greenknight32
Community Members-
Posts
211 -
Joined
-
Last visited
-
Days Won
2
Everything posted by greenknight32
-
This game has a very healthy community of developers and testers - it's going to be around for a long time to come.
-
It is alpha software, after all; playtesting is what we're doing when we run it. That is so broken, though...
-
Often it was just a hole, but people will understand the chimney better - and they were sometimes used. So that's fine.
- 680 replies
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
So how does the smoke get out? You left out the smoke hole.
- 680 replies
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
===[TASK] Dwarven Mine
greenknight32 replied to Stan`'s topic in Eyecandy, custom projects and misc.
Yes, very nice work. -
Not entirely true, depends on the laptop. I got a refurbished Lenovo Thinkpad T400, you can easily upgrade the RAM and the HD on them. Can't upgrade the graphics, though, but it runs this game very well (GMA 4500 chipset). Used Thinkpads are pretty cheap, businesses use them by the millions and get rid of them after 2 or 3 years.
-
how buy a powerful computer "with GNU/Linux"
greenknight32 replied to newcivs's topic in Introductions & Off-Topic Discussion
There are quite a few vendors of computers with installed Linux, to answer your question: http://linuxpreloaded.com/ Not that you actually need to - but yes, it's possible. -
Further AI development
greenknight32 replied to wraitii's topic in Game Development & Technical Discussion
There was one place where some archers were making the motions of shooting, but no arrows could be seen - like they were firing invisible arrows at an invisible target. I had detachments scouring the whole map, don't know how I could have missed any units - but you can't prove a negative, always possible I missed something. None of this would matter if the AI would just surrender when it's beaten, which I believe is already a planned feature. -
Further AI development
greenknight32 replied to wraitii's topic in Game Development & Technical Discussion
I created 5 more missile units, then rushed with all my missile troops, cavalry scouting the way. Total of 8 units. -
Further AI development
greenknight32 replied to wraitii's topic in Game Development & Technical Discussion
I thought that savegame bug was fixed - ok, that explains why it did that on the replays. The first time was not reloaded from the save, though. Tried Alpine Valleys again from a fresh setup, did an early rush. This time they'd created 4 units, a house, and a storehouse. Better, but not good enough - they still got massacred. With Neareastern Badlands, very different this time. Randomly came up Ptolemies v Ptolemies. Early rush met with strong resistance, only slowed them down a bit - just the way it should work. Hard-fought game. Sadly, ran into another glitch at the end - it didn't end. My troops went everywhere, couldn't find another enemy unit. Finally quit, checked the stats - it showed they'd constructed 2 more buildings than they'd lost (invisible buildings? Arrgh!). Hope that's just a one-time glitch. Anyway, that's another issue, not AI. -
The AI gathers resources and builds up very quickly, you can't waste any time. Just gather food and wood at first, that's what you need to advance to Town phase. If you do that and create troops as fast as you can, you can just survive the first attack wave - or you can buy more time by making 10 missile units first thing and rushing them across the map. Stay out of range of the enemy civic center, kill as many of their resource gatherers as you can. Once you reach Town phase you can build defense towers, use those to strengthen your defense.
-
Further AI development
greenknight32 replied to wraitii's topic in Game Development & Technical Discussion
Ok, tried the Belgian Bog Skirmish, it worked fine. The problem occurred with the Alpine Valleys and Neareastern Badlands (2) Skirmishes, which happened to be the first 2 I tried. It would be an unlikely coincidence if those were the only ones. Need to test them all, I guess. Fun project for me. -
Further AI development
greenknight32 replied to wraitii's topic in Game Development & Technical Discussion
Yes, I know - just saying that the behavior had changed, but it was no improvement. I spoke too soon, though, seems to be a problem with the skirmish map I was playing on. I tried restarting from the same setup - I saved before I did anything - and not rushing, left the AI faction completely unmolested. They never did produce any troops or build any more buildings. This was Athenians v Persians, on the neareastern badlands skirmish map. I tried the same matchup and terrain via the Random map dialog, and the game went normally - they even managed to survive (barely) an early rush. Is Skirmish mode broken generally, or just certain maps? I'll try out some others... -
It varies depending on which faction you're playing. Build a balanced force, protect your missile troops behind a line of spearmen, use swordsmen to support both, cavalry to protect the flanks. The details of what works best for you, you have to learn by doing. Yes, towers shoot with nobody in them, but their rate of fire is much higher if you fill them with missile troops. Scout with cavalry, look for narrow places the enemy will have to come through to get to you. Defend those places. Some maps don't have any, but sometimes you can control a large part of the map by defending small areas like that. Build Storehouses near resources, and research resource-gathering technologies quickly.
-
Further AI development
greenknight32 replied to wraitii's topic in Game Development & Technical Discussion
Glad to hear about the defense manager, definitely needed. With Alpha 15, I tried creating 5 missile units and rushing them - the AI had made no units, just built a Storehouse. They were wiped out. In Alpha 14 they built farms, same result. It's ridiculous. The AI needs to produce some citizen soldiers with their starting resources, before they build production facilities. -
Easier way is to start by making 10 ranged units - Bowmen, Skirmishers, whatever you can make - and rush them across the map to the enemy's position. Stay out of range of the Civil Center, kill their resource gatherers. This gets you more time to build up. Have Women gather fruit and meat first, while men cut wood, have women build farms when they run out of food to gather. Make 5 more women early, keep making men, cutting wood and building houses until you can advance to the Town phase. Start mining Stone and Metal after you reach the Town phase, you don't need them before that.
-
The experts are quite certain that horned helmets were purely ceremonial objects, not worn in battle.
- 680 replies
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
I read somewhere that the berserker tradition was supposed to have originated with one great warrior who was overcome with a great battle madness when he went into combat, said to make him the equal of 100 ordinary warriors - really bad-tempered dude. I imagine that most men needed drugs to achieve that level of frenzy. I note the one in the engraving has both a spear and a sword.
- 680 replies
-
- 1
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
Here's a good reference page about the Berserker: http://www.vikinganswerlady.com/berserke.shtml I like the idea of using this version of the Berserker, wearing a wolf or bear hide with the animal's head for a helmet.
- 680 replies
-
- 1
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
A fence post?
-
Carnage Castles - « How I met your trebuchets »
greenknight32 replied to ProvencalLeGaullois's topic in Game Modification
"Dungeon" is not a synonym fer "keep", though that was its origin. A "keep" is a tower within a castle, meant as a last stronghold when the rest of the castle has fallen to the enemy. The English word "dungeon" comes from the French word "donjon" (sometimes spelled "dongeon") which is synonymous with "keep" - but "dungeon" means a cell for holding prisoners, usually underground. The closest French equivalent is "oubliette" - which is used in English for a dungeon which is only accessible through a hatch in the roof. -
That's what accounts I've read say - it was a matter of which troops were deployed in the center, not a concave formation. Hannibal (fighting on the defensive initially) put his Iberian levies in the center, knowing they were less strong fighters than his African veterans and would be sure to give ground under the Roman onslaught. The center projected forward so that, as it was driven back, the formation would tighten rather than tear apart. As the Roman advance slowed, the wings of Hannibal's army and his cavalry would attack their flanks.He knew the Romans would fall into this trap because the Roman general he faced that day believed in sledgehammer tactics - using a tightly-massed formation to break through the enemy center. Miltiades, on the other hand, was attacking. The thin center of his line was manned by his older, veteran troops. These men were strong fighters but slower than the younger men who were deployed in the wings. When they charged the Persians, the young men in the wings outpaced the old veterans in the center, so the line had already become concave before they made contact with the enemy. When the outnumbered Greek center was forced to give ground, this just drew the Persians deeper into the envelopment.
-
To garrison in the open shelter, how about a section of fence (with a gate) across the opening? Have fixed fence rails that go to a supporting post in the middle, maybe, with the other half closed by a gate. The open-sided shelter really does make more sense in a hot climate like Egypt.
-
In event of a water landing...you'd better have already bailed out!
-
Face tattoos, maybe?