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auron2401

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Everything posted by auron2401

  1. I'm not sure that even post marian reform units had black troops, they were still either italian latin or roman, the reform just opened up to anyone who was a member of the "capite sensi" (or headcount/those counted by the head). However, when auxiliaries came into play (when they ran out of men from italy/latium/rome) black troops aren't that unlikely.
  2. I understand that "wasted time is wasted" (my philosophy, thief!) But sometimes, Time is of the essence, you need 20 spearmen NOW, and then you need to train the last 80, because 20 will hold off the enemy cav rush. It's situational, don't just say "ITS A BAD THING DON'T DO IT EVER EVER", generally i agree with you, but i find that a small batch before a big batch if i need troops IMMEDIATELY is good. Just saying.
  3. Would have to cost a lot more than just 1000 food, for something so benificiery. Maybe: Trade agreement (sounds better) Cost: 3000 metals, 4000 wood, 1000 stone, 4000 food 75% Bonus income from merchants, 125% bonus trade income from merchantmen, -25% Harvest rate Cost is basically, a "don't research me too late, buddy, or face the consequences" mind you, just a -25% harvest rate wouldn't deter me, if i got just 25% trade income boost, i use trade, ALOT. (almost always, in fact)
  4. Problem is, Most of your suggestions is where we had most of our problems last time. Too many overlapping counters. Swordsmen and archers are good example. The counter circle NEEDS to be a circle, you can't have units countering each other, it just results in broken gameplay, and weird balance issues. Generally it should be ranged>infantry>Cavalry>ranged With little variations inbetween. It won't work, there's too many different civs and differering units for differing civs, so factions with poor spearmen will get rekt by civs with great cavalry, so on so forth. Soft counters is the only way to make so many different factions balanced, hard counters work in games like starcraft (which, don't do it, because there's too many different units to have a great circle of balance)
  5. Carthaginians are definately my go-to. But i mostly play random, i think.
  6. i agree, but, the jump from 0.33 to 0.66, while is a double, at this point if you're beating the ai, you've got a significant hold over them already, which significantly decreases the bonus in and of itself.
  7. after an hour of playing, or just an hour with the game running itself?
  8. They aren't functional though. At least not really. Edit: Skirmish also sort of works, it makes your units spread out on first click, but if you click again they will all head for the exact same point and sort of.. circle jerk, as they do. Poor things, all want to sit on that rock.
  9. No he's right, you would have to deselect 2 houses in order to train any.
  10. You're hiding something behind the mountain peak. I know it.
  11. You forget the meaning of barbarian It means "Not greek". or "Doesn't speak greek". So those civilisations were most certainly barbaric. Maybe the gaul tribes with greek contact (the ones who lived in provence in particular, forget their names) Weren't "Barbarians", but i think my point is made. lol.
  12. Wizards are never late. Nor, are they early. They arrive EXACTLY when they mean to.
  13. I imagine pathfinding will be the topic of the next developer report. Hopefully.
  14. I wouldn't mind a germanic faction after the pasturing is implemented.
  15. Oh Dear. Here we go again. New guy with entitlement issues. Guess i'll try to answer some of your Code inefficiency is being worked on. It's been said many times before: This game is In seriously early alpha, and being worked on by part time community members. Please Don't act all high and mighty about this issue, unless you intend to assist with it. --- What's wrong with the in-game mechanics? I mean, a part from a lack of consistency (I.e build-times + recruitment-times are on different wavelengths) There isn't any big problem... What's wrong with farming? Bad balance is a side effect of trying new things, I'll also throw the alpha card in, and not that many competitive players to help with balance card into the mix. "Scythes surprise balance changes"... Good god don't even get me started. If Several months is too sudden, Development will take.. hundreds of years just to get the balance right without people going "WHY DID YOU CHANGE SO MUCH SO FAST". If you want to have some influence on balance changes, download the SVN and give some constructive advices. ---- Please at the very least Download alpha 16 and compare the two, before you make comments on the changes themselves. Technologies are VERY DIFFERENT. Before: They were Useless Technologies which were coined together, EG: +2 pop per house, or +25 health to your ladies. Now they are: Expensive, (and NOT USELESS) But you can get every tech. makes more sense this way. You seem to have made no effort to research, but all the effort to complain. Go home, you're drunk.
  16. *Puts on tinfoil hat* Age of empires 2 conquerors remake confirmed?!
  17. You only make ranged cav?! Can i play persians against you?!
  18. As i mentioned, changing the water system would effectively enable this.
  19. No, it's VERY easy. If you have a slight economic advantage over your enemy, then it's not only easy, it's the best thing to do. The storehouses / farmhouses was just a temporary solution to any problems which may come out of it. Considering it's a VERY Game changing idea, Certain elements being rebalanced are DEFINITE, You lack INSIGHT, LordIgorIIIofKiev! My idea wouldn't limit.... ANYTHING, infact, it would make some elements of the game actually USABLE. Eg, who the hell uses siege walls and siege forts? You don't need them! You can build anything, everywhere! Thus you can build walls everywhere! ..also, have you.. EVER, played a large map?
  20. Cleopatra aside, Back to suggestions. My suggestion: Settlements. Currently, civic centres and military settlements, can be placed wherever you want them, The only condition is: Is this structure More than 200 (meters? miles? How does 0ad scale it?) away from another one. Now while I find this works okay-ish, sometimes.. it doesn't create a sense of usefulness, they are literally just a form of territory, everyone just slowly expands, and doesn't give an @#$%-rats about certain locations. Anyway, Settlements would function as follows (for the non-aom player) Settlements are neutral/gaia structures, which are placed on the map before the game start (either by random map generator or by or by the map maker). Civ centres can only be placed on said settlements (and military settlements if ptol/selu) Why is this good? Allows map-makers and random-map scripters to regulate game flow.Fixes Priorities: Usually Your first priority would be "build civ centre next to enemy territory, build towers", it would be "build on the civ centre in the middle, to have the most control over resources"Allows for custom maps where civ centres are closer than 200 whatevers apart.allows for maps where there is only 1 settlement per-player on the map (where you have to kill off players to gain access to more tracts of land.Would make roman military camp and siege wall, not so absolutely useless.Maybe make palisades not useless, if they are allowed to be placed in neutral territory?Would make skirmish maps more competitive, in the way starcraft (and the aforementioned AoM) does it. Which is definitely good.Get's rid of the WW1 Trench-warfare gameplay which is the current trend. (which is almost entirely BAD)A problem which would be imposed if this were implemented, as it is, 0ad is a territory based game, and for 9/10 cases, you can only build structures WITHIN said territory. Potential solutions for said problem: Outpost structures, which provide a very small territory area, (maybe half of a military settlements) which you can place storehouses on. (Also functions as a tower?) Allow Farms, farmhouses, and storehouses to be built in neutral territory.
  21. If the technology existed it WAS used, regardless of how often.
  22. Tech pairing would be more useful in Super techs, Which give Huge advantages (and maybe small disadvantages) which would change your playstyle when you research them. Like reforms, you can give yourself +10% farming, or buff the life of your infantry, etc. ..obviously they would be better thought out than that, but my point stands.
  23. You forgot to say: Trading with other players grants a bonus in income. Moreso if you are playing with a carthaginian player.
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