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Showing content with the highest reputation on 2017-04-14 in all areas

  1. As some of you already reported, the registration system in the lobby is temporarily suspended. We apologize for the inconvenience, and also for the lack of clarity of the error message (which reads "the client has insufficient permission to remove an account"). This is a temporary measure against an attack from a lobby user who joined games and proceeded to start DoS attacks against their fellow players (which is downright illegal). We did not stop the lobby, because that would have meant preventing you all from playing, which was the aim of the attacker. However, we needed to focus on gathering data to report the abuse to the qualified authorities. Meanwhile, the user kept creating accounts and banning them one after the other was a waste of time for us. As a reminder, you can always play online with your friends without using the lobby! In the main menu, choose Multiplayer > Host game while your friends choose Join game and specify your IP address. We are currently reporting the abuse and we will re-enable lobby registration as soon as we can! We look forward to seeing new players joining the lobby
    2 points
  2. I think we are messing too much with wowget's proposal with so many different ideas in the same topic. It's hard because we can't discuss any aspects by its own, they work together in the gameplay. But following these endless threads is really exhausting and time consuming we should find another way.
    2 points
  3. -- for balance : 1) Citizen soldiers can should either be in economic mode or weaponized mode. In economic mode they can gather or build, but if immediately are forced into combat they are limited to melee nd slightly better than a Spartan woman at fighting. To change to weaponized mode, where they have their full combat strength, they must first vist a house or city center and drop anything they are carrying (wood, food etc). This simulates them 'arming up', or if they carry nothing then they can simply visit a house to 'arm up'. 2) Citizen soldiers in economic mode should move 10% faster than their weaponized counterpart 3) In weaponized mode, citizen soldiers have a 'food bar' which slowly decreases when away from the aura of house, civ center, barracks. When the food bar drops to zero the citizen soldier reverts to economic mode and must visit a house / civ center to reenter weaponized mode. Being within the aura of a friendly caravan shiould also reset the food bar. 4) City centers should no longer fire arrows. Instead, the city center should provide an armor bonus to all freindly units in its aura. In this way the village level can also see invasion (currently it is insane to attack a civ center at the village phase, which is highly unihistoric)
    2 points
  4. I beg to differ. Unit types are very distinctive. I have never misidentified a unit based on its type, because units of the same type look similar enough, but are still quite distinctive due to the emphasis on historical accuracy, which is going to be further emphasized when formations are more than just eye candy for screenshots like they are now. Units in formation are not going to feel like ants, instead they are going to feel much more like the battalions you want. Naval combat is also criminally underdeveloped, and is also going to benefit from formations, along with ramming and other mechanics that will make it more historically accurate. I can support a bit more rigid tech tree, with some prerequisites like Fields requiring Farmsteads, and increased training times to give progression some structure, but much more than that won't be 0 A.D. to me.
    2 points
  5. If there are separate Slaves and Citizens from the soldiers, then it's easy to have an econ cap without negatively affecting combat strategy. Age of Mythology already do this by capping citizens. Can be a hard cap or soft cap. Benefit of a hard cap is that it is very simple and easy to understand and be aware of. Benefit of a soft cap is that there's more flexibility and still benefits from expansion. Bad thing about a hard cap is that it feels artificial and arbitrary and ideally should be scaled by match pop cap setting (not difficult to do). Bad thing about soft cap is that it's variable and is just another thing that has to be managed by the player. There are pros and cons. Another way to soft cap the economy a bit is to make things more expensive as the game progresses. Ideally, this should be a quantity vs. quality decision by the player. As units are teched up, they can become more expensive, soaking up some of that excess economic output.
    1 point
  6. Here a better battalion concept than the other poors games.
    1 point
  7. @DarcReaver I think we differ much on so many issues because you are more concerned with multiplayer mode while I'm more with single player. I hope the developers would make more setting provisions to toggle on/off some game mechanics so players can have their preferences wrt his/her style. If I know or have knowledge to modify and play the game the way I like then you won't find me in this forum. TBH I only play the game starting with very low resources. If there's a setting which could make techs very expensive that will be my preference too.
    1 point
  8. Psh, why aren't Balearics level 3 champions like the Spartans' commandoes? you can only train them out of 2 buildings maximum, so they're already next to useless now I think all mercs should have veteran status at least
    1 point
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