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iNcog last won the day on February 13 2015

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  1. Well put. I'm not sure how other games handle turn rates, but it's definitely better for it to be as low as possible. Naturally, lag is also a pretty big concern so the obvious solution is to NOT just turn down the turn rate and call it a day. I'm wondering a little more about the dynamic turn rate. It could be something quite difficult to implement? Or, theoretically speaking, could a mod be made with an emphasis on performance (allowing for turn rates to be lowered)? Unfortunately that would not sync with the 0 AD version of people having the normal version. Quite a pickl
  2. I meant for this: Though yeah I should probably have said so. if voobly for example (though could be anything, i just remember voobly because of AoC, there's also other services like game ranger), could connect two players directly, it might emulate LAN conditions and allow for 200ms turn times instead of 500 ms. though that might actually induce some lag if one player's set up isn't good enough, i guess
  3. OK, thanks for the answers and super interesting answers at that. 500ms is just too high for most people, unfortunately, though it's not like I don't see why it's there. Otherwise, would it be possible to considering using a service like Voobly in order to directly connect two players together in LAN mode?
  4. Quite a fast reply, you're as reliable as ever. ^^ Nice to see that. As for the technical discussion. In regards to clicks not perfectly registering, I use windows and have noticed this and the friend who made the remark to me as well also uses Windows (though he made the remarks maybe 2 years ago). So perhaps it's a windows problem. I can look into making a small video if you would like to see the issue first hand, if you want. As for turn time (that was the term I was looking for), what you're describing is pretty interesting. If the turn time were set to 30 ms, would
  5. Hey guys, iNcog here, perhaps you remember me? It's been some time, so I don't think that most do. I've been keeping an eye on the game though. First off, I have to say that it's a pleasure to see the progress which has been made since I first tried the game in the 16th iteration. Very nice to see this, a huge kudos to the game devs still working on this project. As for my opening of this thread, well I have a few technical questions which I need to ask. I'd already tried to get a few of my friends from other RTS games (in particular, Age of Empires game and Starcraft) to try out 0 A
  6. Capturing is a huge mechanic, where capturing a cc is a two for one trade. The opponent loses a CC and you gain one. It's really huge when you do capture a CC. Compared to just losing a CC. I'm not sure of my thoughts on it. It could swing the course of the game immensely, really. Very interesting development. I have no strong opinions on this one. Just stopped by to say that it's great that the pathfinder is getting its well deserved fix. Great work you guys, you're all amazing.
  7. sometimes i do indeed click on units or buildings without anything happening. sometimes for boxing units as well
  8. Interestingly, in Age of Empires 3, mercenaries were stronger than other units and used up more population slots. However, Native Americans used no population slots and they were limited in the amount that could be trained.
  9. yeah units should be given one type of damage, for the sake of simplicity imo
  10. Skirmishers give me the impression of "skirmish" which would make them harass units. I guess they need a least some speed. Archers give me the impression of soldiers which were drilled to shoot arrows at enemies while standing still. hmm well
  11. Sounds nice. Do you have any ideas about reducing their HP to them more fragile as units? Or do you feel they're already fragile enough?
  12. You should definitely record a few 1v1 s and upload them without commentary, it'd be interesting to watch for sure.
  13. 1 population carriers. I kind of like the idea on paper, but it'd be a mess to implement in the current unit set, I think. Personally I'd start with some dps reduction and a big HP reduction and see where things go from there. It's hard to get these numbers right, for sure.
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