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Grugnas

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Posts posted by Grugnas

  1. On 11/13/2017 at 3:00 PM, Nescio said:

    females and infantry can gather food.fish (useful if there is fish in shallow water)

    this is really nice! i was wondering if it makes sense to have citizens able to use fishing rods in order to fish in "fish pools" from a let's say 10-20 meters distance  and basically have them fishing faster while garrisoning fishing boats. it would even be visually pleasant with a proper animation ( i am not aware of the used fishing techniques though but perhaps nets would be more effective in mass fishing )

    • Like 1
  2. Preventing an opponent to build a civic center near own territory borders is quite easy because of the high vision range. Perhaps civic center influence is too high as long as a couple of civic centers are able to cover most of the map ( maybe my pov is influenced by the fact that athenians could build walls in neutral territory but this is never possible because most of times there isnt any neutral territory at all in late game) and a slightly lower influence would let players build more in order to gain influence

  3. 45 minutes ago, wraitii said:

    This is most likely the direction we'll take. I'm pushing for also having a "walk together" behaviour that sort of mimics AoE 2 formations.

    how so? do you mean remove citizen soldier thing and train units directly in battalion batches? the definition of "hard battallion system" isn't clear enough to let me think that it would be something better than BFME system.

    There isn't any advantage into having a battallions only system that a locked formation can't perform except the better flexibility that the latter one has ( i talk from the player experience point of view) as long as units within in formation can behave differently from single citizen soldiers units which are able to also perform building and not military-oriented tasks.

    Matter of fact having a formations with military bonuses would  discourage taking fights without using any formation thus keeping the advantage of micro management and the advantage of battallions macro management when needed.

  4. On 11/11/2017 at 2:53 PM, stanislas69 said:

    Have you heard of LaTeX ?

    https://www.sharelatex.com

    For 0 A.D. I believe it's ticket #1843 it was used to generate a manual.

    actually latex is really powerful but i always wondered if it is really worth to use it.

    What i mean is that this seems more like a scripting language than an "advanced" text editor thus it will require practice and to remember scripts and libraries that perhaps one can easly forget over time thus not so "time saving" even with practice.

    But sure, if you want to invest more time for something of really fancy, LaTex is the way to go.

  5. 1 hour ago, Sundiata said:

    I'm sorry, but I thought formations are broken? In my experience, putting units in formation right now is like sending lambs to the slaughter. The point of units moving at the speed of the slowest unit in a selection, is to make them less vulnerable, not more...

    Formations are bugged because units have problems into finding own position in the shape when near obstructions. This means that the whole formation wont move if 1 unit get stuck (i am sure this mostly happens when the members are reaching own position in the shape when forming the formation ) nor attack thus you are forced to delete whole units within formation.

    I was thinking about a system like for control groups hotkeys where if you lock a formation through a button in the middle panel ( where u see the garrison, repair, deletr icons) , whenever you select an unit within formation, the whole formation will be selected just like a battallion with the flexibility to disband and modify it whenever you want ( but code comprension is quite nasty)

    • Like 2
  6. 40 minutes ago, Satoral said:

    1. MOBA - The most popular multiplayer games in the current world of gaming. DotA was the most popular mod in the gaming industry and 100 million people are playing LoL per month according to an estimation of September 2016. As there is no MOBA which is open source, there would be the greatest potential.

    a Moba-like game is somewhat i thought a lot yesterday night and it is something that i really wish to see to come to life!

    2. Stealth-oriented RTS - Commandos and Desperados showed the great potential of these games, but they are terribly outdated and no one carried this genre in the present age. There are still modders for Commandos, but they are limited to the boundaries of their engine. In this case, 0AD could revive a whole genre.

    Still can't understand how such games like Commandos series dorpped their popularity long the years..

    My suggestion for the medium-term perspective is addressed to the community. In my opinion, it is very important to focus on the quality of a few mods instead of making many mods. When I look into the modification section, I see countless abandoned mods with great ideas and most of them are not even playable in A22. The community should unite to make two or three mods which are presentable for the audience. Here are some exemplary ideas for such mods:

    1. A continuation of Delenda Est - It combined interesting new factions with gameplay and balancing changes. In my opinion, Delenda Est was the best mod for 0AD so far and a perfect alternative for the vanilla game.

    2. A mod which covers the 19th/20th/21st century - As I saw in the modification section, there were already attempts to realize modifications with this scenario. I am sure that a mod in the style of Sudden Strike or Blitzkrieg could attract a lot of new players.

    3. A unified balancing mod - The whole community should work on a balancing mod and find a suitable consensus for this issue in a democratic way. A good competition of the best ideas and steady progress in the right direction would be profitable for everyone.

    Meh! balance is a thorny tabù >:P

     

    • Like 1
  7. the yellow made a nice resistance and didn't resign even in hard times, and that was great.

    My army was composed mostly by slingers because they don't require metal, stone is easy to gather and because they are effective against building.

    Another nice strategy with ptolemies would have been to expand with military colonies and train many rank 2 skrmish cavalry which perhaps would be effective even against camel archers.

    Sieges Towers are fun but perhaps too powerful against buildings ( matter of fact a % of their attack is crush damage ) and really easy to destroy of the damage they do against units. On the other hand they require many soldiers to work ( on a 150 max pop game, you can garrison max 11 siege towers). If orange would have trained a couple of rams, he could destroy all my towers ( this is also the reason why i used slingers. they are quite effective against sieges too ).

    One of the most common mistakes is to not retreat cavalry and heal them by garrisoning a temple or a civic center in order to get full health higher rank cavalry for future raids, and never get phase 3 because too busy raiding.

    • Like 1
  8. I like the idea of having a temporary aura draining resources in order to stay active, but i can't imagine which benefit it could do ( there are several economical and military technologies with a discrete cost that make the job ). Perhaps gathering faster by moving faster only in own territory? ( it would affect also soldiers which is bad )  converting a percentage of gathered good into another good? there is the market already for this kind of task, and if you find yourself exchanging 100 good for 1 good only, there is something wrong with your strategy.

    Afaik many people talked about a structure able to heal soldiers outside own territory, you call them "altars", but perhaps the building couldn't be built by healers but need them to garrison or pray near it (like happens in DE with the glory resource ) to expand structure healing aura range. I am not a huge fan of garrisoning units into temples because its limit of 20 units only isn't enough and giving priority to most wounded units by micro-selecting and send them to garrison a temple is quite too meticulous task.

    • Like 2
  9. 12 hours ago, tuk0z said:

    Oh! now you said it Grugnas that's right, the diff between 1v1 (where you just won't have enough free time/resources vs a skilled opponent) & team ones. Thought even in team matches, it may be not that fun to stay in da towerspider position ,-) while your buddies go make the loot ! he he

    BTW 0 A.D. Alpha 22 Replays Game 4 Part 1 The City Fortress another good replay catched by Anavultus :)

    lol, part 2 is even more interesting :P

    Indeed a "tower spider" city will protect you from skirmish cavalry raids (melee cavalry is healthier and has higher mobility thus palisades may be a better choice) but the idea is to use towers as support to units into defending from cavalry while expanind elsewhere. Matter of fact cavalry is just a better version of infantry and this is a limit to strategies choices because everything infantry can do, cavalry does it  better as long as you can mass produce them ( that's the main reason of why ptol archer camels are overpowered ) which is kinda easy in early game because food is the easiest and the most important resource to gather at start ( see berries bushes with 100 wood costly tech and animals ), while later in the game your soldiers production is blocked by lack of other resources even after researching the wood technology ( while 15% wood gather rate isn't that big and perhaps just unlocked to search the next techs and not for a noticeable economy improvement, 50% wood gather rate allow you to keep max 15-20 women or soldiers on wood and use the rest of your population for massive attacks),  mostly by lack of wood ( another reason why towering the whole area is hard to do without keeping women uncovered ).

  10. in savanna biome there is always plenty of minerals and stone, this is balanced by the lack of wood (baobabs still yield more wood than other trees), while playing in other biomes you can still use market to barter resources for stone, which is kinda profitable( champions aren't a must to win anymore, and catapults still use stone ).

    I recall a 3v3 Ambush map where short wall layers could safe a zone at the entrance of a canyon and more than 4k stone stockpiled.

    Some civs like ptolemies, romans and iberians have higher stone costly barracks but they also have other advantages ( an example is the roman siege wall which costs wood ).

    I am sure that mines number is proportional to the map size, this means that if you choose to build 10 fortresses in small maps, you are in a point of the game where you could end it already and perhaps to start a self-trade route. Still 10 fortresses cost is 10k stone gatherable from the starting quarry and an additional one.

    The issue with walls IMHO is that wall turrets kinda double wall layers health and they have no minimum distance restriction like defense towers do, thereby they are exploitable by concentrating many wall towers in a small place, being able to kill elephants with ease ( like someone likes to do  :rolleyes: ).  i guess that 1 wall turret is even cheaper than a sentry tower.

  11. 2 hours ago, JuKu96 said:

    And caused by this, you cannot really build big walls anymore, because you dont get enough resources in early game to do this. So walls becomes more and more irrelevant. But we should fix that by increasing the amount of stones in stone mines.

    Beyond civic center, wonder, defense towers, fortress (and let's say 450 stone if you research all the economy technologies ), barracks (for some civs) and slinger and catapults (which aren't trained by most of the civs) there isn't any other thing costing stone. Considering that a single mine gives you 5k stone, probably with 2 or max 3, stone walls are really easy to build.

    A good example is how fast can britons build a fortress despite their economy units are mostly slingers.

  12. 39 minutes ago, tuk0z said:

    I noticed Kizitom was a bit lazy in his early eco dev IMHO, eg at 2:30 he'd gathered only 1/2 wood and as much food as Skirmish -who didn't wait 5' to start his 1st tech upgrade. Skirmish still had an eco advantage untill well after kizitom's effective raid.

    this is perhaps the only reason why the strategy worked.

    At same skill level, this can be a discrete strategy in team games when opponents' focus is spread between the other players, but it won't work in 1v games or in 2 or more vs 1 because you would use too much wood and soldiers to garrison defense structures, which is a lower gathering rate resource to gain than food ( primary resource to train cavalry with ) especially in early game when you are able to research fruit increased gather speed and hunt nearby animals, which incentive also cavalry train.

    Also, towers have a minimum distance build restriction thus 1 single tower has to deal with more cavalry than they could seriously damage and force to turn around defenses.

  13. 15 minutes ago, Nescio said:

    PS Those additional selection markers have been accepted by elexis and are included in the svn. Healers now have a plus-shaped marker in A23.

    that's amazing. As said before, i wonder if this could be used as excuse to get rid of the support class. Having more units of "support" class with basically nothing in common is a bit messy.

    • Like 1
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