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Pithawk

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About Pithawk

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  1. Skirmishers have already become OP early game in A18 imo. They are too fast (almost as fast as cav?!?) and can badly out micro any melee by hit and run. There is absolutely no point in building early spears/pikes/swords now except to protect against flanking attacks and absorb enemy arrows. As a player it is my job to adapt to the balancing. So my previous complaint about nerfing melee is likely premature and something I should investigate more. However, my next point I believe goes beyond a simple decision to build more of unit X or Y. I think it fundamentally makes the game less fun. Buil
  2. Can anyone beat Tango_'s cavalry javelin rush with anything else than more cavalry javelin? (A18 SVN)He beats me every time with it lol, leading me to believe that javelin cav are OP in the early game. Now, I think rushing is an important strategy that should definitely be viable. However, if the only response to a rush is - to do a better rush with the same units...I think this will make for boring 'expert games' since there can be no variation of strategy. Melee get micro'd every time. Skirmishers seem to get wrecked by javelinist cav in A18 SVN. Not sure about spear cav? But they can p
  3. Ah good point Alekusu. No, they don't. So therefore the correct counter is then "H" instead of "control + right click". Thanks Agreed!
  4. I am very excited that formations will be back in A18. Unfortunately in the current state, formations are not quite there yet imo. The amazing thing about formations is that units can be moved long distances without looking a like a bunch of ants making a B-line to the nearest dropped ice cream cone. This is a huge bonus that will improve gameplay immensely!! However, the problem lies with attacking while in formation. When attacking (control + right click, right click, queued attacks with shift + right click), after every right click the units decide to reform which wastes movement (e.g.
  5. Hi, Sorry i will clarify. I meant: 2) To be able to chat in the multiplayer lobby while I am in the match setup screen (or to switch between the two chats). Sometimes when I am in the match setup, I would also like to be apart of the lobby discussion Thanks!
  6. I would love to see: 1) A feature were you can 'ping' other players with a sound while their game is alt-tabbed. Or, a sound when a new game is hosted. I don't like sitting in the lobby and wait for players to join / games to be hosted. 2) A way to chat in the lobby + hosted game Thanks, 0AD rocks!
  7. Thanks again. I see now, there are two scenarios for starting trade routes: 1) Click on origin market, right click on another market to set it as the default trading route. Traders built out of the origin market will now directly route to the default market. 2) Click on trader(s). Right click on destination market, then right click again on origin market (or perhaps vice versa when trading with allies). It even nicely points this out in-game when I hover over the markets...but both games I mentioned earlier were multiplayer and I didn't have time to look
  8. Thanks Lion, good point. Yes, I assigned both origin and destination in the case where I was trading with myself. Eventually I got it working again, but in both cases I sent all my traders back to my origin market before trying again to go to the destination market. Perhaps the traders need to be filled with resources from the origin market before being able to trade with the destination market?
  9. There seems to be a bug with traders. This is what happens: 1) Market (my own or ally) has been destroyed by an enemy and I build a new one 2) I reassign the new market (right click) on another market 3) I select traders and right click on ally market ... 4) Traders stop at ally market and do nothing There is a topic saying the same thing, but only to enemies and neutral: "But if you set the destination point and create a trader/merchant ship, the trader/merchant ship just goes to that market/dock and stops there. So it's not possible to trade with enemy or neutral players (the same goes for
  10. I would like to propose a countering template with three distinct types of relative strength. 1) Attack advantage against unit type (e.g. 1.5x) 2) Attack disadvantage (e.g. 0.5x) 3) Neither at a disadvantage or advantage (1x) Let, 1), 2) and 3) be represented by: 1) ----------------> 2) ----------------> 3) ----------------> Here is the blank template: I have not tried to come up with my own ideas because there is already a complex countering system in 0AD. What would be useful before anyone attempts their own ideas is if someone could create a 'current state' countering figure w
  11. Romulus http://ancienthistory.about.com/od/leadersns/p/aa121002aRomulus.htm
  12. Rosetta Stone http://en.wikipedia.org/wiki/Rosetta_Stone or just "Rosetta"?
  13. WOAH...Hold your war chariots on this topic fellas. I just played a 2 hour game where one guy was turtling with tons of fortresses and archers.....this creates two problems because: 1) I could not build any siege units (unless you count war elephants) 2) The catapults of my ally did almost no damage to his forts My two recommendations to make late game faster: 1) Make ranged siege much more effective against forts OR increase their range, which will force the defender to need to counter attack. 2) LEAVE damage of non-siege units VS forts UNCHANGED... PLZZZ... The reason why there are many cas
  14. Game crashed today after a ~2 hour 3v3 multiplayer game. Assertion failed: "0 && (L"FYI: WARN_IF_FALSE reports that a function failed. Feel free to ignore or suppress this warning.")"Location: wdbg_sym.cpp:91 (InitDbghelp) Call stack: While generating an error report, we encountered a second problem. Please be sure to report both this and the subsequent error messages.errno = 12 (Not enough memory)OS error = 8 (Not enough storage is available to process this command.) My system has 8 gigs of ram, so probably some sort of memory leak? I don't think it reported properly, so I am posting
  15. Perhaps 0 AD would benefit from a presence on steam? http://steamcommunity.com/greenlight/faq/#developers
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