Palaxin
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Everything posted by Palaxin
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I meant in most cases they get their army a little bit later than Britons, and therefore have to react. Not that they should be that way by design. You are right, they actually are an offensive civ. Meanwhile I should have a look at some pro games to get a better impression about what I'm saying
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In my mod the Spartans don't have the 25% hp bonus. Agoge enables higher champion ranks instead. So actually you have weaker champs at first and you need to level at least once to make them stronger than they are now. Of course the lvl 3 champs are very strong then with 280 hp, 12/12 armor and 8.4/7.0 attack just as base stats. I think I made the level upgrade at 200 xp from lvl1 to lvl2 and 400 xp from lvl2 to lvl3. CS need 100 xp for each upgrade. The only balancing factor was a bit less movement speed at higher ranks. Ok I'm far from being pro and only have used singleplayer mode yet. I believe Spartans are quite strong in some situations but I thought most pros use Britons and spam their champs earlier than every other civ so actually Spartans should get into a defensive rather than offensive position in most cases... IMO 0 A.D. is too much focused on pop production so early game is quite boring. Then you have one big rush and game is over in most cases... See my other post here.
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Oh no... I didn't know that. I think it might be time to begin using Steam these days... Especially the new expansions for AoE2 and AoM have brought these good old games back. Though I have to admit that playing itself is annoys me more and more and I actually prefer making mods and thinking about balancing, strategies etc. So playing is more testing. Yeah, the design is quite nice. I have also seen some other people using it... Does she have the black one, too?
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Add a hotkey to select all wounded units with their current hp under a certain threshold (relative to their max hp). This will reduce micro work e.g. to garrison wounded soldiers in the temple or command them to retreat during a battle. I can't find something similar here. Would be even nicer with combinations like: KEY+1: select all units below 10% hp KEY+2: ... 20% hp ... KEY+9: ... 90% hp KEY+0: ... 100% hp KEY+F1: select all units with 10% hp and above ... KEY+F9: ... 90% hp and above KEY+F10: ... 100% hp Another hotkey could modify the right click move order. All selected units carrying a resource will first drop it at the nearest possible building and then move to the location. Units carrying nothing will just directly go to the target location.
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I generally think champions' stats shouldn't be nerfed as it is very nice to have some super powerful units in the game. Mr. Monkey is right, to prevent champion spam we should have something like 3 times higher train time as citizen soldiers and/or increased resource and population costs. The differences between the civilizations need some adjustments, though. Ideally in a way that all civs become viable to play. The Spartans might have the strongest spear infantry, but they are quite underpowered in basically all other aspects of the game. -10% total population, no archers, not even slingers (so no good range at all), no walls and a very small pool of different units make them quite useless at the moment. Female bonus is practically useless and Phalanx, too, because there is no Phalanx tech implemented yet. I once made a small Spartan mod where their champions could level up like citizen soldiers (advanced rank = "Hippeus", elite rank = "Heros") with a fear aura weakening nearby enemies. So if your army was successful you could more than equalize the pop penalty with stronger units. I was compensating the missing walls with a +2 unit armor bonus aura "Wall of Men" around CCs. Ok this makes them probably an OP civ, but it's a fun mod and perhaps I will upload it in the mod section if it still works...
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Gameplay Feature: Battalions and Formations
Palaxin replied to wowgetoffyourcellphone's topic in Delenda Est
I think that's a problem, too. Early game should be more focused on other aspects than super fast unit production. Look at AoE2. In the other thread I just posted a video where the pros got 24 pop at 10 min with PURE booming. In 0 A.D. 130 are possible. IMHO waaaay too much. There is a button which allows to reallocate all selected units to the resources they gathered last... Why not make each unit more valuable so you micro 5 units instead of 5 batches? At least in the early game that should be the way. Later you are totally right, I'm totally annoyed of late game eco micro work I think this is a very minor problem. You could visualize battalion training similar than batch training now... So when you have unlocked battalions and click to train a unit the icon is shown with the unit number. Or there other possible solutions. No big thing if you ask me. -
Gameplay Feature: Battalions and Formations
Palaxin replied to wowgetoffyourcellphone's topic in Delenda Est
I'm thinking similar to SeleucidKing: I love that early game microing of AoE2 where you would lure that boar with a villager directly under your CC to get that fast food source. I love the fact that 3-5 early invading knights can cause serious trouble. Or a single onager shot can decide the tide of a whole battle. In contrast, in 0 A.D. (at least in the current meta) you just produce units, gather, produce more units until you hit pop cap and flood the enemy territory with countless champions. For me, 0 A.D. feels a bit like an industrial unit production... Of course gameplay can and will change for the better, but I think the early game is defined by micro work - otherwise you have that boring non-stop batch (or battalion) unit production and you loose connection to your individual units. That said I like the early game micro things of AoE2 AND the more macro focused features (like batch training, infinite field supply or maybe battalions in the future) of 0 A.D. BUT ONLY FOR THE LATE GAME where it makes managing your unit masses more convenient. But you should start really simple with VERY few units and make the best with them. For me it is fun if you have the feeling that your settlement is growing out of nothing into a big empire. The GROWTH. You have to start small (thus micro) and finish big (macro)... That's how I see things here. -
A few small tweaks which would balance out some Civilizations
Palaxin replied to Mr.Monkey's topic in General Discussion
I haven't done that much games yet and didn't have more than about 100 I guess. I wasn't explicitly focused on booming though. In AoE2 that number would be around 60 perhaps Edit: 24 pop at 10 min with booming strategy in aoe2: This is mainly due to fewer initial population (3 gatherer and 1 scout in AoE vs. 8 gatherers in 0 A.D.) fewer inital resources (200 vs. 300 of each type) much longer train time for units (e.g. villager 25s vs. about 10s) early break in villager production due to the Feudal Age upgrade Honestly 0 A.D. is an insane race compared to that... -
A few small tweaks which would balance out some Civilizations
Palaxin replied to Mr.Monkey's topic in General Discussion
Hm... Some good players reported to hit 130 or even 150 pop at 10 min in 0 A.D. If I remember right, similar numbers were not possible in AoE2. I think the early game of 0 A.D. FEELS slower (because you have not that much early game choices like in AoE2 I guess) but actually you produce more units because of batch training and because all early game population can gather including fighting units... Edit: here is the claim for 150 pop (against AI though) -
Gameplay Feature: Battalions and Formations
Palaxin replied to wowgetoffyourcellphone's topic in Delenda Est
What about unlocking battalions either in a tech or with a phase upgrade? E.g. you start in village phase with few units where micro work grants significant benefits and is still not too annoying. When you hit town phase or city phase at the latest, your population has grown to a point where single units really do not matter any more. Thus battalions make sense here... I would still advocate battalion dissolution as in some cases it wouldn't make that much sense to send a troop of soldiers e.g. scouting Edit: what about this three-step model: village phase - no battalions town phase - simple battalions without musicians, officers, ... and only some standard formations available city phase - battalions can be upgraded with musicians, officers, heroes... and special formations like Testudo become available -
Wow... Very beautiful! Make this map available in A20, please! For challenging AI games probably more open space around the CC is needed... But I would still take it as it is.
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one more German here GMT +1 (winter), GMT +2 (summer) My nickname actually issues from my preference and excessive use of Paladins in AoE2 when I did some LAN parties with my friends many years ago. If they tried to counter with spearmen I just smashed them with siege onagers. gg with 40+ Paladins then. We all didn't play often, so they didn't come up with some more effective strategy. Whatever, I somewhen wanted to write an epos inspired by Lord of the Rings and Greek mythology. When I was thinking about a name for one of the main characters I was just modifying the word "Paladin" in several ways and came up with this one. Actually the project wasn't going anywhere further than about 50 pages of notes and drawings... And when I first had to choose a nickname then I took Palaxin and ever since then. I think once I took a different nickname ("Nougatschnitte") which literally means "nougat sandwich" in German but is also used for hot chicas Back then I had a friend who essentially called everyone and everything a Nougatschnitte (and influenced me badly) EDIT: actually you call chicas "Sahneschnitte" (cream sandwich) in German, but "Nougatschnitte" is the invention of this German Let's Player. Obviously my friend used that word so much that I forgot that it doesn't really exist Sorry for going so far off-topic!​
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Sony Vaio Pro 13 Ultrabook Intel i5-4200U, 1.6/2.6 GHz (base/turbo), 15W 2x2GB DDR3 RAM, 1600 MHz integrated Intel HD 4400 128 GB SSD directly on mainboard via PCIe (6s booting record!); external 1TB HDD 13.3'' Full-HD touch display battery: officially 8h, >10h possible when idle weight: a bit more than 1.0 kg (carbon) costs: 700€ Would have cost 1000€ at least, but I got it cheaper since it was an exhibit. Super light, long battery and boots in no time (probably faster than sleep mode on my old notebook, lol). It's just the best thing for university and I have to grin when various people drag their laptops including power adaptors and looking for some socket (I was one of them once....). Had some hardware/driver problems at first though, but has become quite reliable now. Is not really suited for gaming, but handles all my old RTS games with ease (if I get them running on win10)... Of course 0 A.D. is a different story but I think with multicore support there is much possible.
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Atlas does only have access to the public folder, not to the mod folder? Because I can't use the new ores when I load the mod from the game UI. This means you have to add/overwrite files in the public folder to use Atlas or is there another solution?
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Thank you Actually I added white sparklings to silver ore and the existing sparklings to gold ore (size a bit increased). This should show the value of these ores, whereas iron and copper do not have sparklings. But it would be very easy to add sparklings to them, too.
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I admit that the gather rates are somewhat experimental, but I think it would be nice if the ores would differ in more than just textures.
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Good idea, I included less workers for more valuable ores (though more than 8). Each ore provides significantly less than the 5000 metal of the default ore, so it should be possible to place more ores and more different ore types on the map. I think 3 types are a good number, so usually we could use iron, copper and silver. Gold could be reserved for scenario and skirmish maps where they can be placed carefully
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MinMod Version 0.1 is ready! You can get the download at my first post. I can't get the mod be displayed in the 0 A.D. main menu UI (where you should usually select the mods). Can someone tell me what I have to do? I thought it would be enough to place the mod folder in binaries\data\mods, but it doesn't work that way I made it work by overwriting the files in the public folder, but I know it is not supposed to make changes there... Sadly I can't work on the mod in the next weeks or maybe months due to my bachelor thesis. Feel free to try the demo map, create own maps, and make your own modifications (most can be done in the templates).
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Nooo, I don't want a detailed model in 0 A.D.! Just did a comparison and tried to explain why I personally don't like a resource like coins in the game. But other people can have other opinions and that's Ok I think we actually have enough (and the right) resources, but gathering them could be made more exciting. It would be interesting still to see some mod one day which introduces a resource limit determined by the sum of your buildings on the map. E.g. each CC +5000 resources and each storehouse +2000 resources. This limit would be the sum of all your resources (not a limit for each resource type). So this would require a little bit more economic management for your city. Haha, looks similar to Settlers I/II. Settlers III actually nearly was the first game I've played. And btw even if you had about 30 resources/goods in this game there was a solid roster of 3 military unit types to crush your enemy which also was the ultimate goal in most games. It just didn't look very tactical when a swarm of 500-1000 soldiers flooded the enemey territory like a liquid and filled your entire screen (my record were >20000 civil units) I actually haven't played RoN, but with Stronghold Crusader I've experience that even complex economy and complex military can work together. In the end, we all know that 0 A.D. won't introduce a new resource system because it works fine as it is. I even heavily doubt that a single resource will be added and I actually do not have a problem with that. As I said, make gathering the existing resources more fun and its better than every new resource you would add.
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Ah I have to check this mod. I was already starting to think about a farming mod after this one... However, I don't like infinite resources that much. I could only imagine to have theoretically infinite resources but the gather rate slows down the more you have already gathered (like in real life mines). You could extend gathering by techs to some extend, but I think in the late game there should be a point where resources get sparse. You are probably right with the gold mines being to small. Actually you could just walk there with 30-40 fully upgraded workers and get the 1000 metal even without extending your territory. Probably I will have to nerf the gathering rate a bit and increase the size.
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not yet I tried to use a script to modify the many files, but %'@#& Windows denies write permission all the time though the property --> security settings say I can write... I've already modified 200+ files in total and I still have to do nearly the same number. Upgrading the animation for all possible infantry models is insane, you have something like 3 ranks * 5 units * 12 civs Thank you, I will do my best
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Not sure if that would fit that much into the current resource system. In my opinion we have only basic resources so far whereas coins are goods / crafted things which actually fit into more detailed resource systems (see my models below ) I think the current resources are quite good because they are - consistent: all physical resources - general: no special resources which might play a role in the one game and not in other games - special resources are more or less included in the general ones My "resource philosophy" is based on the following three models. If I want to add a resource I have to think if it fits well into the existing model. Actually there are many games which do not fit in any of these categories, often when mythical / fantasy or non RTS elements are involved. SIMPLE MODEL number of resources: about 2-6 resource types: very general resources, often grouping more special resources, no recource processing like metal melting from ores examples of frequently used resources: food, wood, stone, iron, gold resource storage: stored in a cloud, usually no limit examples of games: 0 A.D., AoE and most other RTS If I had to add resources to 0 A.D. these would be in the following order: 1. water pro: the very basis for life - no much explanation needed contra: could be included in food - doesn't really make sense to me though --> used for training organic units and building/reseeding fields --> can be obtained at wells, and some civs may develop cisterns and aqueducts in late phases; efficiency would depend on ground (slow gather rate at dry ground texture, high gather rate near waters, mountains or on grassland) --> especially dry and desert maps would become harder and more strategic, oases would provide additional benefits 2. clay/silt/mud pro: a lot of cultures built their houses entirely or mainly of mudbricks contra: could be included in stone, some cultures didn't use it much --> African and middle eastern civs may extensively use this resource for building --> can be obtained easily in pits --> could be also used for pottery/trade 3. split up metal in two categories pro: noble metals were used as coins and for decorative purposes whereas other metals mainly for tools, weapons, construction and practical purposes --> metal includes iron, copper, led, copper, tin, zinc, ... --> noble metals include gold and silver 4. textile (could be named similarly) pro: very wide usage in all cultures like cloths, carpets, sails, ropes/nets, ... contra: is not an inorganic resource like the other ones which can be collected from earth (breaks consistency) ADVANCED MODEL something between simple and and advanced model; therefore many inconsistencies and rare usage (either I don't know good games or this model is partly my own creation ) number of resources: about 6-15 resource types: usually no goods / crafted things, but more detailed basic resources than in the simple model examples of additional resources: coal, different ore types (iron, copper, ...), oil, salt, ... resource storage: usually in a cloud with additional features like resource consumption over time by units examples of games: Cossacks DETAILED MODEL number of resources: about 15-50 resource type: all types of resources, detailed differentiation, also crafted "resources" / goods resource storage: physically existing place with limited capacity like a storehouse, resources are transported between processing and even to construction sites (not necessarily) example of games: Stronghold series, The settlers (more known in Germany), Anno probably (haven't played it) - ususally these games are less focused on warfare and more on economy (Stronghold being some very nice exception)