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Darksun

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Posts posted by Darksun

  1. I believe that I was mistaken about units ignoring the passive/stand ground command, provided the command was given before the enemy appears. However, through testing I may have discovered an issue. I found that aggressive units ignore passive/stand ground commands that are given after the units have decided to attack their own target. If my wording is confusing, here is an example:

    Aggressive unit spots villager

    Aggressive unit chases villager

    Unit is commanded to be passive

    Unit ignores command and continues to chase villager

    To work around this, you have to command the unit to walk to a different location, otherwise they will continue to chase their target even though I've pressed the passive/stand ground button.

  2. I will test it when I have the time. I want to rule out the possibility of me overlooking some grouped units being in aggressive mode. However if you want to test it out, I know the best conditions to do so.

    Try this:

    While in phase three, assemble a group of at least twenty military units

    Put them in stand ground or passive mode

    Order them to stand within line of sight of enemy military buildings/units

    Things that might happen:

    They don't attack

    They attack when enemies engage them...

    - Afterwards they stop

    - Afterwards they start engaging other enemies/buildings (this is what has happened to me)

  3. AOE games have this, no reason not to implement for 0 A.D. The "cons" list is no big deal.

    I didn't know! From what I've read on it, it's easy to play co-op civ. You have to select same color and faction, and you'll be in control of the same civ.

    hello

    sounds interessting

    But, as its possible for Nation A to focus on ECO and Nation B on military,

    what make this so different than a team game ?

    There's some difference albeit not huge. Being in a co-op civ does streamline some actions.

  4. I would love if an RTS game like 0 a.d. and AOE added a game mode where two people could control one nation, and the tasks can be spilt between the two. A nation co-op dynamic would be really fun!

    Pros:

    It would be a unique game mode to the RTS genre (could be a selling point)

    It would provide a new gameplay experience

    Tasks can be split up and delegated as multiple challenges arise, for a swift/effective response to said challenges

    It can help your friends have an easier transition into RTS gaming

    Co-op is a fun experience sought by many multiplayer gamers

    Cons:

    This game mode is only effective with voice chat. Therefore random multiplayer matchup without proper communication would be a mess.

    Game mechanics would have to be added/reworked

    Balance might have to be reworked for this game mode

    Current lag issues would affect gameplay experience

    What do you guys think?

  5. The same thing happens in other modes. It usually happens in specific situations:

    1. after my units complete two commands to destroy a building/kill the enemy, some units start going after villagers that are escaping. I've had siege units chase after villagers! lol

    2. my units are stationed close to an offensive enemy building, I've commanded them beforehand to stay passive, yet they attack and give away my position. I re-command to stay passive but they don't listen. I then have to station them out of sight or else they will attack.

  6. Thanks for replying! I appreciate it. It's three of us (2 on pc and 1 on mac). We tried playing together inside the same house/same internet connection. We tried connecting through the lobby. Each of us created an account and connected to the lobby. One of us hosted a game (we took turns) and the rest of us tried connecting by clicking "join" on the hosted game. We would get as far as "connecting to server/game" but the loading fails after 1 minute or two. The game says connection failed: unknown error.

  7. Let me be more specific:

    - I march military units to raid the enemy

    - after a few successful kills/building kills I retreat to heal

    - I command all units to be passive while my healers do their work

    - some military units spot enemy civilian/building/military unit and they immediately go running after the enemy

    I've had different types of units behave this way. Even siege units. As you can imagine this can cost the lives of the units (they get into 1 vs 5+ fights that are destined to be lost). While I'm busy doing something else, it's tough to micromanage these "rogue" units. Sometimes they will even give away my attack position before I'm ready :/ (while we're on this topic, please add a feature that allows the user to select attack-mode before military units spawn. For example: spawn military units in defensive mode or passive mode).

    Does anybody have a suggestion? Maybe I'm doing something wrong?

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