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Showing content with the highest reputation on 2014-05-10 in all areas

  1. Hi everyone Sanderd17 showed me this thread a moment ago, and asked me what I was thinking about that. So... let's begining from scratch. 0ad is a RTS : real time strategy. It allows to use different tactics that would allow you to gain advantage over your opponents. Even if, from my point of view, there aren't enough viable tactics (since spartans nerf :'( ). There are only two ways to win in this game (I repeat, that's not enough). Ok, let's say three. The first one : your opponents never played 0ad before and doesn't know how to get to 50pop in 8 minutes. The second one : economic boom. Expanding REALLY fast (100pop and phase 2 at minute 10 provides you a huge advantage) allows you to control 70% of the map without a lot of resistance from your opponents. If they are good on the other side of the screen, you will get in trouble, but having 2 cc on minute 12 is the most important thing you can ever do. I never lost against a defensive player, and there is a really single reason for that : they don't scout, they don't expand, and lets you control 70% of the map while they think they are protected with their walls. The problem with this way of thinking is that quickly, you will have 200pop and 3cc, while the other gets 100pop and 3 lines of walls. Which one is the most interesting to have ? Okay, it will take you longer to kill him... And that's currently my problem in the game, I can't crush easily the ennemy even if I have 300 pop and he has 150. That's a different story. Your CCC is about having fun games that don't last 1hour, and I acknowledge that. BUT if the opponent spammes champion units, you can do the same too ! Kill your citizen-soldiers and start spamming champions. You will get 100 while he has only 30, and the win if for you. It takes longer to do but... you are saying he gets the metal via markets, no ? That is your fault, not his, to let him expand his second cc, not doing any cc in the middle of the trade route, allowing him to control 50% at least of the map to be able to have profitables markets (I remind you that there's a need of distance between markets). The second way to win is a way I relly love to do, and alpha123 will agree with me : be unpredictable, do things that your opponent would never think about. Army camps and ships are the same as a back cc built thank to the fog of war and a big battle that allowed you to send 5 guys in his back while he was focusing on the battle. I don't understand why people don't like ships : they are part of the game and allows you an onther dimension of tactis and strategy. There are a few basics to get protected from ships that send troops on your back : build cc EVERYWHERE, even if there are no ressources there. If you can build a cc near your main town, the ennemy can too. And if the ennemy can, he will. And if he does, you will get in trouble really soon. If you put CC everywhere around you, you won't let place to your ennemy to build a cc near to your town thanks to the territories. So there are my thoughts : if you don't want ships, take maps whithout water. If you don't want armycamps, keep a close eye everywhere on the map, and not only on the battle main scene. For example, when I play, I focus only 30% of the time on the battle scenes. My guys know how to be brave and fight alone whithout me, and that allows me to micro and macro everywhere else I am not expected. Ah, and to bounce about the walls towers.. as FeXor said, we don't use them. Normal towers have more range, firepower and arrows thanks to the tech. And stone is too precious to be used on walls. If you really want, I can teach you the basics of sneaky strategies EDIT : I forgot to give you another advice. Never build your cc in front of ennemy's one, where you can be reached by towers or other stuff... Because you can be counterred by this kind of stuff AND you will be noticed. Always do it 150meters away, inside the fog of war
    2 points
  2. I see the chimney. Good work. It's looking like a nice variant. The textures might not be perfectly UV mapped on the right part of the building but that's easy to mitigate.
    2 points
  3. Some cool information. Could make for an Athenian technology. It sounds oddly "Spartan" of the Athenians to have implemented something like this, especially with the orator being named 'Lycurgos' of all names.
    2 points
  4. Hello everyone, I'd like to help with Audio voices. So I propose here a list of Latin translations for the sentences needed. I'd like feedback about these, did I do mistakes, do you have better ideas, etc. Lion, apparently you already did some recordings some time ago, so you should have some things to say about it! Latin translators of the game too might have an opinion on this. Thanks!
    1 point
  5. Hi everyone, I'm coming to this burning issue, which has been discussed so many times. In a few time you'll be able to see alpha 16, and if you haven't played on svn, you will find a HUGE improvement on techs. I would say by eye that the number of techs were doubled from a15 to a16. And that is good, I love all the news stuff. Now, here are 5 numbers : 33 minutes of game, 20k of food, 20k of wood, 10k of stone and 10k of metal. That's the average of an expansionist player. And of course, all techs researched. Only the paired one didn't allow me to have really all of them. So there is, I think, a problem. Someone shouldn't be able to have all techs so fast in the game (30 minutes), at least in my opinion. Why that ? Because you can't really specialize in one way of playing. You have the eco guy, the rush guy, the defensive one... (eco != defensive, be carefull !) And everyone should be able to get only one fully direction of techs. Let's say that you have 10 military (m), 10 eco (e), 10 defensive (d), 10 find-a-something (f) different techs, and that currently in alpha16, beeing able to research everything takes you 10k of ressources. That's no far from reality, and remember I gather 60k in 33minutes, so that's 17% of my ressources to e able to upgrade everything. My proposition is the following one : go from 17% of all ressources to 100%. What does that mean ? That instead of being able of researching while expanding and fighting, you make a choice between both. For that, 90% of the techs should be as expensive or more than the phase technologies. From the other hand, the effects would be way more powerfull. Want some examples ? Currently : 100wood, +25% in farming rate Epicness : 500wood + 300 food, +50 % farming rate Currently : 100stone, +1 pop per house Epicness : 400wood, 300 stone ,+10 pop per house Currently : 300stone, +2 pop per house Epicness : 1000 wood, 1000 stone, +15% max pop Currently : 100wood, 100 metal, +2 hack attack on skirmishers Epicness : 400 wood, 500 metal, +8 hack attack on skirmishers Currently : 200 wood (I don't remember), +25% of speed for merchants Epicness : 600 foos, 500 wood, +60% of income for merchants Of course, this way it wouldn't be possible to have all technologies. That's a way to introduce some strategy, to know if in this situation you are allowed to spend your ressources on economic researches of you should do more soldiers, meanwhile military techs would give you a huge advantage. There's a need too to have cheap techs as currently, but not so much. Thank you for reading all of this @#$%, And have a A1A day !
    1 point
  6. With recent games such as Red Dead Redemption, Left 4 Dead 2, and The Last of Us being hugely successful, we have decided to change the overall direction of 0 A.D. so that it can appeal to a wider audience. We have many gameplay changes planned, such as removing the Roman faction and replacing it with an AI controlled horde of zombies. This transformation will probably take a few weeks to complete. The name Apocalypse of the Dead works well with our current title 0 A.D. because it means we don’t have to purchase new domain names. The ‘0’ therefore signifies the start of the apocalypse. Note: All comments in this topic may be moderated.
    1 point
  7. Okay, thanks for your explanation I would post it to trac...okay?
    1 point
  8. The baracks don't have a prop point garrisoned it tells me. Other than that and that the civil center's origin is not in the middle it's fine. <-- have shifted the obstructions instead. Obstructions are adapted now. Shouldn't we put some screenshots on ModDB? e.g.
    1 point
  9. Well I started making the African MiniFaction, tell me what you need and I'll see If I can make it. The thread will be in the art dev of the mods section.
    1 point
  10. That's what we thought too. favor is another term for it. Look at oshron's fabulous list for different types of favour. Sounds like a new type we could add to the list. Also we should keep it general. Such that favor can be gathered in many ways. And finally this favor is available for - influence on production, - weather, - luck, - priests, - morale boost, - ... Any more? (Thus favor will be a new resource just like water and obsidian. Which may be spent in all kinds of different ways.)
    1 point
  11. I think aura boosts should be left to heroes, yes. But having distinct warning alarms for each civilization would be neat. I'd love to hear the Carnyx when I'm under attack and I'm playing as the Gauls.
    1 point
  12. well ill look into things, i wont promise anything, but i will look into things
    1 point
  13. I agree that you can't be entirely historically accurate in a TV show/movie, but there are a lot of things they could easily do to make it more accurate, and neglect doing so. E.g. all the crappy Roman costumes in the History Channel's Roman programs
    1 point
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