Jump to content

Hannibal_Barca

Lobby Moderators
  • Posts

    410
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Hannibal_Barca

  1. 15 hours ago, ddb_brutus said:

    I guess I need a better mouse and keyboard shortcuts to execute faster.

    You can rest easy on this one. For years I played with a mediocre mouse that started to die so at the end it was mouse left-click + touchpad right-click. Now that's solved with a new mouse but I never really use keyboard shortcuts much - maximum barracks group and keeping track of enemy hero in regicide mode

     

    15 hours ago, ddb_brutus said:

    I like Spartans simple strategy and choices if i get to develop and can use natural barriers,  but I lose if oppo comes right after me early in the game, on wide open and if there are no natural barriers to fortify my build. 

    early start off is crucial so I suggest watching good players and copying strategy. Never go into fight 1 by 1, always attack grouped (quick grouping tactic that i use is to put them in formation for a bit so that ones behind run to catch up)

    The next crucial "trick" is "dancing":you move 1 unit ahead of the others in front of enemy, making it go back and forth and changing directions to avoid missiles - alternatively select damaged horse to retreat behind lines and see enemy units chasing after it while under fire

    When retreating a group or unit you must dance too - minimizes casualties: NEVER retreat in a straight line. zig-zag is the way to go.

     

    Rest depends on concentration, skill, experience and luck :hammer:

    12 hours ago, stanislas69 said:

    I guess playing games as observer, watching replays, and asking good players

     

  2. New release

    • Exotic technologies for each civilization - main goal for now is 1/civilization so feel free to help out fill the missing ones
    • Hero abilities
    • XP trickle added (thanks to patch by @temple - btw this should be added to vanilla too)
    • Stables added

    vox_populi_22.1.3

     

    Note: Due to some problems with my installed version and compiled version buggy response I can not test the mod, @(-_-) has been trusted to complete this version so please refer any bugs to him

  3. Just now, Nescio said:

    People living in the city phase should rely mostly on grain; bread was already a luxury for city-dwellers in Antiquity. Those living in villages and on the countryside had plenty of space to keep livestock and typically had a much healthier and varied diet, which also included cheese and occassionally meat.

    But that still doesn't justify a 100% livestock diet :)

    So they can do fields + corral supplement

  4. 15 hours ago, causative said:

    Compare them in age 1.  In age 1, in vox populi you get husbandry and in a22 you get stockbreeding.  The vox populi corral produces 2.26 times more slowly (+126% train time).  The math is (2 * 0.85 / 0.75).  That means you need more than twice as many corrals in age 1 for a given production, and more than twice as much food tied up in producing sheep - more than twice the cost.

    A civilization in the village phase should rely mostly on grain. Some nomadic civilizations could get a bonus but not all

  5. On 10/27/2017 at 11:36 PM, causative said:

    That sounds less useful than Hamilcar's a22 aura

    It's an addition aura (btw I recall Hamilcar aura is global, don't need to drag him along on raids as he lags behind anyway)

     

    On 10/27/2017 at 11:36 PM, causative said:

    So, this means you need almost double the number of corrals for a given corral food production (more than double in age 1), and you need more food tied up building sheep as well.  In addition to the doubled cost, it's hard enough to cram enough corrals within your territory because they take up so much space, even in a22.  With twice the number of corrals, the problem of fitting the corrals in your territory would become just a big pain.

    This would just make players not use corrals.  Corrals aren't that great even in a22, except for the minor population boost if you are hitting the population cap.  Many of the best players, such as temple, use farms instead of corrals even while building and attacking with cavalry.  Other of the best players do use them.  But, double their cost and double their space requirement, and they would just not be effective.

    With both cheap techs you can train domestic animals at only +27,5% train time of current unupgraded

    Yes, IF you wish to go all-corrals your food production will be slower compared to current. In a22 you can get by with around 13 cavalry and 10 corrals, with this I'd expect 8-9

    Keep in mind that having sheep pop out as fast as/faster than they get killed and collected is a bit.. weird

  6. 14 hours ago, Servo said:

    @Hannibal_Barca i think you made a very interesting mistake in this mod that could be just fine for the gameplay! Honestly I stopped playing your mod coz the AI doesn’t make cavalry but guess what happend to my game last night?! The Iberians attacked me with P2 melee cavalries! I was wondering this morning maybe they built corral and research mounts but when I review his base there’s no corral!

    I think you might have missed to include the Iberians for cavalry restrictions if there is no mount technology researched. Once it reaches P2 the melee cavalry becomes available. It could be hardly noticeable/detectable  if you play the Civ coz the melee cav will be only available in P2.

    Think about it.

     

    Indeed Iberian cavalry seem to have been left unmodified, this was accidental

    I do not think it should be done like this though, I'm postponing the next version till I have added stables for each civ, this will fix the AI problem and make it more authentic

     

    Speaking about the next version, it'll feature hero abilities and a unique technology for each civilization. It will also correct some hindsights and things that were overlooked.

    • Like 1
  7. When stables are committed to SVN I'll take them and put them in Vox Populi, corral tech is a placeholder for something more logical

    I'll skip the ranges and siege workshops as those are huge changes, instead everyone can play the Persian way for now (infantry from barracks, cavalry from stables)

    This will basically solve any AI behaviour problems mentioned by @Servo

    P.S: Will AI behaviour have to be changed for it to build and use stables? If so I need to add those too.

  8. On 10/18/2017 at 10:41 AM, Nescio said:

    That shooting range looks really nice! And yes, ranged units were specialists: archery and slinging were skills which require years of practice (boys trained from early childhood); accurately hurling a javelin is much easier and could be learned in weeks or maybe days. On the other hand, non-mercenary melee infantry (especially hoplites) were typically untrained amateurs. (The famous Spartan Agoge training included dancing, singing, sports, chasing hares and clubbing them to death, etc, but not spear fighting or phalanx warfare.)

    Furthermore, it's great you're discussing adding cavalry stables and siege workshops. Hopefully you can also create elephant stables for all relevant factions. (And maybe a sacred band barracks (cart) and royal guard barracks (mace, ptol, spart), cf. AoE's Academy.)

    The bracket stuff would be overkill

    I think we should have the basics: Barracks, Ranges -  Infantry, Stables - Cavalry, Elephant Stables - Elephants, Siege Workshops - Siege

    • Like 1
  9. There are tons of possible strategies, the number of which are reduced due to the map and victory condition. The base fact is that if there is balance there can be diversity.

     

    In my mod, Vox Populi, I've rebalanced cavalry so that they counter each other in the sword>spear>skirm>sword way.

    Infantry have resumed their primary role in the composition of a basic army.

    Players can choose to delay the training of their own cavalry if they do infantry instead since cavalry can no longer win at such drastic ratios as in A22.

    One can opt for the cavalry rush which is still viable if you do it right (not just mindless train and blast the enemy)

     

    Or one can choose a risky but possibly rewarding boom involving a higher ratio of female population.

     

    In late game, you can access a Specialization mini tech-tree where you can go for melee/ranged and after that cavalry/infantry

     

    Meanwhile several other technologies added and little balances, additions.

     

    Remember this is a new mod under development but progressing.

    It aims to keep the unique 0ad concepts of citizen-soldier and those things you like to rant about so much ;)

    They are all parts of a whole that is the unique 0 A.D. style

     

     

     

    So summing it up, I think balance and new possibilities in the form of pair techs and mini tech-trees can improve this game a lot. Like DE but without some of the bullshit..

     

    There will always be spams but if those spams can be countered(possibly naturally) then it will result in many fun games especially where there are several players in a team. Many games feature spams, it's a specialized army that you need so that you can further research down that path. Mixes (sometimes called rainbows) will always be viable due to the different shielding, damage capacities of the given mixed units.

     

    Spams and mixes both have their advantages, bugs can be fixed, units can be balanced, things can be done if we work together in a CONSTRUCTIVE manner and not try to manufacture bigger and better Proof Bombs and the like to wipe out the defences of the other player who loves this game as much as you do.

     

    Work together and be sensible, the future of 0 A.D. lies in your hands so please don't drop it.

     

    Everyone has a place in this future, we need you all. We need @elexis with his neverending code fixes, commits and instructions; we need people like@wowgetoffyourcellphone to do their best, @Grugnas and the like to create mods to test potential features, @LordGood the artist, many others, and last but not least: people like @DarcReaver to incense us to such exorbitant heights that we end up doing something.

     

    I can't match you guys in post count and I guess there will be tons of counterarguments and whatnot by the time I check it out tomorrow afternoon so take your time in replying and stop playing argument volleyball.

     

    *Me out for today*

    • Like 2
    • Thanks 1
  10. Just now, DarcReaver said:

    He directly asked me to show my points. And since I've already written down a massive essay and contributed the stuff he can just go ahead and read those topics to get on the same level of knowledge as me. I simply don't want to waste my time to keep repeating and repeating my points.

    Doesn't justify anything

    It's the wording that makes you sound like an arrogant thug

    • Like 3
    • Thanks 1
  11. 2 hours ago, DarcReaver said:

    Read these topics before bothering me again, kthx.

    47 minutes ago, DarcReaver said:

    So maybe you should start to read something about "variety of choices" "strategical depth" and "gameflow" before lecturing me about how you beat up everyone else with your proness, okay?

    1) You are rude and thus not fit for the Gameplay Developer post that you applied for. No regard for others that don't share your views.

    2) You have not contributed anything in code, you just shout around for changes and don't DO or suggest any yourself

    3) You have not created a mod to showcase YOUR idea of this game. Go ahead with the "its a waste of time because the core game(which is broken) gets all the attention" line but it shows you are not willing to contribute anything just being rude on Forums.

     

  12. 14 hours ago, balduin said:

    1) The weakness of the Kushites is the naval battle on the sea (ocean).

    2) African Bushman vs. Nuba Hunter -> Nuba Hunter. One javelin throwing unit is enough. The Kushites have already many long distance units.

    3) It would be nice to have a tribe house or something where player can train the mercenaries.

    4) Kushite Icons and models would make the Kushites more kushite ;-) Therefor, please add them.

    @Sundiata what is your opinion?

    1) currently the case

    2) I mentioned that we got the actor problem, not so easy just to choose nuba one unless someone will actually make them

    3) nice to have != need, if no model then problem solved

    4) Noone questioned the fact that icons and models are needed. What was asked is that who would do them.

    13 minutes ago, Sundiata said:

    About siege-towers and battering rams: There is a very clear reference to the use of battering rams and siege-towers dating from the 8th century BCE. Written in stone, using hieroglyphs,  a stela dedicated by Piye of the 25th (Kushite) dynasty narrates the conquest of Egypt. I have had no luck finding references that date to 500BCE - 1AD time-period though. I have to clearly remark that there were many impressive fortifications in Kush, and internal struggles unavoidably led to siege-warfare within Kushite territory. When rulers put down internal rebellions, it often included retaking forts and fortified towns/cities. The nature of these fortifications was such that siege was necessary. I will be sharing more images of Meroitic period fortifications soon. The frequent forays in to Southern Egypt also meant taking some mighty impressive forts, some originally built during the Middle Kingdom but reoccupied by Ptolemies at some point.

    If want battering rams need a model

    Still I think they'd be OP

  13. *pics up broken mic - nasty glare at stan*

     


    Also if there is to be a choosing of a gameplay lead, it should not be just someone suddenly placed on the chair.

    Maybe some sort of election where the candidates would tell us their vision of the future 0 A.D.

    Where they would highlight the changes that they would try to do, what is their overall standing on the subject

    It's always a bad idea to walk with no destination in mind but isn't it worse to rush without thinking down the correctly-deemed path?

    If I wake up tomorrow and suddenly see that X just became gameplay leader or whatever and will now proceed to push through counters and whatnot, turning upside down the whole game, I would not be jumping with joy

    If X doesn't have enough influence to push through his ideas then what use is a lead? There is no need to appoint a head - it's just dangerous (could turn out to be someone like @DarcReaver)

    Simply choose a council comprising of an odd-numbered selection, make everyone vote y/n and things could be done. We don't have to suddenly rush down the drain after so many years of floating.. lets just paddle harder and avoid the rats.

     

    *mic in garbage, go buy a new one or don't post*

  14. I think instead of 1 person it should be a small group of dedicated people (6 max)

    That way it won't be one-sided

    Things can be proposed and voted over, that way we kind of manage to compress the different views of the masses

    • Like 2
  15. There are currently several questions hanging in the air

     

    1) What should be the weaknesses of the Kushite civilization?

    Currently their only weakness seems to be that they require a hero to train Triremes (therefore setting the +20% attack hero off limits) and that they only have War Elephants and Siege Towers.

     

    2) African Bushman vs. Nuba Hunter

    Should we keep the African Bushman (which has actors for all ranks) and just rename it or should we remove that one and instead use the Nuba javelinist (which has only 1 actor)

     

    3) Do we need a special building for the few mercenaries?

    Probably not.

     

    4) Missing Icons and models

    Models for the mercenaries and the heroes (excluding Amanirenas)

    Temple Guards currently using ptolemaic placeholder

  16. 14 hours ago, sphyrth said:

    1. Are there people playing it yet?

    Yes, from time to time we play it. Usually with @Feldfeld @elexis and some others

     

    14 hours ago, sphyrth said:

    2. I plan on doing a video on this. Will I bump into some copyright/licensing problems?

    No

    Foreign assets only from @wowgetoffyourcellphone (let's hope those tech portraits are ok) and @Sundiata

     

     

    13 hours ago, balduin said:

    You misunderstood my idea or better @Sundiata's idea, being able to recruite Bejas mercs. Have a look at his document and look for Beja: https://github.com/Jeeppler/kushites_mod/raw/master/docs/build/specification.pdf

    Let's just call them Blemmyes ;)

     

    As for all the stuff elsewise mentioned in the document, @Sundiata must realize that all that would just serve to make Kushites the most op civ and will make them stick out among the other civs. I think small additions could be done but no major stuff (unless we take something away in return)

     

    • Thanks 1
  17. 8 hours ago, niektb said:

    @balduin: personally I don't like it that one dev develops/modifies the civ to his own taste (see the civ traits list he listed f.e.) (tbh I find it a bit weird too that he uses new civs to promote a gameplay mod (cause that is what Vox Populi)). So if you'd ask me, I would like to continue the development like we did before :) 

    new civ*

    If there is potential why waste it due to some little question as gameplay mod or not.

    I think if kushites would be strong on both land and sea they'd be op. So make them require a hero for the sea, this way on land they can't be that strong. Also since there is no concrete evidence of african naval might it could be appropriate. As for the other "traits" they were only a sketch, anything can turn out of that.

     

    Regardless, you should continue the development and not worry about little things such as this one.

×
×
  • Create New...