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Showing content with the highest reputation on 2014-05-14 in all areas

  1. Unless it's propped to the "root". That's why I can't say anything about it without seeing the DAE and the actor files.
    2 points
  2. Do you guys still have plans of using a civ center? I made some drafts, the lower structure is based in Norwegian buildings, whilst the upper one is more Swedish inspired.
    1 point
  3. Sorry for my late reply but the Ptolemaic fortress looks very similar.
    1 point
  4. Reducing hard counters helps alleviate imbalances like the Roman swordsmen slaughtering Spartan hoplites right at the beginning of the game. So, here's what we'd do for units. At the beginning of a match, melee units and then ranged units would all be very similar in function. So, swordsmen and spearmen would be nearly identical in stats, and archers and skirmishers would be nearly identical in stats (the minor differences would be a small difference in range and attack and maybe small differences in cost). And as the game progresses, technology research, formation fighting, and running and charging differentiates the units more and more. So, by the end of the match, for example archers would have much greater range than skirmishers, but skirmishers would have much higher attack. Archers would be used to sit back and snipe at the enemy, but the skirmishers would be much more up close and personal, used to try and devastate the opponent's melee units from the flanks. And by mid-match, hoplite or pikeman-heavy civs will have the phalanx and syntagma formations which will make them behave and function much differently than swordsmen: more prone to flanking damage, but much tougher from the front, with longer melee range, heavier armor, and slower movement. Swordsmen would remain faster and more agile. So, swordsmen could have a higher charge attack and faster speed, while the pikemen/hoplites/spearmen are slower, tougher, and more durable. Looking at cavalry, cavalry spearmen would be good with charging and trampling attacks, while having lower default attack strength. The reverse would be true with cavalry swordsmen: higher default attack, but lower charge and trample attacks. What makes them different is how the players will use them, rather than using hard counters like 2x vs. swordsmen and 1.5x vs. skirmishers. Now, I think hard counters can still be useful, but in a much more targeted way. So, maybe spearmen retain an attack bonus vs. all cavalry, but they don't get the full bonus unless the enemy cavalry do something stupid like attacking your phalanx on its front.
    1 point
  5. 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
    1 point
  6. Rebuilt on an island after the sack by Nebuchadnezzar's army, Tyre flourished as the prime Phoenician city-state, ruling the waves, and setting up colonies as far as North Africa. Alexander's armies laid siege in 332 BCE by connecting the island to the mainland via an earthen causeway so that his army and siege towers could reach the rich treasuries within the palaces and temple complexes throughout the city.
    1 point
  7. Oppidum Avalon is a large Iron Age Brythonic fortification. Situated on a hill in the middle of a vast swamp, the Romans would surely be 'bogged' down if they dare lay siege...
    1 point
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