Servo
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Everything posted by Servo
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And in case raiders are becoming too OP just add attrition damage to any units outside of their territory since no one operates 100% efficient. IMO attrition needs good consideration for realistic game. The temple research to get units back to 100% HP doesn’t make sense either. I rather have food consumption in the game to regenerate HP when not moving. Spiritually maybe but divine intervention or moral boost should just effect slightly for the unit to be battle hardened. Now I could agree more to the battalion gamely when these HP deterioration occurs. Units could get killed in the battalion easily and the strength numbers diminished but they will still be in a realistic combat scenario with out much emphasis on HP.
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I DE played many hours before until there was bug on fort garrison. Pretty cool and smooth though. The big problem that I notice is that the AI can’t produce more glory and if they do or can is only if they kill. They don’t make statuses. Since glory is a huge requirement to probably advancement or on some needed tech their units or they could not muster pre programmed units to mount a huge army attack. You can build or capture economic structures too and it stays with the player even if not garrisoned (won’t turn into Gaia). In 0abc mod these structures can be garrisoned to avoid turning into Gaia. But would it be better that as long as the structure is within the captors LOS it should not turn into Gaia even if not garrisoned. Therefore as such a useful structure on a neutral territory could change hands more often but quite realistic and fine.
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I hope the devs can put a settings to make the game pace slower. This can be done by setting technologies more expensive and slow. There is already a very low resource setting which I mostly play on SP. Then let the players try it. RoN used to have so many pro players but for some reason or maybe when the nomad, very expensive and slow tech were set most if not all players are playing it until now. The only drawback is that with this settings the pop of most Civ is capped which imo won’t happen on 0AD for as long as you can build a house. They would scramble to outbuild each other the wonder. The effect of this setting is that scouting becomes heavy due to ruin taking and finding the rares. Raiding and small skirmishes occur once the barracks are up. Then the main battle starts heavily on age 2 when cavalry and sieges are coming. With this settings too the average number of soldiers is quite low. Around 5-7 mixed cavalry, 10 to 15 mixed infantry and 2- 4 catapults and the general. Losing quite a number of soldiers in the main battle is really painful so military tactics should be done in a very careful way. It’s not jus spamming units but choosing the best unit under the current situation. Counters are quite important too. No giving resources so trade routes and rares are to be protected as traders are biggest source of precious gold. You can always feel the effect of Civ bonuses. I can say their players are real pro not just fast clicker but really understand and think the gameplay. I know that 0ad is almost like AoE and I played aoe2 for more than a year straight on SP and never really got impressed than RoN and 0AD.
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If coding is not a problem I think packing is fine. When CS gathers they should have more speed than the real combatants speed. In this case scouting which most RTS games are very useful should take some more consideration. Outposts are already a good feature though a bit OP on the early stages of the game especially since frontlines are too close in most team games and it can be built on neutral territory. if some gameplay evolve on this mercenaries that just fight could be interesting.
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wowgetoffyourcellphone's gameplay design
Servo replied to wowgetoffyourcellphone's topic in Gameplay Discussion
thanks @stanislas69 will do that (after work) and if ever it is updated do I have to go back to tortoises, run the pyrogenesis.exe and the game will run if no problems? Or it will show up in the mods section of 0ad? Yeah Nescio. I read but I’m novice on understanding these kind of things but going through those instructions, process and files it’s kind of not too complicated. -
Oh nice, at least we can have an A23! Hope that map with Kushite Gaia can be converted to skirmish map(was a nomad) as the opponent AIs (3v3) are building on pizza and they don’t or can’t develop into toughest attacking opponents.
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wowgetoffyourcellphone's gameplay design
Servo replied to wowgetoffyourcellphone's topic in Gameplay Discussion
@stanislas69 I already had tortoise installed since last year, and just realized that almost everything is in there but can’t find the specific file to download and play the svn. I tried looking up from the repo browser/url. Which one should I look up to play the svn version? Idk if visual studio (seems like for modding) is needed but I downloaded it too. I’m trying to click everything and see if I can find files to install the svn version, quite a lot though. darn I’m so close to making it!! Sorry to hijack your thread wow. I found a pyrogenesis.exe but got an error. Will try again tomorrow and hope to be able to follow your help/instructors. -
Range sieges like bolt shooters and catapults are hard to capture when unpacked or deployed. Needs more units to do it. Better destroy it with few melee units. When not deployed it’s more quicker to capture with few units. Rams are not capturable afaik. Siege towers are capturable too but harder if units are garrisoned. Defense towers as well as structures that can be garrisoned are hard to capture too. Try to read the capture abilities of units and non organic military/structures to give you idea on strategy. My style is if the blue thing keeps on increasing back that means it has garrison and the units needed to capture has less ability to do the task. One good technique when playing against bots are the outposts. Seems to me that they are very hard to capture and the bots are always trying to capture it rather than destroy.
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My simple opinion I really want soldiers just to fight but if historically and in common sense they can perform any other task then so be it. They can gather or build. The main problem here is that at present these citizen soldiers are treated as trash units and believe me not in a no cavalry game they are the best and easy to acquire to win the game. Wood and food are just too easy to obtain to be able to have unit spam. I like skilled workers (women, lumberjack, miners builders, etc) trained from CC or corresponding structures and give them abilities to at least defend a bit on raids or help the base from destruction. Make all dwelling structures garrisonable. Raids and small skirmishes are really nice in any RTS games before the big battle occurs but must not really in a very devastating effect like what’s happening in this alpha or previous ones. To me balancing is not a big issue and I may not be a pro player but in team games you can hardly make a balance team with balanced skills. Unit counters is best. To avoid easy unit spam get military units trainable in their corresponding structures but there must be prerequisites to have military units like a technology then structures (market can sell weapons, armory, corral, barracks, stables) then units. At least a 5 to 7 minutes without much killings is fine. Others might get bored with that build and gather thing but since we have initial military units this will make the game different from others. In this instance and at this beginning stages the strategy has to be developed. If there are Civilization and/or unit bonus then that is what a players mind will think. I don’t mind about training in battalions but individual units in a battalion should be promoted to elite. These units can be detachable to form a formidable elite force. I don’t mind many unit variations too. The more the merrier if you consider a single player mode which a lot of players starts or on to. Hero and auras are fine but with too much effect is not good. Morale is better than magic. How can a hero provide additional attack or armor? I don’t like priest healing either and wandering in the battlefield. They could give morale with great aura range. I may sound like imposing a RoN style game but the game strategy is really good. Siege tactic, general abilities, raiding, scouting, economic, commerce, science and military aspects are imo and personal taste are beyond comparison. Only cons are infinite resources (not too bad), “no walls”, “no unit promotions”, not realistic maps, no animals but “rares” are nice strategic add on.
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We could have lost if their strongest player know the necessary battle tactics of the game, coordination and especially unit counters and support. Mord was almost Embryon coz I think his cavalry raid are not too well. Green wasn't even helping to battle and though I managed to neutralize purple my raiders (elite) got killed going back to my base coz they ran along red tower defenses. commands.txt
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A very open battleground is possible. Hoping the AI will not bypass the enemy units instead of trying to destroy fortifications. I will do an A22 game before the next alpha comes.
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Nice Spot to promote units. Needs some more wild animals to herd on this map. Maybe boars and wolves.
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[Proposal]: Clearly (Re)define The Core Gameplay
Servo replied to Prodigal Son's topic in Gameplay Discussion
I think someone should make a thread to determine players preference. Listing all RTS games and their pros/cons. Games that have Ancient, Classial or Medieval must state the reason why switching to 0AD is better or not in terms of SP or MP mode. I think I’ve been consistently playing PC games for more than 25 years now but more on SP and the only games I play on MP is RoN (best strategy game for me ever) and now 0AD. @Lion.Kanzen I really love Stronghold games that until now I’m trying to buy any version except the steam one. The things I don’t like is the insta build/train structures/units then they remove the moats on the Stronghold 2. Also no unit promotion and wood reseeding is gone too. With infinite important resources the AI will attack you without let up. Big cons spamming units like 0AD. For my list as far as taste and immersion: 1. 0AD The walls, promotion and Single unit and can combined in formation. Tougher units and huge army attacks. Needs the AI fight for sea supremacy but not as like AoE 2 and RoN that they are too dominant. 2. RoN Thrones/Patriots or RoN EE. My best Strategy game ever in terms of military, economic and probably technology 3. Stronghold 1 & 2 4. Civ 5, I could have bought Civ 6 but cartoonish. Big con is game doesn’t stop on ages. 5. BFME 1,2 & 3. Con is fantasy same as Warcraft 6. AoE 2 No unit promotion and maps are mostly flat/plains 7. EE 1, EE 2 is ok except that units are jumping. 8. C & C Red Alert 2 & Generals 9. Sudden Struke 1& just bought the 4 10. Tiberean Sun -
wowgetoffyourcellphone's gameplay design
Servo replied to wowgetoffyourcellphone's topic in Gameplay Discussion
A22, unfortunately I was unsuccessful on installing svn on OS X. I know that it’s hard to do some changes to gameplay just hope that some more realistic gameplay can be done and the game becomes more immersive on both MP and SP. Another thing is the tribute or resources sending so “quick”. Why can’t it be done by sending resources using units? In case the resources needed is not carried by individuals I think wagons can be added. If units are also dropping off resources to ally drop site or CC it should go to that ally. It’s like helping your teammates in a realistic way. Gathering for them and defending them at the same time Most players can afford to lose units carrying resources in the battle and tbh it’s not a nice sight. Units must be able to fight only without carrying any resources. If they don’t drop it off there should be time to make them combat ready and lose the resources they are carrying. On barter side it should be really a real barter. If you don’t have goods to barter then your trade cart should auto stop. The sight of trade caravans in huge quantities are just too unreal. If the amount of goods to trade can be much much more then the players don’t need to use too many trade carts. The population can have more cap to much needed units like soldiers. I say this because I play not just SP but MP too since A21. I play with the best players too on team games. I try to play along with new players hoping they like the game and trying to feel them about the game also. -
wowgetoffyourcellphone's gameplay design
Servo replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Food only requirement to train cavalry will just make the game worst imo. Food is just too easy to produce in the game. DEs two cavalry max at P1 is fine but even if you lift the cap at P2 there must be more requirements to diminish spamming cavalry, or maybe cap it too. If during those actual wars I guess the number of cavalry units can’t comprise half of each Civ armies. Corral and metal requirements could make it much harder as the player has to think more as to what will be his strategy. I agree the game pace is just too fast that only lag makes it slower. The easy unit spamming is making the game less strategic and fast click and thinking are still the skills needed to become better. Food and wood are just easy to gather that most resources gatherer (army) can be easily spammed. The player becomes so unmindful whether he lost a unit or not or he even produces so much women that can easily be deleted to allow combat unit production. If units don’t require metal to train they might as well less attack damage and /or less armor capability until they are upgraded. Upgrades should only take effect on selected units and should cost necessary resources each. This maybe harder to do so just keep the tech cost higher. RoN is still a good game today not with standard settings but on nomad, very slow and expensive tech. Couple with increasing the cost of units as you train more makes the game slower pace. The lag is only happening if the players PC and internet is bad. This deletion of unit and structure also should be removed on MP games. Fine on SP though. Hero aura and capability are also quite unrealistic. They are too OP especially cavalry ones. -
Yes it worked (food and silver trickle) after I deleted all the previous ones then installed the newest. I tested the Gauls but seem the starting women can build some structures and the trained ones are not. There seems to be two different types of either women or citizen soldiers as there are two sets of structure icons appearing when you want to build. Cavalry can still be trained in CC too. The Hero can’t be trained from CC. Also there are so many CC ranges when you click on it, maybe 5. Any explanation of this feature? For example farms can’t be built maybe below 1 or 2 ranges from CC? I wasn’t able to play more as red errors are permanently blocking the minimap which is quite hard to play. It used to disappear but now it’s steady. I might try again today with other Civs. I used to play the Seleucid and it works really fine before you implement the food consumption and everything goes well except the AI (some) behavior which doesn’t attack. I need at least two to three good working Civ to have infinite build/battle scenario. I know and understand that some good features of your mod might not be considered on for next Alpha so I hope you will still continue it.
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I don’t notice the food consumption still in fact it’s the opposite. I used the Athenian and the food is trickling up by 1 every almost 4 seconds with speed of .25x. Approximately should be 4 food/second on normal speed with around 200 units. Also Athenian corral can’t be deleted but the deletion sound occurs. Now I see all the Athenian original units can be trained using the techs. I hope some guys can try this mod and test it on MP games. I really like the mechanics with some resemblance from DE mod. Kinda make you cautious on what you have to do. Battles could become longer as units are quite tough to kill. Battle strategies might be used to get the upper hand as units are not easier to spam compared to vanilla.
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I like the idea of gathering the combat units when the alarm sounds but making the workers drop off the resources they are gathering too. Most good player seldom sound the alarm unless the attack is heavy. Capturing the building shouldn’t be too hard though but not instant. Recapturing non military structure that doesn’t fire projectile shouldn’t be too hard eithe maybe 2.5 x the strength of the enemy inside. Auto production of corral probably is nice especially if the herding of food hunts is implemented. As a player and gamer I don’t really like monks or priests healing wounded organic units to full strength. Technology like in mod 0abc to make structures heal wounded units is fine but should cost more (variable) depending on the number of selected structures allowed to do it. Right now it’s still ok to make the priest heal but must need a tech to do that especially healers are needed on no cavalry games.
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I’m sure I had the latest updates(last night) but will check again. One more is can the minimap be either in the middle or same as vanilla so that it’s not hard to readapt when you want to play back to multiplayer?
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It was great test last night and looks like AI is training units of various types. Different from vanilla that their program seems to favor only selected units. This I say because I was playing against Rome that trains swordsmen in village phase but none beyond it and trains only spearman, skirmisher and champs. I like the Rome in this mod because they trained the experienced swordsmen which look really pretty. Though I have yet to see them training ranged sieges but it’s ok as I play defense against Civ with not much outranging my favored Civ. Btw I’m not sure but I tried to stop my food production for a little while but did not see and decrement due to unit food consumption. I will try again with more waiting time. Also I was surprised on some other things which is ok. 1. Units are quite hard to kill! I like it! 2. You take out some Athens buildings which is the one you trained the champ archer and the hero. They are quite nice buildings though. 3. Interesting that slingers are outranging archers. And you remove the Cretan archers from Athens. Looks like mercenaries are also gathering resources like wood and food still. They don’t initiate building economic structures but they can help building it. It also looks like Athenian hoplite is already on the elite form and just continue to get promotion. Not bad at all as long as units can become elite form. Skirmisher foot units haven’t been seen to get to elite form probably once it reach its elite rank. This is just initial observations as I haven’t gone through the full game with full upgrades on units. One really nice feature as I said before is that you can build any structure in neutral territory and garrison the structure not to become Gaia. Thanks btw that you put back the lure to original which is really nice to herd wild animals and create a Zoo like environment to them with less HP damaged. I guess I will be back playing this mod until the next alpha. The loading time is quite ok which looks like less than 2 minutes now.
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Humnn very interesting with food consumption of units. The gameplay could become harder(which is good) but how would this effect/affect units? SP wise the AI is fine as they keep food usage wisely. When food availability couldn’t cover the consumption will the HPs decay? Although the organic workers still work 100% efficient even if HP is down to 1(unrealistic) are they prohibited from doing tasks? Or any effect? Can the food/silver level go negative? Production of units will suffer (halt) until resources are back which could make more thinking with economic management. Lets see how it goes, I’m going to try a game later when I come home.
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I am lost with where to find my pc screenshot so I took a pic with iPhone. The other 3 women with heads are Celtic and Romans. Confirmed too that behind resources (wood, stone and metal) they are headless too
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I will try later after 6 pm.