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Grugnas

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Posts posted by Grugnas

  1. I guess that you posted on the wrong subforum again. Anyway, standing at the first lanes of the link that a user already posted on another thread:

     
    Quote

     

    0 A.D. is released as open source: you can freely use, copy, modify and
    distribute the game's source code and data files, as long as you include
    attribution to Wildfire Games and let anyone freely modify and distribute any

    of your own modifications to the game's files.

     

    this means that you can modify the game as you fish as long as you say that Wildfire Games made the game and that your version is a fork of their game.

    ( basically it is like releasing a p2p mod )

    • Like 1
  2. in that way players accidentally disconnected would get counted in such a system.

    the host can just close and open another room and play with more trusty players ( which you can even add as buddy in order to get note of friendly players ).

    A black list system allowing to mark players as untrusty ( like happens with buddies ) and eventually blocking them from joining games hosted by you would be nice.

  3. game 1: skirmish cavalry won the game because, despite spear cav moves faster, they can't trade skirmishers.

    game2: romans vs romans more interesting than first game because both had spear cavalry. BIG MISTAKE:  you kept harrassing opponent wood workers instead of forcing his women on fields to garrison and being unable to produce food ( like he did in the first game ).

    briton games: the most equilibrate one since slingers seems to be nice to protect workers from skirmish raids, plus they can be trained so easy that it would be even a bad decision not training them. borg- was able to attack with infantry in both games because of their cost. Indeed the slingers advantage is even more relevant when the opponent has another civ than britons with higher houses cost.

    cartha vs sele:  despite borg had MANY soldiers on wood and 2 towers, they couldn't trade skirmish cavalry. Borg made a big mistake  not training skirmish cavalry tho since he even had hunt advantage.

    conclusion: Towers have no effect on the game flow thus their weakness and players have to rely on soldiers only which can be uncounterable whenver the player picks the right decisions. The balance is broken ( one could even argue that accuracy rework wasn't intended to affect the gameplay but a way to make code more clear to read since there were no discussions nor complains on balance in the previous alpha. at least in public topics. )

    • Like 3
  4. 19 minutes ago, Sundiata said:

    Having a rock-solid eco or not doesn't stop people from doing this. Can we please agree that building 10 or 20 barracks is totally ridiculous, ugly, and undesirable and not how barracks are intended to be used. 1 barrack should train a battalion of 20 units. Not 20 barracks producing 1 unit each (and game mechanics should be geared towards this). How can you even argue with this? That's really beyond me. It's counterintuitive, in-organic, unnatural and ugly. It's a cheap trick, that's all.

    It isn't ridiculous if you mean to train champion units that require more than double of citizen soldiers training time, and perhaps it is also intended as long as there are no alternative unit recruiting structures.  Still you can kill all ranged units you want with siege towers :rofl:    With the implementation of new recruiting buildings, that won't be an issue anyway.

    Batch training is a feature added later furthermore based on the previous training mechanism system that intends fast training soldiers.

    Perhaps if you let your opponent to invest 3k of wood into barracks with no way too defend, you deserved to lose :P

    Anyway I think you see the issue from a wrong pov aside the "ugly same building spam", and that's obviously the units balance.

    E.g. you have no chance against britons as roman and no chance against romans as ptols ( i even lost some rating by stubbornly not using romans vs ptols on purpose :fish:  ).

    Expanding has its risks, and i bet that hardly someone can build 10 barracks in the middle of the map gaining disadvantage. if not, as said... sneaky cavalry his base is the way to take down the barracks with ease..

  5. 54 minutes ago, elexis said:

    (Perhaps we should simply lower the batch training benefit)

    I agree with that since the value is too hard to handle and has high snowball effect, perhaps something more linear would suit good aswell.

    45 minutes ago, Nescio said:

    This would favour players who control lots of territory (and already have the advantages of resources and space), penalize players who're slow to expand, as well as make it harder for players who're under attack, have lost a centre or two, and are now trying to rebuild their army.

    Totally agree with this, not taking into account civilizations with military colonies counting as civic center which would have bigger advantage.

    Quote

    I am not against infinite barracks spam because a rock solid eco is needed for this [that's not really true though]

    thats really true, you'd need all wood technologies and there are better ways to invest wood into like armor techonologies ( at this point number differences would be less relevant ).

    Also, as said,  a big territory is not easy to defend since a smart opponent could simply stick around and capture your barracks.

    • Like 2
  6. 11 minutes ago, Nescio said:

    batch training and barracks spamming would probably become even more common in late game.

    I am not sure that it is really relevant as long as there are soecific units class buildings ( standing at latest structures commits ). Instead of 10 barracks training 10 infantry then 10 cavalry, you will have 5 barrack training 2 batch infantry and 5 stables traning 2 batch cavalry which needs more time.

    Still I am of the opinion ( i'd go in this direction in my mod in a23 ) that a Ranged or Stable structure would be kinda meaningless from the gameplay pov since 2 separate buildings ( ranged and barracks  or stables and barracks ) would already do the job. Training 1 or 2 units per building is kinda frustrating and perhaps confusional. Imagine mauryan building barracks in order to train spearmen only or ranged strcture for archers only.. I am of the opinion that Barracks and Stables would suit the most, plus splitting the blacksmith in 2 or even 3 separate buildings will also greatly increase the number technologies researchable:

    Blacksmith = melee units techs

    Ranged Blacksmith = ranged units techs

    optional:  Armorsmith = defense techs

    the idea would be to have Cavalry and infantry would share the same Weapon techs but diffferent Armor techs  ( weapons and armors are crafted with more fine techniques and technologies )  while class specific techs could be researched into production buildings ( stables and barracks ) as result of soldier skills training.

    • Like 1
  7. On 18/12/2017 at 2:44 AM, Voilier said:

    Hi

    I'd like to report that the shortcut that creates a group "Ctrl + 1" doesn't work on my configuration.

    I'm on an imac. And the Ctrl key and the numpad works correctly, i checked on the in-game chat.

    Or maybe I'm doing it wrong ? I select units, then press "Ctrl" and at the same time "1". But nothing happens ...

    Thanks in advance if mac users could help me :)

     

    I am pretty sure that shortcuts works on mac before i changed them although i changed the keyboard since imac keyboard is so uncomfortable and it hadn't numpad anyway. Did you try to write numbers in chat? if keypad numbers and ordinary numbers are displayed in chat, there shouldn't be any difference..

  8. 15 hours ago, stanislas69 said:

    I'm not sure destroying tree is a good idea. That looks like a good multiplayer exploit where you spam enemy territory trees with buildings to destroy resources. 

    Generally Wood is easy to gather and only romans/athenians can build walls out of own territory.

    Anyway in AoE  was possible to build over an already chopped tree only ( isn't possible to move in the forest anyway )

    1 single tree could spoil the whole defense (it could let a hole between houses or walls) even if the player doesn't want to wall over his external forest which is the primary wood gain, thus counterproductive.

    Perhaps a build time malus could be applied whenever the player is trying to build on trees if you think that spamming on enemy territory forests would be bad.  Building slower would make the task harder to accomplish and easier to detect by opponent.

    ( perhaps there could be a way to order workers to give priority to resources on placed foundation then gather them and build instead of delete them?? )

     

    Quote

    Ugly like building farms around the CC (an illogical AoE convention)

    From uban pov that's wrong but there are only disadvantages into building farms far from cc. Anyway having a farmstead aura would be nice since a rectangular shaped aura would come in handy also in other applications ( like spiked wall damage over time to nearby units similar to the trample damage of Cunobeline in DE mod :P ). the bell's alarm is defined into Civic Center structure while having it as ability of women would let the player to select the interested women only and order them to garrison nearby structures ( it could be useful for soldiers garrisoning towers too ) anyway there is something going on by @temple.

    Quote

    l allow myself to bring up another pet peeve. When playing MP, a lot of pro players build a very large amount of barracks. I've played games where my opponent built 15 barracks right on my border, and kept training 1 soldier from each, simultaneously, creating this constant flow of units. Like yesterday, I played a game where an opponent built about 10 barracks (all in the same place) to attempt the same strategy. 

    I am not against infinite barracks spam because a rock solid eco is needed for this and there are many counter tactics ( also something will probably change with the introduction of new buildings since barracks untis production queue will be splitted among different buildings ). You can still sneak with a bunch of horses and capture + destroy barracks as counter tactic ( it would require 100 men to garrison into 10 barracks in order to protect them all).

    Perhaps many players didn't realize it but the game is kinda frenetic since 10 sec for a soldier to train is quite low and usually using batches to train soldiers from fewer barracks helps to use the stockpiled resources and it is basically a battalion-like training system but building many barracks is always more efficient and it let you make a lot of pressure with a meat wall of soldiers since they can be replaced very fast, and this in parts kill the military strategy.

    • Like 1
  9. On 12/17/2017 at 1:15 PM, Grigoris said:

    I agree with Sundata, that city building ends up often in too mechanic-practical ways. Multiplayer games escalate pretty fast, there's no time left to build a city with walls (even wooden one). I think some reasons are because of the unit system: every citizen soldiers can be used as full soldier, you don't need really walls for protection from enemy soldiers. Walls won't help much a more "peaceful" developing city anyway. Nowadays in fights you got the winning majority or you loose (even against AI). City building can have really low priority, expensive walls can be destroyed by masses of unorganized citizen soldiers in no time, without siege machine.. Houses are much cheaper, fast built, useful and don't cost too much. Don't understand me wrong, i like the concept of citizen soldiers, but it feels a bit overwhelming in some situations. (probably we could do a group of players for more roleplay focused city-building :))

    Good idea. Now we can build dropsites and do research (faster gathering, ..), because CC alone isn't helpful over time (ressources deplete in area). Why not a similar system for to store ressources? If i want to store more food, i need some sort of ancient granary, or other storehouses for different material? (Question: can worker be made to stop gathering ressources if store full?) I would like this :)

    This thread pretty escalated to a collection of different ideas :P

     

    structures could destroy trees when the foundation is placed and started to be built since most of times environment prevent an effective defence ( there is always a sneaky hole where to pass through the walls).

    Perhaps a limit for resources isn't really needed since a smart player will always optimize his resources and never stockpile stuff and a city builder will build for his city good looking regardless the amount of resources he has.

    But sure, a delivering system would be fun. A system where resources are delivered to near storehouse / farmstead then transported by a wheeled unit ( like a trader )  to the market or civic center and effectively gain resources. Eventually, capturing an economic building will also grant to the capturer the amount of resources stored in it ready for the new deliver destination.

    What the game needs is to enlarge its community in order to have modders that can effectively write down fresh ideas even if those aren't implemented in the main distribution.

  10. On 12/17/2017 at 3:28 AM, ddb_brutus said:

     

    Thank you again, Hannibal Barca and Grugnas!

    I am getting better by the day.  I figured every map is different and there is no definite plan. initially l, I dare to spawn about 30 females out of the first phase 90 pop. I continue with Miele and range citizens. The ratio depends on how advanced the opponent. 

    I place females and Miele away from cc, so they don't scramble to CC if I have to hit the panic button, I place range skirmisher around the CC so they provide range cover if I have to whack the intruders with Miele. Since Miele cannot hides in houses, they are easy to group and sent to defend whatever building is in danger.  If the attack is bogus (5 1st phase cavals)  I don't have to panic at all

    I don't mind lower ratio farming rates for the benefit of defense, skirmishers gather slower but they walk faster so food gains are tolerable and I can compensate their low rates with a farm or two more. Miele walk slow and storage has to be tight to the resource I guess

    I now defend most of the 1st phase raids, still, have problems when good players come back with the vengeance. ( 5 rams and elite cavalry) I am still clumsy in 2nd phase. soldiers bump into each other when defending I forget to assign them defensive roles in the heat of the game, I get overwhelmed with larger pop etc.. ill work on it when I perfect the first stage.

    I still have two more questions about the first phase;

    1. If you look at my farmers at 7, 1/3 I don't understand why they take foods to the cc if the farm is closer to the farmstead? Is there any way to fix that or is just the way it is?

    2. when I hit the panic button, why some remote citizens within the border of the village but kind of far ignore the silver panic alert?

    I truly appreciate your help!

    Usually workers always deliver resources to the closest storehouse / farmstead instead of the civic center then gather stuff near to the place where they deliver goods.

    Alert bell has a fixed action range, that's one of the reasons why having women near the civic center to gather food is convenient beyond the fact that it can protect many units

  11. I'd instaban them all XD

    Known and trusty players do not need any rating to play in high skill games and no reason at all to adjust own rating as long as there is no improvement in the balance overall.

    A "seasoned" player knows the policies thus it seems more like a provocation to me since they do this in front of moderators if those ask them to stop.

    EDIT:  Anyway i hope that the rating system will get a reset after the alpha stage for something of more sophisticated like "Quick games" search made by picking an average of rating of reference

    • Haha 1
  12. usually 6 batch is more efficient than 5 but  having a batch size of 2 is just more flexible in most situations because you can go up to 4 or 6 and such.

    Some top players even switch batch size depending on how many resources do they have ( 6 at start then 3 or 4 depending on the situation ) which is the MOST efficient way to invest your resources ( pop cap permitting )

    • Like 2
  13. 10 hours ago, ddb_brutus said:

    thank you SirPope and Grugnas. Ill focus on low resources, citizen male farmers and allocate more to wood gathers.

    I knew mixed farms produced more but didn't think it made the difference.  i need to figure out the definition of "mixed" is it at least one woman on the field or one woman on a granary?

    1500+ players raid me right after my town phase chimes. I think I am getting the point.  faster build, male citizen, and blacksmith first.

     

    Is the blue circle around the females 10m inspire range?

    Yes

    thank you!

    if "mixed" means using soldiers to gather food into grainfields, that is counterprductive. Matter of fact, you can find in the technology tree the gather rate of all units and will notice that soldiers have very low food gather rate thereby you shuold always use women only gathering grain.

    Farmstead is only used as dropsite to deliver food. Usually grainfields are built near the civic center since it can be garrisoned by women in order to protect them from eventual raids with the addition of some houses.

    Basically as long as food is proritized in early game and that you will always have wood problems whenever you try to constantly train infantry soldiers ( any unit but slingers and perhaps swordsmen ) due its initial low gather rate, training cavalry is always effective ( you can then build corrals to keep your cavalry busy ).

    Although market is the first structure to build in Town Phase in order to get advantage into goods bartering, I guess that blacksmith could be a good variation only if you plan to research Armor military technology and attack as soon as possible.  This because there is a health increase between phases ( 20% Village -> Town  and 10% Town -> City ) and, since armor is computed on % hp ( it should be exponential: +1 armor is kinda equal to 10% hp that your soldiers would gain by phasing up), you can use at your advantage the fact that you already have many soldiers gathering wood at high rate and quickly gain the same advantage your soldiers would have when phasing up ( and eventually barter the surplus wood for metal or stone).

    • Like 1
  14. I suggest you to start on low resources ( 300 ) since it is the standard in multiplayer games among medium-high skill players.

    While prioritizing food is the way to go in Village Phase, it is also the resource with the highest gain/sec you can have that grants you an adeguate defense, basically because cavalry is a nice defense / offense and can also hunt high rates of food.

    You will need 5 grainfields then, and eventually 1 barracks if you want to train out soldiers and boost your population as fast as you can since soldiers gather wood faster than women ( there is a threshold after you can notice the difference between soldiers and women gather rate on wood ) to eventually switch from wood to mines.

    if you have advantage in population and/or not enough food gain, you can still research technologies before to build your 6 and 7th grainfield ( usually 7 grainfields grant enough food for almost any situation but for champions and especially champion cavalry )

    • Like 1
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