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Showing content with the highest reputation on 2021-01-12 in all areas

  1. Buenas ! @Lopess Estuve modelando los techos ; (Tanto los techos como otros detalles espero que se noten "mejorados" , de igual forma espero ver sus bocetos ) Almacén; (vista frontal) (vista trasera) Disculpen las molestias *
    1 point
  2. Perhaps someone can make a "Very Very Easy" mod. There should also be an "Insane" difficulty level.
    1 point
  3. Hello @DanW58, if you feel comfortable digging in a game file, you could also mod the AI difficulty in binaries/data/mods/public/simulation/helpers/InitGame.js, line 47 (AI gather rate) and line 48 (build and train time). The second entry in the square brackets defines the very easy AI. Dirty solution: unzip your binaries/data/mods/public folder on your computer, edit the file and zip the folder with the edited file again Elegant solution: create a mod that changes AI difficulties, distributable as .pyromod or downloadable on mod.io (the wiki pages modding guide and mod layout can be helpful here)
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  4. Indeed, I always felt the log was way too big and the way the men carried it looked awkward/unrealistic. But the overall theory is sound, I believe. EDIT: There are also alternative designs we can look into. Much like how different civs have different "tiers" of catapults, different civs can have different tiers of battering rams. Some civs start out with Hand Rams ("dudes carrying a log"), which are tier 1, and then they can upgrade to tier 2, which looks like this: Some civs (Romans, Greeks, Carthage) start at tier 2 (examples above^), and then upgrade to tier 3 (examples below): Their exact look can be determined later. (I've always felt that the rams need their looks updated, siege towers too, but they are a different thread).
    1 point
  5. I installed the required version. Don't know about the toolset though. That would be a fine patch, very much AoE-ish.
    1 point
  6. You're welcome! Have fun with the game.
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  7. I believe that if you watch some ValihrAnt's videos and reinstall for the fifth time, you're gonna make it. But as nifa and Nescio suggested, playing with multiple bots (some allied) can really be another interesting way to ease the difficulty and make the game more fun. Honestly, the bots can sometimes be better team players than some of the humans.
    1 point
  8. Nowadays I tend to play a giant random map with a world population setting of 600 and five players, myself and four very hard Petras, each in a different team (though not locked), and a last man standing conquest victory condition. I'm not interested in multiplayer and dislike 1 vs 1 matches, because those are primarily about who's fastest, while I like developing a bit more slowly and building a nice base, with city walls etc. That said, building a strong economy is still key. When I was new to 0 A.D., I started with playing random maps of a team of one Petra + me vs one Petra, or a team of two Petras + me vs a team of two Petras; later it became two Petras + me vs a team of three Petras or even one Petra + me vs two Petras vs another team of two Petras, and I began raising their difficulty settings. Having AI players fighting each other gave me the opportunity to gradually get used to the game and figure out what works and what didn't at my own pace.
    1 point
  9. Just let him pay for something he doesn't need if that's what he prefers. Maybe I should have charged for my advice too because it can't be good if it's free, can it? If I were Loki1950, I'd have to add: Enjoy the Choice!
    1 point
  10. you can also use the ceasefire option to have peace at the beginning, set the AI behaviour to defensive or add another player as your ally, to make it easier Also if you are not already doing so, using ctrl and shift can be useful in many situations (aswell as other hotkeys)
    1 point
  11. Thanks Hyperion and Boudica. I did much better after watching those videos but eventually I was attacked by a force so big that all my towers and walls did nothing for me, and I exited the game and uninstalled for the fourth time. darn; I'm over 60; I want something more relaxed; but just not as easy as Sandbox.
    1 point
  12. Ah, many thanks! That first video really turned my concepts up-side down; I was in denial at first. I was trying to build all the research buildings early on, like the forge, and the market. What he's doing is setting up for massive food and wood production, instead. And after getting through some resistance, I must admit it makes sense, as otherwise I have high tech but no people... And this way I'll be forced to make a barracks early on, to produce units, which barracks is better than a defense tower for defense, as I can stuff a lot more ranged units in it than I can in a tower. The second video also; I had no idea I could produce multiple units, have control groups, much less of control groups of buildings. But there's a lot more about this game, I feel. Reviewing stats after a game (in Sandbox mode, mainly), I've come across the fact that the AI is doing some kind of commerce I don't know how or with whom. I've seen some kind of haggling interface somewhere but I've no idea what it does. Then again, now I hear that there is a manual somewhere; I never saw it. Is it online?
    1 point
  13. Hello, DanW58! All I can hear is that the challenge presented by the AI keeps you motivated to keep trying again and again. No, I understand what you're saying. There had been concerns about the Easy AI being too hard (that's why Sandbox was added), but then there also were concerns that the Very Hard AI is too easy. I'm not sure if anyone else has pointed out that there is a big difference between Sandbox and Easy. Maybe the distinction could really be tweaked a bit (which isn't very hard to do), but it might be hard to find what works well for a majority of new players. I think that an alternative solution might be to provide a better tutorial so that the newcomers really know what they have to do to win the Easy AI. I'm pretty sure that you'd only need to do one or two things differently in order to start winning against the AI. If you can post some of your replays, we can give you tips. If you don't want to do that, it's highly probable that the tips are contained in any of the following two videos:
    1 point
  14. Guilty as charged . It's a valid concern and you're certainly not the only who dislikes this. Since I wrote the majority of gameplay patches, you can blame me. My focus is primarily on improving consistency and addressing things that don't make much sense, and also on more clearly separating structure functions (e.g. barracks is for infantry, stable for cavalry, arsenal for siege engines, fortress for territorial defence, and houses for population) and differentiating units (e.g. axemen and swordsmen are separated from swordsmen templates). As a consequence civs became more similar, yes, which is unfortunate. The aim is to get to a cleaner and somewhat more balanced state, from which it's much easier to add new content. I certainly do hope 0 A.D.'s civilizations will be further diversified in the next release. Having said that, allow me to cherry-pick a few commits that did make civs less similar: https://code.wildfiregames.com/D2534 / https://code.wildfiregames.com/rP23793 https://code.wildfiregames.com/D2862 / https://code.wildfiregames.com/rP23823 https://code.wildfiregames.com/D2843 / https://code.wildfiregames.com/rP24422 And highlight some patches proposed today, waiting for feedback: https://code.wildfiregames.com/D3320 https://code.wildfiregames.com/D3328 https://code.wildfiregames.com/D3329 https://code.wildfiregames.com/D3330
    1 point
  15. I've scored a win against MarcAurel. He has resigned and I didnt get win neither points. My name: Daniel_Kinq Enemy: MarcAurel Fix please. REgards. @user1 metadata.json commands.txt
    0 points
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