Servo
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Everything posted by Servo
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Late night 3v3 relic Rhine Marshland map T1: JC(as usual sparta), Servo(rome), 12edVipe12(Iberia) T2: bbgotbanned(Briton), Prodim(Gauls), CADG_Lulofun(rome) I am aware that there's some kind of curse that bbgotbanned feel(most or everytime lose) whenever Prodim is playing. But this time they showed their more love than hate(fun) relationship. I was flank and our Iberian ally 12edVipe12 too with JC on pocket. CADG_Lulofun is flank and opposite me, Prodim pocket and bbgotbanned flank opposite our Iberian ally. The game started with bbgotbanned rushing 12 edVipe12 that our ally almost quit earlier coz he has only that forest(being raided) to gather wood. I was expecting our ally to play decently coz of his rating(1400+) but he did not. JC did not bother to support our ally early on so he became too behind that even he went P3 Prodim and bbgotbanned attack finally made him quit despite JC is there. I started slow but eventually got ahead on CADG. Surprisingly he attacked my fort camp(with just 1 Ram but many troops) that I was caught unprepared for defense. I repulsed but my executions were too shabby that I lost quite a lot, My little knowledge of the map cost me some tactical blunder too thinking that my left front has a choke that he will not attack from there. The lakes are crossable on most part IMO so I did not put up much troops there. Though I repulsed all his attack he eventually almost subdued me but for some reason maybe a team decision instead of killing me methodically he went towards JC base and all 3 of them attacking JC. That battle there was like a waterloo for T1 where the Spartans thrive and repulsed around 7 to 8 Rams and many troops. I think that was the turning point. Though JC raid hard on their eco and my Hero raided too. JC was able to build a dock for trade up northeast and me trying to keep the market trading too. I almost quit the game coz it was late(I normally don't quit on a team game as long as I have a unit alive) and CADG is slowly killing me but I decided to stay until finish or JC quits but he did not so the game went on and we won. commands.txt metadata.json Another hard fought game: JC team vs Decger team. A seesaw battle. No question about JC and Decger skills but two becoming strong players namely Palaloigos and Vick shone. commands.txt metadata.json Relic Nomad game: Causative, Dizaka and Pass Vs bbgotbanned, Prodim and servo Quite hard to believe how we won despite being behind on level? Or my allies are good at this type of game? commands.txt metadata.json
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Putting the mini map away from center is imo a discomfort to most average players for MP games. In my case (I seldom use QWEASDZ camera control) it’s inefficient if located on any corner as pointing time and accuracy will be much less. I think unit interface and structure interfaces should have different locations even if they pop out one at a time right now. I guess UI to bottom right but not too far from the middle and structure on the bottom left not too far from the middle too. Both unit and structure interfaces could even stay on at the same time for a moment too.
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@Nescio you will or already updated to A23? For SP any arrangement is fine as long as the mod is playable like the vanilla. I still prefer the mini map closer to the center and unit/structure interfaces pops out closer to the center and more on the bottom right. This way since the mouse mostly stay along the middle has better feeling of dragging down to it, more faster. With the resources on vertical to top left the dialogue or chat area will be obstructed? Would an automatic pop out of economic and military structure icons be feasible? Say for example the first Econ structure built by a player is a farmstead an icon of it can automatically pop out on 3/4 bottom left(on vertical arrangement), then a drop site and followed by the market when they are built, corral too. This way you don’t need to find it in the map to upgrade. If needed the CC can be first. The same thing should be done on military structures on the bottom right. Though most players make their own hotkey but I think it will help especially if we don’t have hotkeys for most of the structures.
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When the one and only legend is present so much weird things happen. Sometimes after the game lots of things disappear from lobby like the logo, players and all the things above the hosted games.
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Haha @Oxenstierna I thought I was the older than anyone here and you beat me with a couple of years. Glad to have more elders here who don’t BS and with better manners than most young players.
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If during the 0ad time frame the prevailing combat were mostly melee then the game military mechanics/gameplay should focus on that. I don’t see much problem on balancing tbh. It’s just the gameplay is very straight forward on spamming units. Spamming is not too bad at all except on the roles of range units and reality of siege units role too. If the range units have very less accuracy and could inflict spread damage to any units(friendly or enemy) then the battle would be more on melee (infantry/cavalry). The player won’t spam more of the range organic unit except for annoying rushes/raids in which friendly fires on own units are less likely. If a frontal range vs range happen with lesser breakthrough on each side the supporting units like melee cavalry or faster melee infantry could come in and will result to a very interesting battle where players skill will be emphasized. Nowadays in a no cav game the rams are quite devastating. Whoever get their rams first(mostly fast players) have good chance to win. I think it’s role should have more limitations or not becoming very unrealistic OP. my opinion here is mostly based on a no cav game though.
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P1 cap the pop to say 75. Citizen soldiers (can be trained in CC only) with almost half the capability of barracks trained regular soldiers (trainable from barracks only) but with different costs. Regular barracks trained soldiers should have very low resource gathering (but more fighting skills) and building output to encourage some light skirmishes or raids(military). Make cavalries (trainable from stables only) more expensive. If necessary add metal cost on most male organic units. All same units must be costing in increments after another. Add commerce cap on all resources too (techs can be research to increase commerce cap) per phase and no cap on last phase. Markets with can be available in P 1 but must reorganize techs or trader cap from it not to be of too much abused. Temples (and healers available too) can be built too on P1. P2 at with maybe 150 pop cap. Commerce cap again on P2. New units(some special expensive units available if needed) and new buildings and techs. P3 with champion and sieges and heroes can’t be regenerated and with others saying must have no too OP. All range units trained must regenerate projectiles (at cost) and must inflict spread damage to any enemy or friendly units. All sieges weapons must be manned and are capturable but can be disbanded and regenerate some resources when disbanded. All military structures can’t be built at border edges (esp fort and towers) and must have a minimum distance from behind the border. This would discourage the annoying towering of enemies especially that maps are too small. Cap of units and making a settings of expensive or very expensive units, structures and techs could be very helpful to minimize spamming. I might try hosting a very low and and slower speed (.75) tonight and see how things could go.
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While waiting for A23 to come out I got hooked on MP games. It’s quite fun playing with fun playing people but in the end spamming of units is the only strategy. From P1 until P3 the activity is the same just gather, build (as many structures as you can) and spam units. Then in a few minutes the game is over because either you are rolling over the opponent or the other way around. There are so many things suggested already like one Barca is suggesting (I suggested to do something on spamming too like RoN) but I think they want to stick to AoE or AoK thing. Some even say oh limiting on anything is not possible. With these unique ranged units firing unlimited amount of projectiles and easily spamming it with infinite number of structures producing units I won’t wonder anymore on my previous game when Chrstgr was rolling over me/us with an average of 100 skirmisher and a couple of rams. As Nescio said it’s nice that melee battle should be the main battle. The range units role are just not real. Later.
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0AD popular among North Korean Elite
Servo replied to Sundiata's topic in Introductions & Off-Topic Discussion
For real that’s the great leader?! I wonder who this very good 0ad MP player named Kim Jung Un. He seldom plays but sometimes he said he can’t play well coz he has no mouse. -
Fighting techniques references
Servo replied to Enrique's topic in Tutorials, references and art help
A23 Maybe off topic but I guess the skirmisher cavalry animation of throwing projectile is like throwing a dart. I guess it should lean a bit backwards when aiming then leaning more forward during release. -
team A : dizaka(gauls), bbgotbanned(Britons), palailogos(Ptolomy), darkodin(Romans) team B: Prodim(Romans), Fleur(Britons), Servo(Iberia), Breakfast_burrito(Seleucid) bbgotbanned team is a bit OP when it comes to strong players having Dizaka and Palailogos with him. Their 4th player is a bit new but can build armies and just maybe a bit lesser than Breakfast_burrito. My side with Prodim our strongest player is facing bbgotbanned on the front in the north and they kept BS with each other. Me and Fleur were pockets and breakfast burrito is facing a stronger Palailogos. Dizaka as pocket was leading everyone and built a CC near Prodims base. Me as Iberian tried to control the lake and kept raiding the beacheads but got behind in econ so I decided to P3 with lesser pop. The funny thing is Prodim and Fleur cant hold their front but we are also rolling on our front. commands.txt metadata.json
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While both players are good they have almost the same attitude with JC slightly higher BS superiority complex. My comment is that if you accept to play the game you should accept the rules and stop making excuses. I’m not referring to Wendy alone but JC too and other players who makes so many excuses this and that. Some are even so rude and rage quit the game. There are players who wants to play the game but have limited time. That’s OK as long as it’s acceptable to both opposing parties and must accept the rules. The MP game is competition and any player or team will try to do whatever it takes to win. If you don’t have enough playing time it’s either you don’t play or you resign if you can’t beat the opponent without too much BS. But don’t play if it’s a team game. IMO you should have a minimum of 1 hour allowance when playing (esp on team games). We have a small group of fun playing players and we just enjoy the game! Too serious is just a very annoying thing on MP games and I/we really don’t like to play with these people except if we need players.
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I like that @stanislas69 but do you need to change the code if the tribute carts can be destroyed or raided, which is more realistic?
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Another MP games freeze?
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No more instant giving resources, not really realistic. It’s either delay it or manually. Wien you research diaspora and the ally units drop off resources to an ally dropsites it should belong to the ally where you drop off the resources.
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@gabrielpotumati the same thing happened to you? Omg I think it’s “Aqua” curse on me.
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I just finished a MP game and when I try to go back to the MP lobby my connection is being refused by the server. Never did I have any violations afaik. I tried to create a new account to no avail. Same thing.
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I'm not sure if these are.... I have 2 on visual studio idk about it @elexis mainlog.html
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I happen to notice that when units are promoted to elite the helmets are not the same. Some have Hoplite like and some are just plain helmets. I was playing Macedon and the melee cavalry, foot skirmisher (haven't tried the cavalry skirmisher), and archers behave the same way. I had 11 slingers but there was no difference. They look nice though. My opponent Seleucid archers behave the same thing.
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Will they mount again to drop the hunt if they are just beside the drop site?!
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This would be very nice at least if can be done on mods. Alphine Mountain should be a nice map to test and implement these things as mineral resources and stones are realistically far from the CC aside from the fact that it is mountainous. I think there was another map from DE for 4 player scenario with few trees and metals and stones also far from CC. If minerals are under mountains or river quarries should it be invisible until you hover the mouse towards the area and it (minerals) show up? SP on mods could be much more fun again with these but hope the AI will respond to the changes. G/L.
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What is unrealistic @Lion.Kanzen? To fire volleys of projectile on a couple of enemy/and or ally melee units and not being killed (with friendly fire) at the same time? If the projectile spread damage will be implimented which is real, all opposing melee units would be killed and only an unrealistic commander would order such command. In game you will see that more ranged units are being used and more often the projectiles are mostly aimed at the nearest enemy units (mostly melee) that are within the ranged units LOS and when those units are killed then the ranged versus range battle occur. If a player decides to engage on range to range fight the player/s have to micro units to do it which would take many fast clicks to win the battle but with so many spammed units it’s hard. With the dancing technique and if the player don’t pay much attention the fast clicker will always be in the advantage. I know it’s hard to program this but I’m sure the battle is more realistic. I think for now the spread damage to any units should be implemented so that the player/s can be cautious as to when to use their ranged units.
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I suggest AI range units should be programmed to not fire on enemy units that are within ally/friendly melee units range. This will make range units versus range units in the battlefield. And melee to melee too. This will also eliminate some micro on the range units.
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At first there is the “driver” and archer. When they promote to next and elite level an archer is added and another one when elite. But once another archer or two are added they fire the same single arrow. The animation needs change?! Or the gameplay needs change so independent addition can fire like any normal archer as they can.