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AlexN

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  1. > Which AI? Aegis, standard for a15. Never met Petra, where can I get it?
  2. OK, I've done a test. Played the same scenario against AI 5 times with the same factions and same settings. Once my civilization was wiped by a mighty enemy. 4 times they could not even build a City stage and did not resist at all. Something is wrong with AI
  3. I found out that a civilization in v.15 requires less fields than in v.14, for whatever reason.
  4. Yes, I'll try it. But I think that it is more interesting to know, what was the reason for this weakness. It could be caused by changes in AI, by changes in gameplay, which AI now is unable to handle, or changes in my behaviour. I also noticed some improvements. Enemies usually build more civ.centers now. It makes the infrastructure more robust. However, in one scenario they built a civ.center within the firing range of my tower. Their building was immediately destroyed. And they repeated the attempt more than 100 times with the same result. I think that a good AI should keep a track of such events.
  5. I am playing a lot now, and it seems to me that AI in ver.15 is weaker than it was in ver.14. What I noticed: *Units in city do not even attempt to resist. *Enemy tries to attack one or two times, after this becomes passive. *Invasion armies are smaller *Catapults meets no resistance at all Maybe I've found a sort of general strategy flaw, e.g. my side develop better army and A.I. intentionaly decides to give up. Also I noticed that in ver.15 I can win with less resources than enemy has.
  6. Yes, I know it. And the integral "health" of a group of units is even more complicated subject. If, for example, two equal groups are fighting and gets 10% damage each, it does not mean that they have equal chances to win and that they will have 99% damage when finished. It depends on the "health" distribution among units. This stat is generally misleading.
  7. Some suggestions, very simple. * Tactical intelligence aka patrol mode. Unit in patrol mode can see at longer distance, and attempts to avoid any contact with enemy forces. * Peaceful scenarios. Scenarios where victory could be achieved without battle at all.
  8. It is not that I disagree. It's a tradition. I was curious to learn why yes. I see no obvious reason to assign healer abilities to priests. Somehow it became a tradition nevertheless. Isn't it more natural for priests to increase luck or courage of units? Which they really did.
  9. Just curious. Who and when first thought of priests as healers? This never happened in history. Priests participated in battles, but only for doing divination and asking gods for help. They never (until 19 century) acted as healers. Is there a possibility for a more realistic functioning of the priests?
  10. Are walls useful in any way? At the beginning I found out that enemies can easily find their way around walls. After some playing I found a kind of tactics that prevents attacks. Place some towers around your center in a positions where they will be able to shoot over the wall. Then build the wall. It is good to use natural obstacles, like hills or map edges. You can start doing this at stage 2. After transition to stage 3 you will have a wall and some space outside of it. Now the most important part. Build short sections of wall going outside from the main wall. Like this: _|___|__|___ Build several towers in these "paddocks". AI can not deal with this design. They see wall, they start crushing it. But they do not realize that this wall does not actually block their way. It is just the nearest wall in the town. Also it looks like AI has difficulties in finding way around a wall like this. While they are doing this useless work on useless walls, towers and archers can eliminate them. It is possible to rebuild walls between attacks. It is also possible to build stores or farms inside these outside sections. One or two could be lost. Can you share your experience with city design?
  11. Exactly what I thought about. Unfold a yurt and build other units there, fold it and move it anywhere. The interesting question is: can yurts be placed within borders of another civilization?
  12. Definitely. However, I'm not sure if people from Forvo are speaking Medieval Latin or modern or classic. One thing I can say is if something could be done in not so perfect way, it does not mean it should not be done at all.
  13. That's the point. There are Greek greeks http://www.forvo.com/languages/grc/, Latin romans http://www.forvo.com/languages/la/ Yes, Wildfire can not distribute those files, but we can.
  14. Existing unit voices in 0AD are somewhat annoying. I understand that it is all under development, but there is a quick and simple method to improve the situation. 1. Go to forvo.com and register. 2. Download MP3 files with desired words and phrases ("Yes", "Certainly", etc) in any language you want 3. Convert them into mono(!) .ogg 4. Replace files in 0ad\binaries\data\mods\public\public.zip (windows) 5. Enjoy. All under open license.
  15. You guessed right. I played Warcraft (I and II) and Dune II.
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