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Dragonoar

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Posts posted by Dragonoar

  1. 18 hours ago, BreakfastBurrito_007 said:

     

    Keep in mind that as it exists now, the mechanic does not operate on a volley basis (neither does anything in 0ad). As for the first shot being more important, do you mean in real life, in 0ad, or in most RTS games? As far as I know, the first shot only matters in 0ad if you hope to take out a high value target quickly.

    Ideally there would still be advantages to stationary shooting from horses and it should probably make more dps overall.

    You're right. I underestimated how slow horse archers are in 0 AD, as I was thinking of the mangudai in AoE2 when I wrote that. But I'm still against the accuracy debuff, simply because it's annoying and I don't like RNG.

    I don't understand what you mean by this, though:

    18 hours ago, BreakfastBurrito_007 said:

    You can't even choose what target to attack with the mouse. 

     

  2. 36 minutes ago, BreakfastBurrito_007 said:

    Horse riding takes balance and it is my guess that it is harder to shoot at the same rate as when you are stationary. Also I think bigger bows are stronger (provided other construction qualities are constant), and would tend to shoot farther, so it makes sense in general that horse archers should have shorter range. This is not a balance problem since horse archers are faster than regular archers. I feel going for a 1.5x multiplier to attack repeat time and an accuracy nerf while moving should be enough to balance the "shooting while moving" aspect.

     

    I'd rather have reduced attack than reduced accuracy. Having your shots miss is just annoying in all kinds of games. I personally dislike RNGs in my games.

    Also, that attack speed nerf seems unnecessary. Ultimately it's the first shot of a massed horse archers that matters.

    You're not planning to use them against buildings/siege, right?

  3. I was thinking of the one in the thread @Freagarach mentioned, but instead of the whole person, it's just the upper body that rotates. Functionally, though, your solution would do the job as well, I think.

    5 hours ago, PyrrhicVictoryGuy said:

    How would one counter these units? Wouldn't they frustrating to go against? Total war has it so foot archers counter these mounted troops while other RTS have units like these that are made of paper...

    What about giving them shorter range than the regular archer? In other RTS these kinds of units are only good for dancing and kiting. If you give take away the range then they can't kite. (can still dance tho)

    Total war's counter works because of the unit size. 160 foot archers vs 60 horse archers at max. 

    2 hours ago, BreakfastBurrito_007 said:

    @Yekaterina This looks great. I am thinking this mechanic will go far to differentiate cavalry archers from regular archers in use. Maybe as archer cavalry rank up, they can shoot more accurately or at a higher fire rate while moving, as obviously it would take a lot of experience to improve with shooting while galloping.

    Four questions for everybody who wants to contribute an opinion:

    • Should moving while shooting be less accurate, less range, less damage, or less fire rate?
    • Should mounted archers improve this ability as they rank up?
    • Should cavalry/chariot javelineers be capable of this as well?, and should the mechanic have special rules for them?
    • Should chariot based units be better at shooting while moving? I would argue sure since chariot units are champions, and they are already expensive.

    I think it is important to make sure that there are advantages to shooting while moving and shooting while stationary, this way it is a more skillful gameplay decision on how to use ranged cavalry.

     

    I disagree. They're horse archers not dragoons. If a player uses them to shoot while stationary, then they're playing it wrong. And watching their horse archers get rekt by foot archers should teach them. Should be as simple as that.

    • Like 1
    • Thanks 1
  4. 4 hours ago, wowgetoffyourcellphone said:

    Yassss Kween.

    See: Delenda Est and Terra Magna. They could easily be added to base game.

    I did. I think the han chinese is quite ready for release, but the scythians still need some works, im talking purely about the art of course

    4 hours ago, wowgetoffyourcellphone said:

    Yessssss. I would even make it an in-game feature that you can toggle at-will. A "policy" choice that can be toggled.

    It's not that I hate this feature, it's just that unless I micromanage everything, my soldiers often try to capture a building alone and end up getting shot by towers, or just waste their time because the capture point won't go down. at least with default attack behavior they help reduce the building's HP.

    it doesn't help either that they can't prioritize which buildings to capture first. like I don't need the houses or their farmsteads I need the barracks

     

    • Like 3
  5. 3 hours ago, Gurken Khan said:

    'Turret mechanic for ranged cavalry units' What does that mean?

    Instead of the horse that rotates it's the guy riding the horse, so archer cavs behave more realistically

    also allows for parthian shot and run n gun gameplay a la horse archers in total war (which could be annoying and/or OP). 

    • Thanks 1
    • Haha 1
  6. - Balancing (obviously)

    - Projectile trails for ranged units

    - Make corrals more useful, or have maps where you can't build farms

    - Sound & particle effects for healers

    - Han Chinese & Scythians

    - Asset rework for the older civs; Persians, Iberians, Carthage (the Greeks still look fine)

    - Legionaries for Rome (I mean they're already in Atlas)

    - Option to set default unit behavior to attack buildings instead of capturing them

    - Turret mechanic for ranged cavalry units

    - Torches for night maps (in its initial implementation they could just be night variation of buildings)

     

    • Like 2
  7. I think they can be represented in game by being glass cannon cav. Hard hitting yet very squishy, only to be used whenever the enemy units are engaging other (infantry) units. Very micro intensive, as they should be. Also another way to further differentiate the civs.

    Would that work? I think that would simulate hammer and anvil quite well, on paper at least.

    • Like 1
  8. 37 minutes ago, Elias said:

    Is there a mod for this?

    I'm interested in your own events notifications: buildings built, technologies researched, units produced. I would definitely use the complete list of notifications if possible just like in the image, mainly because sometimes I forget what I started, typically during battles.

    I don't know if there's a mod for this (I'd use it too). That image's just something I made in paint.net to showcase what it could look like. 

  9. 9 hours ago, submariner said:

    No I havent really played any of those LOTR strategy games.

    Games that I played a lot and enjoyed which are from RTS genre are,

    Age of Mythology (classic, no titan crap),

    Age of Empires 3 (amazing in LAN parties),

    Command & Conquer Generals,

    World in Conflict.

    None of them had battalions, but also none of them had an option to have so many units as you can in 0ad, so I did not want to suggest any conversion to squad based game even if it suits very well in something like Total War series, but those are half TBS half RTS.

    For me that battalionish support of @Freagarach is featureful enough, as it adds a lot of convenience, which becomes necessary when there's a lot of units.

     

    Total War series has simulation element in those battles where formations and positioning and maybe waiting instead of charging or just walking instead of running, with polearms actually working based on impact of cavalry charge and whether it was light or heavy lancers, swiping infinfantry even if its polearmed. In Total War sense it fits but in fully RTS game hard battalions does not fit that well.

    Battalions make it less painful to micro, and with that system in place there is possibility for active abilities and to highlight importance of units. In RTS like 0 AD and AoE 1 skirmisher feels worthless, especially when the typical pop cap is around 300 (or more). Losing a unit feels painful in Warcraft 3, even more so in Total War. Also, in say a 50 v 50 archers engagement players focus attack killing 1 by 1. That is not historically accurate.

    I'm not advocating battalions to replace individual units, but getting back to the topic at hand, if the forge mechanics were to be expanded upon, especially referring to the idea of armaments as resources, then something else has to be simplified. You can't have a game where you micromanage everything. 

    • Like 2
  10. 10 hours ago, wowgetoffyourcellphone said:

    Well, I want this too (Battalions). This Forge idea would go hand in hand. 

    https://www.moddb.com/mods/0-ad-delenda-est/news/battalions-and-formations

    Were you able to get it to work? Squad works much much better when units have synced animation, which doesn't exist yet in 0 AD.

    Maybe at this point just make a unit grouping where you can't select individual soldier. The formation system already gives the illusion of a squad.

  11. If by "similar to a Market" you mean manually exchanging raw materials for armaments, that would be too much micromanagement.

    IMO the only way to make this mechanic less annoying is by making barracks produce units in batch of 10, 15 or 30. Or group them as one unit and have a squad based RTS.

    Interesting idea to differentiate the civs tho.

  12. 1 hour ago, faction02 said:

    I think ffm had also implemented something to reduce notifications with his mod to help. Instead of having two times '1 Mauritanian Archer ready.", replacing it by only one  "2 Mauritanian Archers ready". Maybe he had also some other idea how to reduce the overload of message when the function is on.

    "2 Mauritanian Archers ready"

    implies one barrack queue-producing 2 units.

    "1 Mauritanian Archer ready"

    "1 Mauritanian Archer ready"

    implies two barracks each producing 1 unit.

    This distinction is important.

    23 minutes ago, Dakara said:

    Why not 2 windows : 1 for units and 1 window for building, tech etc 

    How many "windows" in total? (wonders, diplomacy, units, buildings, resources) Having a separate window for every one of them is a waste of space.

    Besides that's not how notification panels are usually done. Even in this forum there is only one notification panel for everything.

     

  13. 7 hours ago, Palaxin said:

    I have roughly... A first sketch for the Spartans! - may be a bit overloaded, just to show some possibilities/ideas...

    IMG_20210304_205133.jpg

    That's actually quite nice. I really like it. Reminds me of Age of Empires Online.

    But:

    - What's with that hoplite helmet on the left and the III below it? It's taking away 1/4 of the ui

    - 3 shields in the center, if they're not buttons, they shouldn't be there. Except the spartan one of course.

    - That vase, I get the idea, but it's too protruding and will clog up the screen for no reason.

    - It lacks player name, but im not sure where to put it.

    - HP should use healthbar. It's almost always a given in any modern RTS.

    - Greeks and laurels?? I'm no history buff but aren't they associated with the romans?

    - Most importantly, where's the pop cap lol

    - Instead of +cavalry -archers I think it should indicate what the unit is currently doing e.g. Idling, Gathering Wood, Moving to attack

    - Just realized it has no button for formations

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