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Everything posted by iNcog
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are sword cav too strong generally speaking these days?
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buildings are already too strong, at least in the current build. if you have problems with your walls dying then just make 2 towers and some ranged units and your walls will never, ever fall.
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yeap so useless for combat, unlike your max out then again i just used houses. made like one rax and made 10 units out of it, xD i used iberians which i got from random, i wouldn't have been able to max out as fast with, say, romans because i did a house boom
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I might steal that build of yours, heheh. Edit: here's my 300: http://i.imgur.com/NdLTehQ.png probably ~30 soldiers, 1 cav and all villagers after that first try though, so lots of room for improvement
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===[COMMITTED]=== New Animation (Work in progress)
iNcog replied to Jos3BV's topic in Completed Art Tasks
This stuff is really, really impressive. -
if you alt F4 you ragequit in rated games
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I did an FF boom in this game, I guess:
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Potential Boom Strategy with Fertility Festival?
iNcog replied to Sanguivorant's topic in General Discussion
just make 2 towers and about 10 archers / skirmishers and you can hold off anything ^^ -
maybe watch this: follow a few rules of thumb as well: -never stop making units -never get population capped (so make houses ahead of time) -make sure you have very little idle units (none is the best) follow those rules and your win-rate vs the AI should go up really, the best thing to do is to invest resources you gather as quickly as possible. don't stockpile resources and you should be set; if you stockpile resources it should be to save up to get something expensive, like transitioning to town phase
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Killing a trade cart should leave some resources
iNcog replied to ubuntu_demon's topic in General Discussion
Oh it's not that bad, Aoe3 did it rather well. Still, it's not something too important. -
villagers infantry cavalry caravans I dissociate infantry and cavalry as they don't function the same way at all. Fishing boats would make that 5.
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You already have 4 different kinds of gatherers in the game though.
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I'm pretty sure that the current state of things in A17 is mostly OK. I could be wrong? It was also my impression that it was decided to give all melee units hack attack, all ranged units pierce attack and all siege units crush. I'm unsure of how counters currently work as of right now, though it might perhaps be true that ranged units are a bit too good. Mind you, I have bigger problems with buildings in this game. link in that game I had, my cavalry units did quite well i feel, then again those are swords cav and perhaps not spear cavalry
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wow that's kind bad, q_q I'm a bit out of touch it seems, heh.
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I doubt they were conflicts as much as they were people not having large amount of time to dedicate to 0 AD. Going from nothing to a game is not an easy process when you consider the engine itself was built from scratch. I am not against slight changes at all but if you're going to make any change at all it has to be meaningful. A lot of the core concepts of RTS games are present in this game because they are a sure value. Just like any of the Age of Empires game (minus Aoeo) was an excellent game, it makes sense to base basic design choices on AoE. Breaking the mold is nice but it has to make sense. Look at how Blizzard broke the mold with things like swarm hosts. See how that turned out.
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you cannot rush wizards m8
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If it doesn't change the game fundamentally, then all it really does is give coders extra work doesn't it? Indeed, 0 AD has a lot of concepts in it that differentiate it from other, solid RTS games. That doesn't mean that 0 AD should do everything differently for the sake of being different. If you want to introduce a new game mechanic then it should be relevant to the way the game plays: how the units interact, how the economy works, what strategies you might use, how everything comes together. Changing farms slightly just for the sake being new and unique doesn't mean much when it doesn't change the way the economy works. I'd rather see a larger focus on caravans, corrals (which is being worked on), perhaps even a fertile terrain mechanic so that map control matters even more. Perhaps you could introduce of draft animals, mobile drop-sites for every civilization (no reason for Mauryans to be the only ones to have the fun), etc. Realism is always interesting but I don't believe that realism should be more important than an actual fun game. Realism should definitely influence how mechanics work in the game
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rly? i could swear i did that in the last game of 0 AD i played
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That's exactly how it's done in Aoe3 and that made production very flexible indeed. It would probably be annoying to implement though.
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i just hate buildings so don't pay too much attention to it i don't believe i've ever heard of 15 cav killing a cc tho
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The problem is that you can't objectively state that an RTS game should have this feature or not have this feature based off your personal preferences. Some play the game for the pleasure of base building and having a little story during their game: I did that a lot in the past as a kid. However other people play RTS to win games / develop strategies. I completely disagree that someone would have to manually count workers per resources or something since that gets in the way of the meat of RTS gaming: strategy, micro, macro, that sort of thing.
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The tech tree is information that allows players to understand what unlocks what, it's actually really fundamental information for an RTS. The reason people play RTS isn't to discover tech trees it's to play around with what's in the said tech trees. Knowing what goes where allows players to get the information they need to start playing around more quickly. I can easily imagine someone getting frustrated because they don't know what they need to get certain units or technologies. Luckily we have well-written tool tips which mostly helps us out with that.
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so chariots would become towers on wheels i don't agree with that at all and i don't like the idea of any unit having two kinds of attacks, that's just too versatile if it can be made so that it's not broken though, i guess that's fine there's a difference between something that is OP and broken by the way. OP is simply too strong regardless of the situation. something broken is something that is useless in some cases and too strong in other situations. nerfing something OP is relatively simple however something which is broken is much more complicated to fix since it's a fundamental design issue. skirm-cav were just OP i believe, just like buildings are currently OP as well.
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that's boring and maybe even too strong how about just trample
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I mean, the damage they deal now isn't ranged anymore with trample?