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av93

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Posts posted by av93

  1. It's funny that you say that archers beat melee cav. A while ago wriatti wrote a template analyzing tool, here are the results of the current svn:

    https://www.dropbox.com/s/goida2xwceajdos/unit_summary_table.html?dl=0

    It shows that melee cav are actually OP (they're the unit type that often is countered the least).

    What alpha is it this analysis? I think it's old cause doesn't appear ptolomies and seleucids.

    Like Tau said, there's a lot of factors. Due pathfinding, melee troops tend to mess around. It's impossible to judge a performance of a kind of unit only by stats.

  2. There is no need to pigeonhole 0 A.D. into one category. IMHO

    Yes, of course! But, as Prodigal Son said, has to get a balance.

    Another thing that I think is that pyrogenesis should allow build a lot of kind of strategy games, but this is another topic.

  3. I think that right now, that the game has a good shape and it's very advenced, it's important to define what direction had to choose. I said that, cause I think that is not clear enough, and it's important to define that for the desenvolupment.

    For example, I don't have nothing agaisnt, getting morale, stamina, directional bonuses, etc (Total War style). But I think that this deign moves away the economical aoe style, cause it could be difficult to manage both aspects. With this post I want to debate and heat what devs want to do.

    I find 4 models of RTS that I had play (some more than others)

    Aoe games (Age of empires, Empires Earth, Rise of Nation..)

    - Emphasis on economy (lot of resources)

    - Emphasis on massing individual units without formations

    - Hard counters (EE2 were too complex and crazy)

    Blizzard games (Starcraft, Warcraft III)

    - Simple economy (2 resources easy to manage)

    - Soft counters

    - Emphasis on individual units (more unique than aoe games)

    - Emphasis on abilities and the right usage over massing units (micro)

    Total War games

    - Economy and warfare segregation

    - Realistic warfare (Charge, Stamina, Morale, Direction bonus..)

    - Units always in formations

    Tactical RTS (Dow...)

    -Simples economy of RTS

    -Squads

    -Tactical game (positions, reinforcementes, weapons, abilities)

    So, what people say?

  4. - In multiplayer, ability to choose civ by the player itself. Abilitiy to make random teams (always with equal numbers of players by teams.)

    -Nerf rams attack against units, they are tanks against pierce units.

    - When a resource is depleted, for example a metal mine, the workers go to the nearest deposit or civic centre. This is a mess cause is hard to click the metal workers without messing all the people farming...Don't know if I explained well.

    -It's hard to close a mountain pass or a shallow with walls.

    - Cavalry shouldn't be allowed to hunt domestic herdables.

  5. Hey guys, the fact it's that i feel that this game more than an ancient game warfare, a 1ww game.
    You build fortress and towers, and then you fill with soldiers. The enemy make the same in the border, so crossing the line it's very difficult cause

    defensive power it's greater than the offensive, except the stonethrowers, that I feel that are OP.

    What do you thing? It's right like this?

  6. It would be nice to return to general room when you're hosting or you have joined a game that hasn't start yet. Of course then, they should be tools for advising a player that isn't aware of the preparation of the game. This way was implemented in Aoe3

    Also would be nice to see the chat historial that was writted before you entered in a little time span. So you can see the full sense of a conversation. This should come with an option to clear.

    • Like 2
  7. -One small thought to slow a little bit cav rushes: make the corral a prerequisite for cav units. (One civ could have a bonus that allows to make cav without it). This would give more value to this building (I know that the main function isn't implemented yet)

    - I like the changes, but i'm worried about the way. The team was aware and agreed on this?

    -About the units attacking fields with javs (or swords): AOE 3 style wasn't the most realistic, but is better to have people tearing down buildings by swords. Torches and flamming arrows, you know. Still unrealistic when a stone wall is destroyed by pikeman throwing torches, but in general, I think is better.

    -Lordgood drawings have been kicked? I liked his work

    - It would be nice an dev report, not only for throwing this, but for show what have been done and what are the plans.

    Cheers.

    • Like 1
  8. - Support units (Female, Traders , Slaves ...)

    Slaves: No capturing, not micro. Just make it available in the 3 phase, with or without a tech. They role is having male workers that don't lose economic bonus by the rank upgrades in the late game, replacing citizien soldiers.

    - Citizien-Militia

    Taking inspiration of the DD of Seleucids, some civs could get citizien-milita. By an historian point of view, I think that most of the citizien-soldiers were a sort of militia, getting weapons when necessary... But this class could represent the lower society and the less trained men. (Also I know that this is represented by having ranks and champions..) But by the way, in terms of gameplay:

    -Only trainable in CC

    -Cheaper or faster to train that citizien soldiers

    -Can't upgrade ranks

    -Good as meat shield

    *SOME CIVS would encourage slaves, and others citizien-milita, for replacing citizien-soldiers in the economic field by tech or bonuses. Also, some civs could forbid one or another kind of unit.

    - Mercenaries

    To make them more unique, make them only military, but with the ability to gain ranks. Maybe they could be trained only in groups (the plural of batch is batches?)

    What do you think?

  9. > communicate with bots using a menu like Aoe 3

    What commands are offered there?

    If I remember correctly, there was some messages that weren't working. The list was, send 1 kind of resources, train some kind of units (infantry, cav or art) and attack flare.

    A menu would be definitely better than a chat message. The AI could however answer "Go fsck yourself" and such by chat :)

    Also in AOE3 the Ai send messages

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