Sandbox: 6.25% of the population contributes to the Army, does not use Siege equipments Very Easy: 3.125% of the population contributes to Siege Equipment population while the 3.125% contributes to the Army Easy: 3.125% of the population contributes to Siege Equipment population while the 3.125% contributes to the Army Medium: 3.125% of the population contributes to Siege Equipment population while the 3.125% contributes to the Army Hard: 6.25% of the population contributes to Siege Equipment population Very Hard: 6.25% of the population contributes to Siege Equipment population Hypothetical: 6.25% of the population contributes to Siege Equipment population In estimate an Easy AI Gaul with a population of 100 will have an attacking army consisting of 50 soldiers which includes 12 Gallic champion units (Heavy swordsman/Heavy cavalry) and 38 various non-champion Gallic units. Other notes: Trading ships should occupy 2-4 population slots, AI loves to spam them on Naval Maps.Below is a sample of a custom AI that the video game Battle Realms uses, I found that sample on google and the author of the post added some brief explanations to each part of the customizable AI.ini file. I hope that 0A.D. could produce something similar so that we can easily tweak AI difficulty and behavior to suit our own tastes.
    1 point
×
×
  • Create New...