
Servo
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Everything posted by Servo
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@user1 is it possible to control two or more AIs then revert back? Recontrol again and can do the process all over again at any moment?
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I know it’s going to be confusing on MP having eye candies but I hope these will be in the vanilla coz AI in mods doesn’t behave almost the same as. We need to have eye candy trees, animals, water, huts, fences, small communities and/or anything that won’t make the game so dull when every gatherable resources are gone when playing SP for infinite time/hours. Or maybe allow the eye candy to be built or placed by the player. Or even allow players to plant trees and shrubs or even moat. Any structures or natural resources that are present should be in place. If we can’t have this I think the gameplay should allow some structures or even resources to be built or placed on neutral territory that turns to Gaia slowly. One thing I noticed is that AI does not destroy Gaia structures. In this case it’s possible that if you build houses/huts etc as well as plant trees/shrubs that turns to Gaia afterwards will be left alone. But to make the Gaia structures look good they should not only be white. But if you seal off a resource/s they attempt to gather it at all cost.
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I hope the Seleucid elite horse archer can be redone too. That shield behind doesn’t look good IMO. The head is quite big too. The second rank looks really nice that I always hesitate to get it promoted. The same horse archer that Wow’s Gaia in his map on DE.
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Servo replied to wowgetoffyourcellphone's topic in Official tasks
The straps of the bottom right soldier looks nicer than all imo as others might look like feminine.- 529 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
Servo replied to Sundiata's topic in Official tasks
DE an 0abc have good farm system which could limit food production. My issue of the game is that it’s so easy to produce armies. The reason is easy to gather resources too. Pros even abuse building 2-3 dropsites on stone and metals. Then once resources are available they build multiple barracks and spam units like crazy. If 0ad started as trying to clone AoE the mechanics should have been maintained except that soldiers can gather. Soldiers can be trained only on military structures. Instead of training military units from CC it could have been specialist or skilled workers. This way the military unit production is more delayed. If soldiers are not allowed to gather they can be disbanded to become regular workers. Sorry to hijack your thread man. I just hope they will include the kushites in the next Alpha. The structures are really nice and one having the best size proportions. If there are eye candy grass, trees etc the base will not become very dul looking. The units are awesome too!- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
Servo replied to Sundiata's topic in Official tasks
I wish I could build a base like that in 0Ad. I don’t care if houses and buildings are big and units are like ants as long as the sizes are real.- 1.040 replies
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Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
I’m sure lots of good players (pro) should help with svn test. But there were so many testing, analysis and mods that really are good basis in balancing. I second Gugnas opinion on not really nerfing the skirm cavs which was my point to b4 that you don’t need to fix or change something that’s working very well. Hannibal Barca tweaked the melee cavalry on his mod and to me just fine countering the skirm cavs. User1 fixed the wild animal lure. There are more on DE, monkey wrench and 0abc mods that are really worth considering too! I’ve been playing all 4 mods heavily before on single player and imo are really good mods for MP. The only problem is on SP in which the AI behaves less interesting. i recently tried vanilla A22 on SP and to my surprise the AI is really really good and challenging than A21. Their invasion force is really massive! If the melee cavs have good animation with rate at between 1 to 2 seconds I won’t go back to playing MP for awhile. I set my game on Gallic fields (I hope this map is much bigger)which is really a nice map and Gaia units spamming. AI massed more than a hundred units with around 50 regular cavs, more than 50 citizen soldiers, more or less 20 each foot and mounted champs and 4-5 rams and hero. 3 players and pops at almost 300 each and the game is still fine. The game was pretty except the melee cavalry attack rate at 3 seconds and the Gaia unit promotion which upgraded the abilities but the HP diminished from 200 to 140. If this AI behavior is present on mods like Vox, 0abc, DE etc the game is going to be really nice on SP. My little review of the game: 1. Single player is fine but needs better animation and pathfinding . SP doesn’t need balancing as more AI and hardest opponent is the name of the game. 2. Multiplayer is ok but easy unit spam is killing the game. -
Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
Rushing/raiding kills the game. Putting ceasefire won’t change as players can still mass cavalries in few minutes(not much good player will like long minutes ceasefire ). Most of the newer players or majority plays with cavalry coz they haven’t known the strategy. No cavalry is rendering spear infantry not very useful and takes a long and boring process before clashes begin especially if map is large and above. Right now cheating is possible if no specs. Nomad is better setup but once you start late and locations are not team friendly the game can end sooner and unbalanced resources. Skirmish maps playable in nomad might improve the balance. Most players are used to low resources settings right now as they are accustomed to but don’t want to try a cavalry game with very low resources that seems bettter. Its good to have more infantry battles but we can’t neglect the essence of cavalry in the game. Wars are fought with cavalries. The only problem is a consensus to limit its production early on. -
Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
IMO their easy production is making it OP. Nerfing a better performing unit is unproductive. Except that it is firing at any angles I have no complains at all. Idk how Hannibal Barca, Nescio and Wow did but they work really well and tweaking the melee cavs a bit made it much better. -
Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
Rushing (neutralizing an opponent) is strategic but no depth and could end the game soonest whether team or individual games. Raiding (in lesser numbers) is much more better as it does not cripple the player totally. There’s been lots of talks about this (cav rush) already and so many ideas presented. -
Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
Ceasefire won’t help the game especially on highly competitive players who really wants strategic gameplay. Ceasefire if fine for fun games only. -
Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
Felfield once said the game without cavalry is really boring. I started playing no cavs game too but production of cavalry to gain advantage is not guaranteed unless specs are present. In case you trained some but told to delete will take a toll on your game early but would benefit if the deletion is delayed. Btw if there is option to toggle cav off on no cavs game should be nice to avoid wrong move and cheating. Also is there an option on next alpha for the hardest AI to sub a player who left? In some RTS games once a player drops there’s an option to convert a player who left to AI or the game into diplomacy. -
Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
Some game mechanics: 1. Farms can be built only or any farms can be occupied if a farmstead is built. 2. Wood can be gathered only if there is a wood camp built. 3. Metals and stones can be gathered only if there is a mine camp. This would limit early military unit spam early on... Any thoughts?! -
Fourth resource is really good to the game, upkeep costs too!
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Why is there a horse crown(half round segment) btw? Maybe off topic... if actors die or buildings destroyed would they become an obstruction up to certain time? Just like hogs from corral they are obstruction until consumed.
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Alt +shift+w works ctrl+ numbers works But I’m using Corsair keyboard.
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The Kingdom of Kush: A proper introduction [Illustrated]
Servo replied to Sundiata's topic in Official tasks
Ops yeah it’s a donkey.- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
Servo replied to Sundiata's topic in Official tasks
I played the kushites on Vox and noticed the merchants cart is being dragged by the merchant...when the speed was upgraded. It seems that the cart walk is only proportional to the merchant walk in default pace.- 1.040 replies
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Easily mass producing units or building structures will always remain less strategic. It might be ok if the mechanics is like BFME. But we want this game to be more realistic! Building CC too far or outside the border makes the game more ugly imo. Even if it’s been done by the ancient civs but if you apply it to the game it becomes messy. It will always results to fast click winners. I’ve posted same issue about structure building too close to enemy borders especially static towers/forts that fires projectiles towards enemy structures as really ruining the game. The game pace needs to slow down. Meaning impose some prohibitive measure of spamming units/structures. Stronghold was once my favorite game but because it’s so easy to produce units it becomes so boring.
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The gap on walls of Kushite seems to occur if you maximize one wall length. I’m not sure if this occurs with other factions on this mod alone.
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Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
Most of the fun and intense plays are team games on MP. IMO flaring and able to draw lines to signal allies are very important right now. Supplemented with taunts will enhance not just the gameplay but give chance to players who can’t type fast enough to send and understand messages. In RoN these features really enhance gameplay. Taunts even have sounds. Warning audios are also present if you are being attacked, messaged and/or flared. -
Nice to learn how horses or maybe most 4 legged animals walk or run. Looks like in Phalanx video the horse walk or run is like a human walking/running or stepping. One foot on the rear is balanced by the opposite side foot on the front and vise versa. Kind of natural feeling to balance their pacing. Nice animations and videos, hope to have this next Alpha. Would there be toggle to have a walk or run movement? I hope so because IMO pacing has something to do with unit mobilization.
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Thanks Nescio. Yeah I researched Gastrapetes and there are many types and one of them is like the one Alexander did. Im very fond of using wololo to capture a couple of enemy units so I can build some of the buildings I like to have in my territory and that’s what I noticed from the gameplay that 0abc have. My own Civ women can enter almost all buildings that can be garrisoned but captured ones can’t. But in the mod the infantry can enter houses and storehouse etc to keep the building/s in neutral territory which is a nice feature that the vanilla doesn’t have. The walls, turrets and wooden walls as long as garrisoned can be kept too! The palisades don’t become Gaia either in neutral territory which is really nice! I think if the gates can be modified to at least allow to be garrisoned in the side maybe one slot each on each end they won’t turn into Gaia. Anyhow wololo is always there.
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Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
They or people have to play the mods like Vox or 0abc or DE if it runs/works fine on MP! The animations and balances are way way better. 0abc with added fourth resources, most units requiring metal, pikemen animation, melee cavalry animations, stables, siege workshop and more added features. And balance too! Vox Populi has Kushites! Nice melee cavalry animation, balance and features to delay cavalry production too! This mod is really nice for MP. Both mods are nice but 0abc has more new features, more available units and more variety though the minimap is quite hard to use especially if there are messages. -
Been playing the mod for a while now on SP and have some of the observations: 1. Most if not all range units animations are not quite accurate. The projectiles they throw mostly come out from the center of the body and/or not from releasing hand/weapons. Is there a new animation for Seleucid champ cavalry? They smack the enemy! 2. Units promoted don’t change appearance though they get the upgrade qualities. 3. Some AIs don’t progress towards P3 and seems like the size of maps has something to do with it especially in multiple players. They build too much farms. Shouldn’t there be limits? Two AI opponents on Alphine Mountains can’t go thru P3 if I occupy a little less than half of the entire map. 1V3 on Corinthian Isthmus, most of the time only 2 AI opponents can advance to P3, maybe unless you give room to them to build more than 4 CC. Btw 4 players at 300 pop lags but 3 players is good from .25 to .75 speed. 4. Captured women can’t garrison houses but all infantry units can. 4. Gastrapetes/crossbows have very big weapons. Shouldn’t it be like the loaded arrow be shown? 5. Roman infantries kind of having some bugs whenever you click on them...seems like about shipyard. 6. Can’t delete corrals! 7. Needs new siege buildings. You use a blacksmith for it though it’s producing units. So far the mod is really nice. The fourth resources(silver) is a good add-on. At least it’s realistic to buy using silver or gold even if bartering remains. Allowing to build storehouse, farmstead, palisades and wooden walls in neutral territory is really nice for SP . Balancing seems fine and hope the devs can improve path finding and AI behavior.