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JC (naval supremacist)

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Everything posted by JC (naval supremacist)

  1. The trick against AI is even more blatant on Naval 1 vs 7 very hard
  2. Thanks Feneur, but how communicate to people the way to join my server ? Here, 1 vs 7 very Hard .. I put "Insane" speed otherwise AI on naval is insanly easy .. hihihi
  3. I can let my computer on all day , why not. I can make server for everyone How do you make that ? Also, players may know the existance of my server
  4. Offline you mean ? Or u mean LAN ? Both are worthless now, too easy. Its holidays next week in Belgium. He can let me play for 1 week
  5. .. sorry for that .. its not really heroic . Next time, each of my soldiers will face 5 enemy units then , and with the female survivors, I will annihilate 5 CC with forks and spouns. Hahaha .. if only Ieper can hear you ! If I was a bad player , probably I would never have been banned as never spotted
  6. Emperor, battle for Dune (old copy) I would say that most important is to know your ennemy. And with AI Petra, its not that difficult ^^ (but its quite good but not enough for players in the top 10 players like me) Not in order, those i remember : (Borgss - WW2 Butcher - Tango - Inkomen - ffm - JC - alekusu - Mario - WarBeast - MacWolf) . Of course, my outstanding naval skills consolidate my presence in this chart... hehe So, just take the strategy A against the enemy B. So, basically, against AI - Dont expand if you cannot face repetitves attacks, exploit what you have - Wait your moment to get all your extra required ressources by attacking ennemy Trade with adapted units. Its sooooooo more valuable than working When you know that, mouse skills let you VS more AI. But strategy is the most important. A total Turtling or Rushing would be a blatant fail. Now, you imagine its a pitty I cannot make good videos on multiplayer !! Do you know if a revision of my trial is on its way ? 0ad is the only game I play, I'm not a gamer. Some programmers say that I have to be like that , like this .. ok, but I see nothing coming :/
  7. - Its a good idea. In the RTS saga Dune, you have to pay tributes to the Emperor, otherwise you get attacked. Here, if you don't pay debts, one can imagine coming an army of the Deutsh Bank or something . Another way for the bank would be rather to give the enemy the amount of money (or more) you must pay back. - Dune game offers 2 way to buy military stuff : the factory where prices are definitive and the "star port" which is a interplanetary military market which fluctuating prices. Here, in 0AD, one can imagine that you can buy soldiers on a fluctuating price basis (slaves) and still enrole regular soldiers in barracks. - My idea was just to create a new dimension (financial) in the game where you can use a strong economy (lot of ressources) to break the ressources prices in order to make indirectly impossible for your ennemy to buy new units.
  8. Thanks ! I read this : " Prices are global, i.e. all players have the same prices and a deal of any player affect all other players as well. " Thats what i was talking about, a system of lending/borrowing ressources where the prices are affected on markets (and why not on Trade incomes as well)
  9. All this worths that people give their opinions as it needs quite thought. Borrowing/Lending ressources to market and how implement easily the concept
  10. But still , if you borrow 100 metal , its not impossible that the "market" ask you 105 metal later. So even, there is no money in 0AD, one can imagine that the 4 ressources can be all considered as "money" as you can exchange them for 1 to another. For exemple, the blacksmith use metal as money and buy his food with metal. The same blacksmith ask people to pay him with metal as he can build swords with it. This guy will put 100 metal in his word but will have to pay 5 extra metal to the Market as he was in debt
  11. ok, so if the ressources represent what you need to build a units and not their value, then you are right. ie N metal to build (and not buy) a sword) --> Its just that the market (possibility to exchange goods) gives each ressources a relative value. So this can leads to the idea of an "invisible" money
  12. Basically, like military Turtling VS Rushing , here, its a new 2 face strategy : Decide to over-growth by being in debt VS Saturate a market with gathered ressources in order to make the player in debt pay even more his units later. Both strategies have good qualities or down sides.
  13. The concept is simple, its inflation : the more a ressource is avaible on the global market (both players) , the less this ressources worths on the economy (ie : at the end of the game, food worths often nothing on market) the more you have to spend that ressources to obtain your good (my idea is to reflect this reality in the game) exactly like money. The american Federal Reserve have the power on the value of money as it can decide to emit money in economy OR to remove money from the economy. The availability of money (or not) influence the general interest rate on markets (more money = cheaper money = low interest rates) The are the master of the money and able to create big fluctation, creating people to be in over-debts when the interest rates are low, emit money again -> higher the interest rates and wait that they bankrupt (as they cannot reimburse anymore) to buy their real stuff (ie : houses) for peanuts. My idea is simply the same : a player with lot of ressources could use it in the same way by buying bonds (emit ressources) on the market in a way the ressources will worth nothing. In a result , an enemy with few metal (its an exemple) wont be able , no more, to buy strategic units like champions as it requires more metal to buy it !
  14. In other words, it will be good idea that you can make something with your extra $$$ to influence the game and also decide to be in debt if you think it can worth it. By now, its too binary : + xxx = you can buy + 0 = no
  15. Why not simply make a debt state an ability for each civ with its own floor limit ? For exemple : - Persian can be -500 of each ressources at Phase I , -1000 at phase II and -2000 at Phase 3 - Carthage can contract bigger debts but will have to pay bigger interest rates. - Ptolemies cannot borrow stone .. etc And, as said before, the bigger you are in debt in a ressources, the bigger you have to pay a unit with that ressources. i.e : Food : -200 , Wood : -100 --> A spearman would cost : 52 food and 51 wood ___ This idea induce the possibility to LEND money : Simply buy a bond of any $$$ in your market , market will produce it (like a unit or a upgrade), and you will get later the value of the bond + interest rate once produced ie : buy a bond of 100 wood, and you get, after some time, 106 wood. If you delete your investment ticket before time , you will just get you 100 wood back. The interest rate given to you will be in relation of the value of the good on the market. It will be less risky than trading but less valuable. Also, when you lend a ressources, lets imagine that the ressources is CHEAPER on the market of your ennemy , so, it can helps him and be a down side for you in short term ___ So with this, people can make some long term strategies. I know its a bit fuzzy but one can imagine a game where you can plan a big crisis of metal. I.E : -> you decide to collect lot of metal, you decide to buy "metal-bonds" (= you lend Metal to the Market) -> then your ennemy can obtain cheaper metal on market (coz its more avaible on Market), -> you have more metal later thanks to interest rate, -> but the metal value can collapse if your ennemy dont buy metal on market (even if he might do it) ... -> in a result all players will have to spend MORE metal to have a unit (ie : a champion will cost no more 50 metal but 93) . ____________ To summarize : make fluctation between 3 things and find the right balance - ressources gathered - ressources invested in bonds (tickets you invest/buy at your market) - fluctation on price of units This will create a true FINANCIAL (above economy) aspect on the game and the possibility of new strategy as you can influence the price of units.
  16. Its interesting to notice on the Seleucid Shield the moon and the star : similar to Turkish flag. I wonder what represent the symbol in the middle
  17. I revote as I can proof in a video that 1 vs 5 (very hard) is not difficult
  18. My first video Tutorial to teach how to easily win vs 5 very hard AI on mainland To see in "HD" watch on Vimeo
  19. Good observation auron2401 and Fexor, i didn't even think about it. So.. what does banks when one don't pay back ... they take your assets .. Bam ! When ? Good question ___ $$$ = means ressources of any kind
  20. Just by curiousity Why do you like Seleucids (even your logo seems to) ? Its a bit uncommon so i'm curious. Nobody would claim today that he has some seleucids origins (maybe except me)
  21. Did you ever were too optimistic in your unit production rate and be like in a shortage of ressources , stucked at some point in your growth ? By now, when you have 0 ressources = 0 unit production. It could be a short-term problem. Your investissment was too big and your growth is penalized at some point. ___________________ Now, one can push the idea further : When one have 0 ressources, one should be able to produce a unit but it would cost more $$$ to produce it. And it would cost more and more $$$ to produce a unit , the more you are in debt. Exemple of the state of the portofolio : Food : -2000 , Wood : -3000 . A spearman would cost : 70 food and 80 wood Food : -200 , Wood : -100 . A spearman would cost : 52 food and 51 wood The extra $$$ you have to pay for the unit represents the interests you have to pay depending the health of your capital . The more you are in debt, the more you have to pay extra cost. This can be another good strategy to win .. being in debt , over-grow .. but.. putting your game at risk if your enemy harass you in a way you are not able to make the ressources-gathering following at the right rate the unit-production... your inner strategy will turn against you and could lead you in a true eco recession
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