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Tutle

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Everything posted by Tutle

  1. Hi, I gotta say I was quite happy and surprised when I saw update manager list 0 A.D. Okay to the point, can you please explain how the stances work? I would love to figure it out in-game. But battles take too much time to just run one for testing on my end. I tried looking at the wiki, but didn't see anything that stands out explaining stance feature. Also, where these the only big changes made?
  2. Yeah I like that idea. This would also force the spy master to make sure his spy's cover will not get blown. I think this would be nice stats for the Espionage Unit: Pro: Tracker (cannot be auto-attacked) Strong vs. melee units when counter-attacking Con: passive stance Weak vs. ranged units (and war dogs?) can be auto-attacked by war dogs when killed grants 10 second view of spymaster's base
  3. I read the wiki, and it seems to indicate they do. However, I placed 2 in different territory I had owned, and didn't notice any improvement or a guy moving from one to another..
  4. Yes, that could work. I hope for the future the spy can only counter-attack. Rarely does a spy assassinate a target unless it is crucial to the success of his mission ( In other words, his cover is blown).
  5. Purspose: to determine whether a city wall around a corner is leaving an opening for enemy troops. In addition, to make easier to see and select units behind a city wall. Rarely it is needed, but it would make it easier Also, it does it sometimes when camera is following an idle unit. Would this be considered 3D or still 2D?
  6. how about 3 per life? In this manner, you have a chance to spy on 3 different enemies at the same time. I don't think it should go any higher than this since if you have to many people will not use the spy well. By making it 4 you want to make sure they stay alive and are being of good use to you.
  7. So for brainstorming sake, which do you think would work best as for his stats? By the way, I am glad we agree that the celtic dogs should be able to automatically attack the spy. Also, I agree that spy should be expensive either by making him part of the hero building, or making the limit 1 per life.
  8. I think that might make the programming for this unit more difficult since it needs to be programmed to work with 2 players or a player & A.I. I think keeping him as a follower only, might make it easier (from what it sounds like).It could be along the lines of just making the manual attack code to track instead for this specific unit. In addition, it would also force the spy master to make sure the spy's cover is not blown. Here is a little scenario of how I picture this in-game: 1. As not the spymaster *orders a group of units to enter a garrison* *checks back on the garrison and notices 1 javelinist standing next to the building* *moves mouse over to assign javelinist to another garrison* *sees mouse icon change to attack mode* *orders a unit to attack the now-discovered spy* 2. As a spymaster *checks on spy and notices he is by himself next to a garrison* *assigns spy to follow another exposed enemy unit* Here, either the enemy controller notices the spy moving about and checks him out, or doesn't notice him moving to one of his exposed units.
  9. Espionage Unit: Description: Great for keeping track of where an enemy unit is located. Stats: +Cannot be automatically attacked by any unit except Celtic Dogs (they can sniff who belongs and who doesn't ) +Will follow an enemy unit till attacked or given a new command -Cannot attack only counter-attack a unit -Weak against melee and ranged units Basically, think of the espionage unit as the equivalent of a radar in modern games. The radar can only be attacked when spotted, so in order to kill any spies in your units you must manually point and order to attack him. This would keep players double checking their main base/assault which I think will add more interesting game-play to 0 A.D (this is a strategy game after all ). Sorry about the "idea" threads, but 0 A.D gets me brain going.
  10. Thanks for the forum section change. I am not familiar with Regicide or Herocide mode from AoK. But I would also hope that the King/Emperor could fight. I didn't mention any stats or strengths/weakness since he is suppose to have experience and wisdom compared to other units. However, I would see a King/Emperor being more of a melee fighter than a ranged one. Perhaps giving him a little weakness against ranged units would be understandable. As for price, I also thought about giving it from the start to players, but then I could potentially see people not taking care of him since they didn't have to earn it. I know when I spend 500 stone to build a fortress, I want that fortress to pay it back with the enemy's body count. I would hope to see the King/Emperor unit treated the same way in terms of importance.
  11. Sorry, forgot to change forum section after typing the previous thread. Can a Moderator move this please.
  12. I was thinking in terms of chess. The King brings a population +40 or 50. Downside, if King is killed population -40 or 50. I think it would add most to the online game-play since players will try to figure out where the other player hid his King. This would also increase the importance of espionage. If you spot him, you know where to strike first. However, you risk being ambushed for not paying attention to your base. I believe, he should cost 500 stone "Is he made of stone?"...No...But this makes the player think whether he wants to invest on defense, or a bigger army. What do you folks think?
  13. Why would they go around even if it's fixed? lol Also, will the friendly units be allowed to enter through the city gate? Kind of annoying sometimes when they surround one of your buildings making it difficult to spawn or move your units. I hope it will also keep friendly units out. That way, we at least have a purpose for building a super base with city walls and garrisons surrounding the whole thing.
  14. Yeah, I forgot to add the playdeb settings to KPackageKit. Game was downloaded and installed fine. Thanks for the reply.
  15. They seem to behave as city wall. Basically, instead of going through it, my units will treat it as a city wall and go around it. I noticed it doesn't say in the description, "not working" like it does for the church and priest. As of now, I thought the goal was to let my units out, but enemy units cannot come inside. Am I using it wrong?
  16. When I tried the paydeb installation from their website, I get a pop-up: Is there someone way to request for the package to be added? If it should already be there, any recommendations? Thanks in advance, Tutle
  17. Weird, my computer can handle World in Conflict with all the heavy maps very well.
  18. Thanks for tips! I actually believed I did not clicked on a tree since one of the men actually stopped at the area I told him to go. Then again, I probably did click on a tree and his reaction was simply delayed. That reminds me, anyone else have heavy lag when selecting a map with 4 players?
  19. I know this game is in it's early stages still, so I laugh when the A.I thinks it is a good idea to chase after the enemy into their base. However, all i did was tell my unit of javelin throwers to stand in a certain area to organise an assault and when I went back to select them, they were all scattered gathering wood? Is this A.I behaviour suppose to occur? I was so frustrated that I had to pick them individually all over again, that I just sent them to trap.
  20. I am not to familiar with the game concepts (not sure what Cavalry Skirmisher means), but I don't believe I seen something like my suggested scout idea. I know they are some horsemen that run quick, but as you probably know they don't send you a pop-up warning or are very good at scouting ahead (they attack without your permission).
  21. Not sure whether this has been suggested already, but I think scouts would be great to have in this game. It would be very beneficial to have a specific class, that when spotting an enemy sends a pop-up to you and shows his location on the mini-map. It is really annoying sometimes, while you are recovering, the enemy AI decides it wants to launch a second attack. I had prepared for this by putting up those towers things, but I lost some of my ladies whom were harvesting in the area. Also, one of the downsides of this scout could be poor fighting skills. In other words, he cannot take damage or he will die (same strength as the women). However, this scout can travel faster than all other units. In summary, Scout Unit: Pro: Can travel fast find out where the enemy base is located. report possible sneak attacks from the enemy on your base discover area around your base for mineral, great area of water (you are going to need a boat for travel), choke points, etc (I dislike the shadow effect after leaving a territory ). Con: same health as women very poor fighting skills
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