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Tango_

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Everything posted by Tango_

  1. The goal of this strategy is to damage your opponent economy (especially when he's at the first phaze), and phaze 3 comes as a possibility, but if this strategy is well done, phazing to 3 isn't necessarly a must. In my opinion, this strategy isn't a rush, because i consider a rush as an attack under the 5 first minutes of a game. This strategy is kinda based on the surprise effect, meaning that, right now in MP, if you take seleucides, your opponent will expect those cavalry archers. With this video, i wanted to show how to surprise the opponent, by bringing those cavalry archers earlier that what the opponent expected. If you go ptolemies, your opponent will necessarly expect camel/archer rush (so very early), and there is also no surprise effect at all. I would of course enjoy to spectate your way to go with Seleucides
  2. I assume this happens because you are the host, and also appear in blue, as player 1. This slot change (you, going from slot 3 to slot 1) includes also another change, from slot 3 to slot 1, for the AI. But, after a change like this, the slot 3 because as "unassigned", so, no player, no AI, just nothing. Finally, as the third slot is in the game, there's a CC and units, but because it's unassigned, nothing happens, units keeps idling. (I've already seen this in multiplayer)
  3. Salut! En raison de l'accroissement du nombre de français sur le lobby, je vous propose un petit tutoriel commenté pour présenter les bases économiques du jeu! Hi! Because of the increase of the number of french players on the lobby, i propose you a little commentated tutorial about economical bases!
  4. Link to download this 0ad mod in the video's description Link of this mod thread on the forum : http://wildfiregames.com/forum/index.php?showtopic=18838&page=5#entry307904
  5. hey buddies! Is this mod playable with SVN[Alpha19] ? i've downloaded it, but cant see any ponies civilisation in the game room. Only usual civs are there.
  6. I didnt told that i dont use formations, on the contrary, i use them everytime, switching from one to another, etc... I didnt played alpha 17 at all, and this formation lack is one of the reason. This proposition mainly birth in my head when i saw many people who regretted the a17 no formation. Also it might be a good compromise between "pro-formation", and "anti-formation", moreover About wooden tower range technology, i understand your argument, but, after age 1, wooden towers arent used anymore because too weak and doesnt worth the investment, compare to stone towers. Of course, nerfing archers might be the solution, but i guess that the balance totally change in alpha19, mainly because of capture and alpha 18 feedbacks. Instead of having an first phase overpowered unit in alpha 19, i would prefer a technology like this. Or switching stone tower range technology from phase 2 to 1 might also be a deal IMO.
  7. Hello guys! I'm opening this topic to give a better vision of my suggestions, to the 0ad community, and to discuss them the most we can, if some of you'd like to. To people who would redirect me in the suggestions thread, be aware that i've already posted some post there, but, considering the amount of suggestions i have, and the mass of suggestions arriving almost everyday on the official suggestion thread, creating a special one looked more interesting to me. Some ameliorations to improve the game : About settings and tools: 1) Creating a tool which point an area on the mini map I heard that next alpha won't allow you to see your ally's view as long as you won't take an age 2 technology, also without a pointing tool, this feature looks weird to me. It would be usefull to show where are the opponents, where opponents are building their Civic Center, etc... 2)Random teams : as a setting, to select before starting a match, as for pop cap or cheats. This random team choice is implemented in Age Of Empire 3. It allows to have teams made randomly, whatever players' skill is. This stuff is usefull when you don't know the skill of the players in your room, or when you don't know how to make team at all, whatever the reason is. I guess an interesting stuff to add to this setting, is selecting the number of team you want, and the number of players in each team. Also, you can have 2v2v2, or 3v1, or 2v2, or 2v4, made totally randomly. Also, each player would choose his civilisation and his « colour » (by the place he has in the room), and the teams would only be clear (for the players) at the beginning of the game, or during the map is loading, by adding a kind of « these are the random teams guys ! Enjoy ! », to the loading map page. 3)Handicap : as a setting, to select before starting a match, as for pop cap or cheats. This handicap setting would consist in increasing or decreasing different « gaming rates » of a player. These « gaming rate » might be all important rate, as unit production time, gathering rate, etc... For example, A plays vs B. A has an handicap of -50%. B has 0% handicap. Also, A will gather ressources 50% slower than B, etc etc... This handicap setting would allow all players to play together, whatever their skill is. This handicap would also balance games. After discussing this Handicap settings with some players, the remark that giving more starting ressources to a player could also be a way to balance the game. However, whatever these starting ressources are, a good player will be able to have a better eco, more army (or whatever you want) after some time, so it wouldn't necessarly be a good solution. Also, handicap setting might be an interesting stuff. 4) Patrol button : a button placed near other functionnal buttons, as « delete » or « garisonning ». This button would first be usefull to keep a territory under control, and also being usefull to keep units kinda protected. Indeed, instead of placing your army on a position, it is better to give it the order to patrol from a point A, really close to a point B. Thanks to this, units patrolling wont be attracted, or attack opponent unit they can see. At the moment, by posting units on a position, they'll attack opponents they see, and because of this, you can loose some units for nothing. This patrol button would be an interesting stuff, IMO. About technologies: 5)Create a technology to be able to put your units in formation. As many alpha 17 players regret the fact that formations are back, and dont use them, it might be interesting to have a technology that you can take at your barrack at the first phaze, to be able to put your units in formations. This technology would be accompanied with a formation bonus, to legitimate the resources investment in this technology. This technology might be called « military discipline » 6)Create a first phaze technology for wooden towers, which increases their range (same technology as for 2n phaze defense tower). This would reduce the overpowerness of archers who are almost unbeatable at the first phaze, considering they outrange every units/every buildings. 7) Create a technology for fortresses, which would increase their range. IMO, fortresses should shoot further than towers, but for now, towers shoot further... Is this intended? If yes, why ? About trade: 8) Trade efficiency I heard from some 0ad players that at a certain point( trade lenght+tech), traders are more efficient than units directly gathering resources on the different spots, what i checked myself, and saw this is true. Is this intended ? If yes, why ? Also, my suggestion is reduce trade efficiency 9) Being able to create a trade road In the rare games i use trading, i'd like to be able to create a road trade. Also, IMO, being able to click some points of the /minimapmap that your traders will join , between the 2 markets/docks, might be interesting, more especially to avoid your traders to pass in an area where your opponent is. If this already exist, can somebody tell me how to use this feature? 10) Different map shapes Considering that at the moment, trading is more efficient than direct ressources gathering, IMO it might be interesting to have different map shapes. I'm more especially thinking about square and rectangle shapes. Indeed, with the circle current map shape, the longer trade you can have is a diameter, so it can be difficult to have the territory needed. With square or rectangle map shapes, it would be easier to have a big trade road. Also, destroying your opponent trade line would be more strategic, considering it could be hidden behind his base. I already know there are some maps of that kind, but i would enjoy to see more I won't adress here game balancing ideas, would be really too² long. Thanks for reading T_
  8. Well, i see, ticket opened 2 years ago Btw, the 2 others propositions are IMO the most interesting, because would clearly improve the gameplay and relations between players, patrol button suggestion is interesting but can wait 2 years more.
  9. It works indeed, but not enough, considering that , from your say, you speak about combining it with batch walkorder: *happened to me in game* I was with 20-30 cav, behind the cc of my opponent, near the end of the map. I had a really tight corridor which was safe from CC's arrows, and from the tower's arrows which was on a side. On the other side, around 10 spearmen gathering wood. Escaping by this way seemed to be as a bad solution, so i used shift to create this patrol movement. With another front to hold on, pressure put by the opponent, these walk order weren't well done because i had to be fast, so 1 time on 2, my cav was shot. I lost a lot of units. What you propose doesn't seem to me as a good solution. Too long, too complicated, and should regularly check if the homemade patrol is still running.
  10. Hey buddies. Here are 3 small proposition which might improve the game IMO: Patrol button : a button placed near other functionnal buttons, as « delete » or « garisonning ». This button would first be usefull to keep a territory under control, and also being usefull to keep units kinda protected. Indeed, instead of placing your army on a position, it is better to give it the order to patrol from a point A, really close to a point B. Thanks to this, units patrolling wont be attracted, or attack opponent unit they can see. At the moment, by posting units on a position, they'll attack opponents they see, and because of this, you can loose some units for nothing. This patrol button would be an interesting stuff, IMO. Random teams : as a setting, to select before starting a match, as for pop cap or cheats. This random team choice is implemented in Age Of Empire 3. It allows to have teams made randomly, whatever players' skill is. This stuff is usefull when you don't know the skill of the players in your room, or when you don't know how to make team at all, whatever the reason is. I guess an interesting stuff to add to this setting, is selecting the number of team you want, and the number of players in each team. Also, you can have 2v2v2, or 3v1, or 2v2, or 2v4, made totally randomly. Also, each player would choose his civilisation and his « colour » (by the place he has in the room), and the teams would only be clear (for the players) at the beginning of the game, or during the map is loading, by adding a kind of « these are the random teams guys ! Enjoy ! », to the loading map page. Handicap : as a setting, to select before starting a match, as for pop cap or cheats. This handicap setting would consist in increasing or decreasing different « gaming rates » of a player. These « gaming rate » might be all important rate, as unit production time, gathering rate, etc... For example, A plays vs B. A has an handicap of -50%. B has 0% handicap. Also, A will gather ressources 50% slower than B, etc etc... This handicap setting would allow all players to play together, whatever their skill is. This handicap would also balance games. After discussing this Handicap settings with some players, the remark that giving more starting ressources to a player could also be a way to balance the game. However, whatever these starting ressources are, a good player will be able to have a better eco, more army (or whatever you want) after some time, so it wouldn't necessarly be a good solution. Also, handicap setting might be an interesting stuff.
  11. Hi buddies. All propositions above mainly are right, but, i personnaly think that pause might be a usefull stuff, and sometimes really boring. So, why wouldn't pause conditions be a caracteristic of the match, as starting ressources or population? So i'm kinda joining Karamel 's post. The host choose the kind of pause, between different possibilities as: -any pause allowed -pause allowed -pause allowed, but players can vote to stop it (51% of the vote and the game unpauses?) -...
  12. Yey dude, slingers are really strong . -> 10 skirm cav vs 10 slingers = skirm cav 6 - slingers 0 -> 15 skirm cav vs 15 slingers = skirm cav 5 - slingers 0 @Pithawk, slingers may be a solution for you
  13. Skirmisher cavalry were Op on a16, really OP. We have known an Alpha mainly based on skirmisher cavalry using. On A18/SVN, skirmisher aren't OP imho. Indeed, first, skirmisher cavalry have the advantage when you fight the infantry army of your opponent, if you nearly have the same number of units. On the contrary, if you have more infantry (range especially) units than the skirmirsher cavalry rusher, you have the advantage Furthermore, compare to a16, a18/SVN propose you some defense support building (outpost/wooden towers) which can really help to deal with your opponent rush (not only based on skirmisher cavalry). By the way, skirmisher cavalry have to be very dangerous in early game, because it's the range cavalry, so it involves speed and any melee fight. Nerfing skirmisher cavalry too much, because they're dangerous in early game, isn't the solution in my opinion, cause later in the game, they'll necessarly be disadvantaged (or even useless?). A18/SVN offers you all you need to counter a skirmisher cavalry rush in the best conditions.
  14. just make an infantry skirmishers mass, and hit and run these phants. inf skirm > phants inf skirm faster than phants -> hit and run them if you want to shoot these phants "easily", product some melee units who'll be used as cannon folder, while your inf inf will do the job.
  15. maybe here you can find what you need to know : https://www.youtube.com/channel/UCKugIVDlXyH5KNjgNsinqrw
  16. just train in groups, always always always in group. one of the key to take the economical advantage. only cav at the beginning are usefull to be trained one per one, to put the trained cav on hunting, to have a food income more.
  17. Only 5 cavalries to fight can be sum up to no cavalry at all... against 10 infantry units (counter unit, depending on the type of cav), and these 5 cav are useless... and 10 infantry units are really fast and easy to train...
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