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Posts
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Posts posted by Tutle
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I defended my base against a first wave from the A.I, so I started to focus on building a counter-attack when I got the above message. The A.I. did not get to capture or destroy most of my structures, so why am I losing the match?
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This tends to occur mostly with the defense towers and houses with 2 designs. Sometimes the result works the opposite of the design, and other times it just plain random. I have witnessed this problem around Alpha 9, so it seems the problem is being carried over to the new releases.
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Is it intentional or just a bug? At first, I thought it was meant to be decorations, but then I noticed some treasures statues on some of them.
I tried to harvest it, but my calvary soldier couldn't climb up the mountain (too steep).
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Here is a screenshot of Q-bot's response to killing it's females:
Basically, it just keeps sending more and more.
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but qbot can continue making fields and harvesting right ? whats preventing that from happening ?
At some point it decides to not make fields near its town center anymore. Now why would that be ?
Rare. And usually when it does, it send the civilians far away to harvest.
Q-bot weakness:
Harvest everything that is far away from it's Civilian Center.
If you prevent it from doing so, it will either attack you or give up (gather units in random places).
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Yeah, I am currently using Alpha 9. I seen this behavior in some of the oasis maps as well (so far Oasis and Acropolis).
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It seems that if it cannot harvest items near your civilian center, it will immediately give up on attacking. Sometimes it will harvest on it's own territory, but that is rare.
I felt so bad I even purposely exposed my fortress to tease it into attack, and still nothing (has woman gather in random spot while soldiers are standing near civilian center).
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Hi...
Really? That kind of surprises me since their hero swordsmen, if I remember correctly, can go through buildings like the elephants!
Regards...
Technically, they have listed TBD (To be developed or To be determined).
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When they garrison a building (attacking), the building gains the bonus as well. I actually think I remember this in the early Alphas.
Basically, if the building has garrisoned fire arrow units it will shoot fire arrows.
It doesn't have to be just with Iberians, but for now their heroes are the only ones that lack bonuses I believe. Also, they have very few of unique units.
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Citizen Soldiers (representing the fact that some soldiers in the ancient times were both ordinary farmer/workers and soldiers) can already repair structures. Champion Units (representing professional soldiers who fought for a living and didn't work in any other way) on the other hand can't. While this might not be 100% historically correct, Roman soldiers were probably some of the best builders of ancient times, or at least some of the most efficient, it serves a gameplay purpose as it makes the different units have clearer roles. If all units can do everything there's no reason to choose the one over the other
No I mean just repair. My problem is that champion units tend to die to fast to contribute back their cost. At least citizen soldiers can construct and repair their garrison, and heroes can tank a lot of damage (great for siege/garrison protection).
It would be nice if champion units could also repair buildings (only) to make up for their low health. If I was a champion unit without work, and someone offered me money to repair their house, I would gladly do so (would still be considered realistic).
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Probably has been brought up before, but I was wondering what are the thoughts on this idea.
It would be nice to have them help for those of use who like to work on our defense first..
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- When a unit receive the order to gather a treasure, after getting it, it will automatically only collects treasures of the same type (food, stone or metal). Maybe it could also automatically collect all type of treasures?
- When ungarrisoning units from a building it would be nice if the units will then be selected rather than the building.
1. Might be a little complicated to fix just for Alpha (not that I am a programmer). I recall one of the developers mentioning that their main focus was implementing ideas for now.
2. Same as number 1. Also, often times I only ungarrison a unit to destroy the building (could be more useful somewhere else).
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While we are at it, I think other forums could use a change too. Personally I think Introduction and Off-Topic should be separated into 2 different forums, the same goes to General Discussion and Ideas, they could be separated into 2 forums/sub forums, also remove the Feedback from Help and combine it with General Discussion.
My forums theme:
- Announcements/News (Latest news and blog)
- Introduction (Introduce yourself and say Hi to people)
- Help (Questions about the game, strategies, tips and tricks)
- General Discussion (Discuss the game here)
- Ideas (Got some great ideas? Post them here!)
- Development and Technical Discussion (The name says it all)
Subs: Applications and contributions and Bug reports
- Game Modification (For modders)
- Off-Topic
+1 Very easy to know where to place your thread.
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Out of curiosity why do the Hellenes have the auditorium building?
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Search and destroy sounds interesting. So it would work like scouting but with attacking every enemy that got into the line of sight?
+1
Can be annoying for very large maps to have to follow a cavalry unit in order to find the remaining enemy workers.
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I had mentioned this before for a scout unit, but I decided to go into a little more detail on how the notification could work.
When a scout unit/garrison sees an enemy, the player will be notified once via a pop-up (like the confirmation to destroy a building). The scout unit/garrison will only reset if no enemy units are in it's view.
|-----------------Notification------------------|
Enemy Units Spotted, [Player Rank]!
[Track] [Ignore]
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Player Rank would be whatever the player would be ranked in the chosen culture (commander, captain, etc).
Track: Automatically takes you to the scout unit/garrison, and closes the notification.
Ignore: Only closes the notification.
The pop-up could last only 5 seconds on screen to avoid becoming an annoyance (in case the player find himself too busy to click on it).
Like? Dislike?
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Idea: I remember this mechanic from Real War (good game when it didn't crash every time). Basically, ships would just patrol a certain area, and attack if they saw an enemy nearby.
Line Patrol:
(Recommended for maps with rivers)
Boat travels from point A to point B and from B to A repeatedly.
-Here it would be great if players can select the points to be traveled ( like the market trader system).
Circle Patrol:
(Recommended for maps with lakes)
Boats will circle around the chosen point.
Notes:
Ocean maps will be up to the player to decide what works best.
In Real War the patrolling boats would attack whatever they spotted. In 0.A.D they could just serve as Defensive scouts.
Thoughts?
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I'm a turtler. I prefer to build first and attack later. Something about watching 1 tower take down 30 soldiers makes it existing for me. Favorite unit, The Romans (One1200 hero vs 40 soldiers = epic battle).
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The map where the 2 islands are united by 1 small island bridge (big lakes on east and west side and there is a whale on the east side). Helllenes vs Romans is the setup.
Odd: For some reason if you setup a good defense on the bridge-island, Ju-Bot will stop spawning units.
I thought he ran out of resources at first, but then I noticed about 2 stones, 2 metal, and several trees that had not been harvested.
I only played this map once, so I cannot verify if it's a common response (Ju-Bot at one point sent several woman to build Civi near my territory).
Anyways, some odd Ju-Bot behavior I just thought might be worth mentioning.
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Outpost in neutral territory do not lose health over-time.
If the building is only used for scouting (doesn't attack), I think it should keep it's health.
It' seems unfair that it's harmless and also loses it's health. In addition, I think if the outpost is garrisoned it should get more spotting territory (enough to make it worth putting someone in it).
In summary, building is not worth it's resources.
Also, Elephants cannot be healed now (not allowed in Temple or Fortress) which is another head-scratching thing.
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It would be nice to have the second screenshot slightly larger, I can't read numbers that small .
For some reason Photobucket saved it small. I will see if I can find the original later today.
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A year ago a wall building system and working gates was "soon" and "very soon"
It is now a year later.
Why bother trying to build a fortress
Because playing 1 way get's boring, and this:
Because they are awesome! -
Users should set the max population cap. Some people's computers just can't handle a certain amount of units, but those who have a better PC and would like to see more bloodshed (in the game, of course) and overwhelming numbers on the screen will be pleased with this option.
Agreed the other options suggested make it a bit complicated. Remember some buildings will allow you to garrison them, I think the houses can be garrisoned by females for protection. In other words, buildings are not only about spawning or increasing the population cap.
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hmmm interesting but you and i we are waiting the wall new building system XD.
I am actually waiting for City Gate, so I can can spend more time collecting minerals.
So I can't send an army to destroy them?
Why would you build a fortress, if you rather attack Q-bot right away?
This challenge is geared more towards defensive type players since Q-bot likes to play offense.
Game Message: Enemy will have one 00:59?
in Help & Feedback
Posted
That's odd. I don't remember seeing that option even when I checked the map details. I will set it up again to look for it this time.