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Servo

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Everything posted by Servo

  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 0abc mod allowing palisades on neutral territory. Merchants can travel safely
  6. Nice Spot to promote units. Needs some more wild animals to herd on this map. Maybe boars and wolves.
  7. Saving wolf and boars. Practicing to post Screenshots.
  8. 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
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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?
  15. 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.
  16. 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.
  17. 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
  18. I will try with some Roman, Celtic and Gaul units later. I’m not sure too if they are headless behind taller organic units or resources(wood).
  19. The bot is not that hard to beat even to the hardest. I haven’t seen options to set it aggressive, defensive etc. I recommend training on water maps with treasures. And slow down the speed during combat so you can micro your units until you become proficient and quicker. The AI is not collecting water map treasure. The AI is not good in combat and their movements are easy to predict. Some strategy: 1. Raid with cavalry and keep doing it constantly. Do it very early so they can’t do their economy faster. 2. Defense. A defense tower and an outpost with garrison is mostly their target when they attack. They will try to capture any structure that they come across through their path. So forward build a defense tower(garrison one combat unit) besides an outpost(garrison a unit)and a house(garrison one or two women) when they attack. Then you can attack them while they are trying to capture it. The AI will constantly try to capture these structures at all costs. 3. Head on. Counter the AI units. Their first attack will come when they are about to age. I think between 40-50 population they will age up(Hardest AI) and will attack with more or less 25 units. The hardest attack with 4 to 6 cavalry, and around 10 range infantry and 10 melee infantry. Once you beat the attack with minimal loses you will be ahead. You can age up too and build a market and temple(near combat zone). Build more defense towers through possible attack routes but make sure they are within range of each other so they can shoot the attacker’s. When they age up to phase 3 make sure to have more unit counters. Melee units (including women)on siege weapons and soft units. For this Alpha 22 use more skirmisher cavalry. Ten or more of them can neutralize even the hardest AI. Just keep raiding, heal, more cavalry and raid.
  20. This one nice map if the CC is/are in Acropolis and the human player can be in the left side too.
  21. For a SP game I wish we could have more maps with CCs are on bigger Acropolis, Tuscan Acropolis size is fine. I mostly play against 3 Hardest AIs on 300 pop if the lag allows and looking for good maps. One best map is Cycladic Archipelago but CC be in Acropolis with very nice random fauna and faura. Instead of having hills on the edges I think it’s best CC situated in the Acropolis. One scenario to happen also is if the human player can be situated in the middle island and being ganged up by the sorrounding AIs. Gaia units can even spawn from time to time but not in a very large scale as in Danubius and Gallic fields. Too flat/plains below the Acropolis is not too nice too. BtW since walls are being discussed here I noticed that when the terrain is not too flat the wall turrets can sometimes become lower than the wall and not looking really good.
  22. I’m going to try you mod again. Though I switched to vanilla because I need the AI to behave militarily. BTW have you ever thought about making your mod as close to real in terms of combat? I know devs would not really go this far due to tight works or less manpower. 1. Damage on soldiers to be having significant effect for example below 50% HP can’t move anymore nor can gather resources. Ranged units can easily kill or disable enemy with 1 or 2 hits though projectiles can be dodged and nerf the accuracy on moving targets. Melee combat can be just fine (as ease) if they are really fighting each other but if the target is not defending a 1 or 2 hits can either kill or disable the target. Units with shields should have a stance to to deflect projectiles. 2. Food (consumed)and silver (wages) should trickle down depending on the number of units available. This will discourage deleting women to produce more combat units. Taxation or any form of activity to increase silver can be imposed too to increase treasury. 3. Day and night cycle to halt resource gathering or production and even give a player a little break(maybe 1 minute after every 10 minutes of play and discuss(team games) strategy. This game is really the closest to become more realistic.
  23. Holy cow it works! Thanks to this feature!
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