
Servo
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Everything posted by Servo
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Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
Just not building easily CC too far from your main borders if the gameplay can’t be changed. Well it’s just a game...that whatever strategy is available use it. In most wars that I’ve known armies battle they won, they conquer, they raze the city but never heard they build CC close to the enemy and very far from the main CC. When Civs have alliance were there Civs allowed by ally to build a CC near them during those times? IDK. -
Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
Shouldn’t be a CC be built a maximum 1CC radius away from “a player” CC border? Some Civs might have built CC very far from its main CC but probably after conquest of an enemy Civ CC. It would be impractical for colonizers to build a settlement and “grow” into CC due to some logistics and conflict reasons. Playing SP, AI build CC too far from main CC which make it defensive and focus on high maintenance of the newly built one. AI doesn’t even build sufficient numbers of different types of structures to qualify for use in advancing or making it look like a well developed CC, they don’t even build houses. Their armies would even be spread thinly. The AI behavior can be affected by this type of gameplay as I noticed they don’t become aggressive even with so much resources. Though I experienced this playing 0abc mod coz I play long game/hours. I haven’t tried the vanilla for some reasons, mainly animations of melee cavalry and range sieges. Well it’s ok to build encampments and possibly control a tribe near the enemy territory (that is if maps are dotted with neutral tribes or towns and not just a Gaia farmstead or corrals) but shouldn’t be able to build structures that exerts too much border push. In MP players tend to choke each other building CC too close to enemy borders and building annoying towers because they have resources in the “bank”. I think this should be changed. Say doubling the cost to cover logistics mobilization. Or whatever ways just to discourage doing so. -
@Nescio I can’t delete a Seleucid corral on my current game, same as the Ptolemy one. The update before the latest. I was able to do it two updates before the latest. I will try with the new updates anyhow. Btw I’m able to build enemy structures again using captured units, thanks, though faction abilities are not in effect like free houses, dropsites etc for Ptolemy which is not a problem to me. Romans and Iberians are doing really well with massive armies (combinations of regular and champs) plus rams. But Ptolemy doesn’t make siege and if I remember doesn’t make siege workshop. I think I might try against Carthage. They used to produce range sieges a lot.
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Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
Some features for A23 if possible: 1. Make AI build walls and gates. Walls can be occupied by anyone if one turret is unoccupied. A slot on wall available for an enemy melee foot unit to come up and kill. Make AI station range foot units on walls and/or turrets. Make AI bell when there is attack and some foot range units occupy wall/turrets. 2. Increase the resources amount especially trees (maybe 400-500 per) and stone/metal and decrease the slots available for workers. African Plains stone formations though annoying but better(multiple pieces) Metals should be the same. In real world I guess you don’t get resources in one spot alone. More different food trees. 3. With very nice animations from Alexandermb why not allow some factions that were capable and maybe built bolt shooters. If they are not specialized then make it very expensive to discourage training them become OP but in SP it would be very nice. Since the game will be in alpha for a very long time it’s better to allow training of many different units not just because the game can become pretty but testing too! -
It took 18 seconds from my timer btw and says 100% but stop for a while after tha, then waited maybe a minute or 3 if I remember before the game loads. That was his update before the latest which I haven’t tried yet. The saved games took little time though even with max 300 pop.
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It’s really nice to be able to train the pikeman and swordsman champ for the Seleucid! Been waiting to have this. Thanks! Maybe the bolt shooters someday too! For SP no matter how OP the faction is doesn’t matter really. The more units and structures a faction can have the more pretty the game is!
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Right now I’m playing from with your previous update(the one before the latest). The AI are still in P2 so I’m not expecting any siege unit soon. So far the AI looks fine building stables and training cavalries. Stables though are all the same on all the factions involved in my game. @Alexandermb the stone thrower has much better animation now but maybe little more tweaks coz I could see two stones right before the release(micro seconds difference). TBH I’m fine with all the animations though I observe most if not all range organic units needs some more adjustments. 1. Archers have a late pull than the arrow release. Both cavalry and foot archers. The arrow should still be visible up to the the maximum pull. Slingers behave almost the same too. The slings are still behind while the projectiles are released already. 2. Javelins disappears from the hands earlier and comes out later from the middle body. Both cavalry and infantry javeliner. For now I will stay with the older updated mod on my 1 pc but if there are new updates and animations I could still test/try on my windows pc.
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I started a new one and looks really good though loading takes a little while. I will repudate with the latest then start a new one again. I’m really satisfied with the Romans and Iberian AI though not the Ptolomies so I might replace it with Carthage because they used to produce range sieges and want to see the new animations that Alexander did if updated. in your opinion is it a good idea for the AI being allowed to build max 30 towers and a lot of forts? This just waste their resources in the beginning and hindering the training of more offensive units. iMO AI opponents should be more programmed offensively using dynamic units (I know might not be your concern and scope) and building offensive static structures like towers and forts would affect and hinder production of dynamic offensive units. Also I’m not sure which starting resources if there’s an effect of AI behavior but I will try the Quite Low (300 each) this time. One more thing is if I won’t replace the previous update (with saved games) and download the new ones, not replacing the previous will I have two types of 0abc mod? I haven’t tried this but might try next time.
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In my previous update my saved games run very nice with some occasional Roman errors. The new changes were autoupdated With new update I played the same saved games even with errors popping out.My Ai automatically captured enemy Ai and the HP was still high (strange but nice). Maybe due to error only my slingers can repair damaged structure on default, the rest I need to click on repair icon. Seems like the recapture rate by units inside the structure is very slow at almost 90% level. When I click a single unit to recapture it can't. But when in multiples they can recapture the remaining capture HP. When I highlight all units in the screen only a couple units HP bars can be seen.
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some erros interestinglog.html
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Nice. I can’t wait to update. One good thing with your mod is that I noticed it automatically updates the saved games too. This way I don’t need to create a new game to enjoy some interesting changes. Hope the AI make some siege units this time. So far the AI is still a bit bugged imo coz they don’t really attack. They only do so if you incite them by attacking or go near their army concentration. Also the AI (Iberian) units are attacking and trying to destroy their captured or controlled structure like lighthouse and bridge. By far the Iberian and Roman factions are training various organic units including champions. Ptolomy is just contented with training mercenaries and regular foot units. All factions have so much resources in their disposal. Another thing that I noticed is that the AI build so many unnecessary towers and forts instead of making armies. Seems like a prerequisite to proceed to the next preprogrammed command.
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===[COMMITTED]=== Siege Weapons Infantry Animations
Servo replied to Alexandermb's topic in Completed Art Tasks
I tried a Seleucid Lithobolos on 0abc. The animation is showing the loaded stone being catapulted up to the units end but the stone that is being ultimately thrown is the one that is in the hands of the loader. -
Corrals still longer build time despite lowered HP (600)on build but I noticed the structure tree has 5000 build time. Could it be that the structure tree specs (parent?) overides gameplay build?
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@Nescio please fix the corral build time, it’s 5000.
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I observed the behaviors of a couple Civs. I think the AI is programmed per Alpha as to what units are trainable in every specific structure. 1. Iberian, Romans and probably any Civs that don’t require stables to train cavalry(only barracks) trains them. I guess it’s the same as siege are originally programmed to be trained in specific structures. For example Carthage don’t train cavalry probably because they don’t recognize the stables you altered for your mod. Though it trained Balaric slingers and Greek hoplite. 2. They are trading silver but they only use barter for resources. 3. There are still bugs about building structures that shows complete HP but the building still continues endlessly. This will be a bit annoying but if I play for fun against AI I can just use wololo cheat to redirect the mode or movement so they can change their next move and minimize bugs . Another bug if know is that AI is kinda cheating because the farm automatically getting built(HP) but the animation looks unbuilt farm. For now I can still play with fun by selecting the Civ AI opponents that train multiple mixed units like Iberian, Romans, Persians, Gauls etc but they might not train siege units. Fine with me though because AI train quite a lot of sieges which are too strong based on my game with Vox. I only wanted to do and have fun with organic battle. Use wololo to redirect some bugs and I should be fine. I think for Carthage the embassy can be converted to stables. The AI used to build Gallic and Iberian embassy and train units from there. Multiplayerwise I think the mod will be fine except the annoying build bug.
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DE buildable structures on neutral territory don’t turn into Gaia and remains into builders ownership until captured by different player. I prefer the Gaia decay though if not garrison or aura applied.
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I use “wololo” and it works on lots of structures except that some like lighthouse can’t be built by captured(wololo) units. It works in other mods too.
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Nice hope most of the things before the bug work well. Some more things I noticed on the pre-bugged game I had is that the captured different Civ unit doesn’t build some of their (own) structure. For example I use a Seleucid Civ but a captured Ptolomic pike man won’t build a lighthouse. I may need some more readme readings but when it comes to mercenaries is there a chance to identify them easily from the Civs regular units? I ask the question because I guess I noticed that some units can help build a structure but can’t initiate the building command. One good feature of your mod is like the DE style which you can build some structures in neutral or maybe possibly on enemy territory like the drop site but it turns to Gaia so quickly if you forget to garrison a unit inside. Is it possible to enable a shift + garrison command while the building is being constructed?! I hope to enjoy a good game and will do it on Tuscan Acropolis because I had this very nice AI battle using A21(they really train massive and multiple units). TBH I’m very excited to play the new siege units.
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Personally vines and grass would be better. Flowers on houses, CC, temples and wonders is nice. I like a bit more grassy looking military structures. The barracks and stables for britons have so many curves though they look good at zoom in. The houses are nice but quite low and mostly don’t show the whole structure when you build it.
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Well if you maintain the same meta which is good to delay OP cavalry production and the AI behavior is not altered it’s (the AI) not going to train cavalry which is not good for SP. MP has no problem with the meta though. Anyhow the AI still train champ cavalries. If you consider mercenary cavalries as paid combatants, there is no sense for them to need technology research and as soon as structures and resources for training them are in place they should be available. I like to have more regular combat units for every Civ (in SP)but IMO maybe only 3 to 4 units of each( infantry, cavalry and siege including champs) should be available and the rest are mercenaries. Though it’s really painful to not have all the very historical units a faction had during those times but gamers are just playing necessary units to win the game. Well let’s see what comes out from next alpha. BTW Kushite units are really nice! I haven’t made the cavalry champ coz it looks like the Ptolemy champ (kinda fat looking) but the two temple guards are really fun (one looks like a Viking though!). And the regular units are really awesome! On balancing IDK what to say coz I’m running the game in .25 speed to avoid lag but I observe that units don’t die easily. Whether it’s good or not I don’t have expertise to judge for MP games on normal speed.
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@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.
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Nice Lion but one important thing you did not emphasize is the commerce section on the upper left that based on the picture is still not fully opened. Some commerce activity can be shown if you expand it more.
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Uh uh the mod is bugged, the AI doesn’t work well. They don’t produce units and I’m not sure when they will start. They just keep gathering and if they see a water they build docks immediately. I think you must have different version number just in case the new update won’t work do we can revert back to the ones that was working. Every update tends to replace the previous ones therefore we can’t easily revert back.
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I’m still trying to do a naval maps so I can see how all units fare but I guess in land maps they’re doing really well. I like the combat activity and seemed to have good balance. It takes a little while before units live or die and not very long which imo is really good. With regards to GUI for ease of clicks on MP game it would be best to put the mini map in the middle below. It’s easier to drag down/left the mouse than pushing it up or right ways. The combat unit unit interface in the bottom near right is IMO have better location while the build/research interface on the lower left. Since the game is war the combat interface units must be the priority and the easier to access it’s interface the better. If you happen to play RoN imo it has one of the best and very efficient GUI. It has economic interface on the top left including number of resource gatherers as well as market and trading activity. The top middle can have the tech research and progress if the Civ logo can be moved. Just my personal opinion.