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Showing content with the highest reputation on 2021-01-02 in all areas
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Thanks, that makes sense! Do you have an example of how to declare the human player a winner (and loser) from code? In many of my missions, the goal isn't to destroy all enemy units and structures (sometimes it is impossible in fact) and also, the human player may lose even if they have units and structures. I will need to implement the victory conditions so that it will work with this scheme where certain missions need to be officially done before others.1 point
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Macedonia 28 - Alexandria EschatĂȘ (329 BC) Of the many cities founded by Alexander the Great, Alexandria EschatĂȘ was probably the one that created most problems. This must have surprised Alexander, because the march to the river Jaxartes, in the early summer of 329, had been easy. The last resistance to his rule had vanished after his friend Ptolemy had captured the Persian leader, Bessus. Now, he wanted to build a city on the bank of the river that was the boundary between Sogdia and the Hunger Steppe, which was inhabited by the Sacae (known as Scythians to the Greeks). It was to be an important site, because on the one hand it was to be the empire's northernmost military base, and a defense against the Sacan tribesmen, and on the other hand, it could be a base for a return to the west across the plains of the Ukraine. You have been sent by Alexander to fortify and expand the new-found colony. Your precise orders are to construct at leas 3 fortresses and at least 8 defense towers. You are also strongly advised to build a wall around your town as soon as possible as we do not know when our neighbors may turn hostile. You play as Phillip, a young charismatic (but hardened) officer who was put in charge of the situation while Alexander's main force is nearby. To the north, lie the realms of two Sacae tribes, the Ma Saka and the Apa Saka. While mostly nomadic, there are several outposts that you should map out just in case. Far to the north, in the mountains, there are also reports of outposts that we probably want to know about. There is also a nearby Sogdian settlement which has negotiated its presence with the Sacae. We have established ambassadors with all three groups and for the time being, they welcome trade with us. Finally, our scouts report that a group of bandits have been spotted on the south bank of the river, to the West of our town. AI Settings: Player 2 (Sogdians) should be set to Petra with a difficulty of your choice. All other AI players should be set to Sandbox. This scenario features a dynamic horse herd population model -- horse herds will grow up to a point so it may make sense not to kill all horses for food that are nearest to you right away.1 point
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I like the idea! I had a similar one some time ago, but I would probably prefer if rams were still able to move with no unit inside, that would be easier for newcomers. Anyway, I support it if it's being implemented. The fact that spearmen are useless against rams is still problematic though IMHO. Thanks for the answer, nice addings! However, why is that maces and swords are good against rams, and spears are not? This looks to me rather arbitrary and completely out of history, correct me if I'm wrong. Now, these are my ideas: First option is simple and very much AoE-like: rethink hack/pierce/crash system in a way that hack is 80 to 100% of any melee attack. My personal opinion is that this would only be for the better. Second option: we make rams easy enough to conquer, even if there's people inside. This way any group of soldiers that's close to it and is big enuogh could counter it. If conquering is an issue for balancing reasons, we could make that conquered rams die instantly. We could make that people inside rams (and non fortified buildings?) get damaged when under conquest, that would be more realistic. There is plenty of solutions if we want this fix, and it doesn't seem to me like they are much work either.1 point
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A Spy/Assassin unit would be awesome. Perhaps a train limit of 1 or 2. To enemy players, your unit would look like one of their own, but to you the owning player it would look like an unsavory cloaked figure. They could have a few special abilities: Report Garrison in an enemy building reveals its Production queue and garrison to you Has no cool down time time, the Spy can move from building to building at will Sabotage Task your Spy to sabotage an enemy building. This reduces its health by 1000 hp (or a percentage), and cancels its Production queue Defensive Buildings, Civic Centers, and Fortress are immune, but Wall Gates are not Has a 5-minute cool down time Bribe Much like the Bribery feature in the diplomacy tab, it gives you the vision of the bribed unit. Bribe it twice and you can own and control the unit. This could have success rate applied to it. If unsuccessful, your Spy may then become visible to the enemy. Has a cool down time Assassinate Kill a target unit. The greater the health, the lower possibility of success (or we can base success rate on unit class). If unsuccessful, the target unit can fight back. Has a cool down time Hmm, it's not so big of a departure I don't think. It's additive, not subtractive. Your gatherers are still tasked to chop the trees and groves like you would in AOE. If anything, 0 A.D. already forces a big departure from AOE gathering by making it primarily territory-based. My idea gives back the ability to gather outside of your territory by using mechanics (such as capturing and auras) that are already in the game.1 point
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Used Gallic Highlands as a base to make a Scythian Steppes map. It's larger and has easily less than 20% the number of trees. Way more wide open and no cliffs.1 point
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Request: Extend this to make batch-trained units (or exiting garrisoned units) arrive at their rally point in the chosen default formation.1 point
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I am part of the balancing team. Rams can no longer attack organic units. Some "new" units like maceman and axeman can make a good dmg vs siege units.1 point
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I think they are in an OK place... sword bearers are the most efficient against rams. But it would be cool if a ram could only move and attack if it has units garrisoned inside it. The troops pushing the rams inside can be attacked by anything but should get heavy armor bonusses for being in cover. If there is no one inside it, it simply does nothing. For balancing purposes it shouldnt be able to get stolen though, but still be able to get destroyed if empty. That said though, becareful to not use pike units instead of spears against them because they have a very weak attack overall.1 point
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This reminds me of the thread where we voted for the best team player, the most overrated player etc. I don't want to be so negative about this, but I don't believe the ratings might be of any high value because: Medium players get affected a lot by the displayed ELO rating, and when they do the rating, a high-ELO player will get high-rated in all the categories (in other words, the winner takes it all). I realized this when people voted one of the best players as the best team player. If you take away the booming, multitasking and micro skill difference, there would be many more players that could win the category. Think players like Issh, who know about the team play. Typical players don't even remember how good others play. I realized this when I hid my rating in the game and some people I've been playing with for years started asking what my rating is. Hard to believe. You have to understand the game well to judge the gameplay well. But the good players already know other good players, so they might not consider it useful to rate them. I'm now thinking, Stockfish, if this isn't about your teaching experience that you have this ambition to rate (grade) players like this.1 point
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@user1 My lobby name: jeremias Offending user name: Raffut1969 commands.txt1 point
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You're right! The tree obstructions were so small I thought they were passable. Lol They might as well have been.1 point
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Maybe an special unit fast but weak to infiltrate on the enemy base and torch it, like an "always running" citizen able to torch barracks, houses, civic centers, farmlands, stables, but not walls, towers and defensive buildings. if ability with cd were implemented. i thought on this because a reference drawing of an early ancient desertic civilization that was posted about a year ago.1 point
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Dear @user1, my username is ColinMcRae and I played a game against scatespider. After I destroyed his CC and army, he quit the game without resigning. It is happening a lot lately. I attach the commands.txt file. Cheers, Colin. commands.txt1 point
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Hi @user1, my username is ColinMcRae. I just played a game against samentoITA. As soon as he realized he was going to loose the game, he quit it without resigning. Pretty annoying. I attach the commands.txt file. Thanks, Colin. commands.txt1 point
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Tag @user1 my name: quieroasercaca host name: Jameson666 i was wining a rated game and jameson666 disconnected the lobby without resign commands.txt1 point
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I think regeneration of resources would work well for groves/forests. Just have it by default, no need for a tech (you don't own trees, they're Gaia). About ambushing, yeah, I think it could be a bonus for some civs to be able to "garrison" units or battalions into groves and then they woukd attack any enemies battalions that march through, with a temporary "surprise" bonus.1 point
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This is pretty much Rise of Nations. Certainly an interesting idea. _big_ departure from AoE-like gameplay we have right now though. I don't think we'll look into those large gameplay changes short-short term, as it feels to me there's still a bunch of engine work to be done. That being said, the time approaches (on my end anyways). --- Anyways, I'd say the thing I think we mostly need to fix is this...0 points