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Servo

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Everything posted by Servo

  1. Ok good. Now I'm going to make another game for your new update and new features. One thing Im observing about this mod is the AI behavior especially the magnitude of the the attacking force. I know it was really massive in A21 and haven't gotten to test the A22 vanilla. I previously had a game on a naval map which has a choke point and most AI vessels are stuck, so maybe they can't produce massive units. Some AIs are really producing combination units (Cavs and Infantry) even before P3. The Ptolomy and Romans seem producing only slingers and swordsmen. Lets check this out with this new update and hope that with extra resources they can produce more units. I always play against 3 to 4 very hard AI so that they can trade and keep producing units.
  2. Its really nice to follow threads on Art like this one and Alexander's. Hope these new awesome structures can be incorporated in the next alpha or any mods.I can't wait to play any mods having these new structures and Alexander's new siege and other units/animations. Please don't make Rams fire arrows/projectiles if theres no range unit garrisoned/unit animations. I like to shuffle play all the civs except Mauryans due to their houses looking like Indie though they have nice design. One Seleucid house is too plain and another Carthage house quite low.
  3. Infantry citizen soldiers can promote to rank 10 only then experience continue to cycle. I got some irritating crashes and maybe my fault of using wololo but the culprit seems the kenel house(britons). I built it to garrison my wololoed dog. Once I deleted it the game works smoothly again.
  4. I hope not off topic and if not suggested yet, can we have eye candies like shrubs near the base of structures like CC, temple, library, stoa etc. especially those that have pine trees?
  5. Oh the survival of the fittest map. Well you have the starting resources then you have to defend yourself against massive AI attack. Gaia unit spams so is the treasures below with one woman collecting. Try other maps especially the skirmish ones up to 4 players or any other random maps on the most 6 player. Btw @Nescio the Judean slingers have 70 range or longer than Briton slingers having around 40 at max upgrade.
  6. AI works pretty good on this mod than any other except the build bugs. If you want to play against a challenging AI this mod retains the aggressiveness of A22 AI which is building different types of combat units though the magnitude of attack is much lesser maybe due to metal requirements needed for most if not all combat units. In comparison with Vox it’s better to play this mod in single player because Vox AI doesn’t make a corral, research cavalry tech then produce cavalries. I like the unit balancing too though it seems like slingers are quite deadly still and mostly being produced by the AI. The battles are really good in SP that you need to produce counter units to really win convincingly. Once the art people have specific structures for each Civ this mod is really promising in many aspects in either SP and MP. Yes @minohaka Petra bot works really well! I’ve been playing this mod the last couple of days now. The fun thing about this mid is that “wololo” wild animals can be ordered or shal we say herded which is A22 feature. Since Vox has implimented a different wild animal lure meaning it lures wild animals depending if the lurer is within the wild animals LOS(revised by user1 pro balance mod). What I like with Vox is the Kushite and corral trainables but the mod is really more for MP games. DE mod has one having the best fun game but if the AI don’t win battles their aura production seems very slow (they don’t build statues) and resulting to longer teching to P3 and P4.
  7. Necios mod is really really nice except that some structures were borrowed from other Civs art just to produce specific units from specialized combat units (just played Seleucid, eles and cavalry stables from maurya and Persia respectively but it works training units; good start; and using a blacksmith art as siege workshop). With the help of the art people modders can really have more interesting game. Hope these art people could stay from time to time even if they found real jobs. Barracks for melee foot units, archery range for all range units, stables for all melee cavs and siege workshop for siege units. Bonus camelry, elephantrry, or chariots structure will be nice too. If some players complain of too much requirements needed to train winning combo units so be it but hope these beautiful artworks won’t go to waste. More structures could also effect a good gameplay if planned properly.
  8. The foot soldiers promote to maximum at level 4 only. Only champs can promote to maximum level 12. Once citizen (foot) soldiers reached its level 4 maximum the experience just cycle but don’t level up.
  9. The Kushite fort garrison now working? In any mods? If so nice! maybe off topic but there seems a bug on the Kushite CC corner. The infantry unit sometimes gets stuck.
  10. Does it make any sense that an ungarrisoned tower, fort, outposts, CC, turrets fire projectiles/arrows? Same as melee units garrisoned fire arrows don’t make sense either. I would like the AI produce and fight in battalions especially on foot units when launching massive attacks but the human players should have no restrictions. It’s his/her choice to formation his units. If cavalries have trample damage as in BFME it be interesting if it can form a wedge and smash through a formationed infantry units. Upgrades on units and structures should not be done on tech structures like blacksmith. Research can be done on blacksmith or schools, universities or libraries but upgrades must be on units and/or structures. One example is Vox Populi turret upgrade done individually though the tech to walls strength is still on the turret.
  11. I don’t keep do much SP replay but the same bug happend to me building farm, dropsite and house.
  12. Yeah there was a bug on most structures being built. I just delete and readjust the location and rebuild. Maybe the minim distance from obstruction...
  13. Your mod is becoming more interesting and imo have so many features very good for MP. It’s really really nice on SP tbh. The balancing seems good. With metal requirements for most if not all combat units make you more cautious as to what units you want to train. The original wild animals lure is still in place(very good for SP, I love it!). The dropsites can be placed in neutral territory and might decay but garrisoning keeps it not turning to Gaia(very nice!). I haven’t gone through all the meta changes but the AI behavior retains most vanilla meta which is really good when you want them to keep on attacking heavily. They produce cavalry since only barracks is required to train it. The promotion is a bit harder to distinguish quickly but really awesome! One thing that I noticed is the mod might have problems when using the new maps (it’s not loading with Danubius so far). I have to read the readme file...
  14. thanks got hit @Loki1950
  15. Thanks yes that’s what I’m trying to look after. Will try soon
  16. @Loki1950 I tried many option in finder but can’t seem to have any effect. Maybe idk what you mean or what to do. When I try to get info on the game it doesn’t show anything like mods, users or screenshots. The contents seems different
  17. yes, it used to be on documents/games but now it shows only on Apps. The game is found on Devises (seems like the remote disc)
  18. My Mac crashed, restored the default settings, installed the game and its working but can't download mods. It is like I can't see files having the mods, user etc. I used to click on "go" and the folders show the 0ad application but now its empty. I downloaded the game directly.
  19. Alexsu is decent player but most of his videos are really boring. Spamming structures and units are not my liking. I want more gameplay style. I just do it in MP which I seldom play.
  20. Sergiudragoon has low skill level and there are good MP games for A22. But it doesn’t mean because you are 0ad expert the game has depth. I prefer 0ad not because of strategy but the SP mode where I can build a nice empire and fight off multiple AI enemies.
  21. You can spam units to gather without limit (no commerce cap easy spam). You can train any military units without limit (no military cap). No build order needed as long as you acquire resources to train desired units. Easy strategy (but hard to do) just click and little think/guess. I think Feldfed is saying build order is the strategy you need to do to play and win. But at present you need to have the best possible train/build with the prevailing circumstances to win. Some players leave because they don’t like the Alpha but the game is fair to all. If they rush you can rush too! There are still lots of MP gamers new/old. If you don’t like cavs set rules without cavs or limited. Play the Monkey, Vox or 0abc at least the cav production is lowered. If still not satisfied play not with low resources but rather the very low (better with mods imo).
  22. With regards to SP the AI is really not hard to contain. I rather have them more bonuses as the game nearing to expending all the resources (wood, stone and metal gone). I remember playing A21 against multiple AI and they keep on attacking me relentlessly with combinations of champs, citizen soldiers and sieges it is because they trade efficiently. As the difficulty level becomes higher they should be given more trade/barter bonuses because it’s their only source of income.
  23. Gameplay needs to be improved first as balancing and counters can be fixed later. I’m not expert player but I played many RTS and would like to play MP if IMO it’s a realistic game. It doesn’t matter if your skill level or experience is tremendous to warrant the developers to tailor the gameplay to your liking. The gameplay needs to be tailored to a strategic way. It doesn’t make sense that the gameplay needs to be tailored to MP. Majority of MP players are not pro. They like the game and they want to play with their friends, same level players(as they progress) and they have their own tastes. I take it easy on new players so that they can last longer and they can feel the game. I don’t mind if I lose as long as my co players enjoy it. Most pros complain about balancing which to me doesn’t make sense. If there is a need to be fixed then air it. There are mods that are showing progress on balancing. For now if you think the gameplay is this and that then exploit and play as what the game offers. I’ve seen some pros who got frustrated with skirm cavs rushes but now they adapt to it. DarcRaver has so many good opinions and some maybe not like delaying the military structure building to P3. AoE has university but RoN has very good Library and knowledge gameplay that makes the game more strategic. The more gameplay or strategy needed to play and win the less likely to occur a spam unit style of gameplay.
  24. A22 vanilla is really nice if you want to play SP. You can experience more battle with multiple AI and the meta allows a decent human player to cope with the raging AIs. Additional feature like the modders do (f.e. new corrals by Vox, Other new Civ's like kushite, Norse, Anglo Sax, etc, some added meta too, etc) are bonuses and they really are great. IMO I can adapt to whatever the devs and modders can offer. Playing the mod 0abc in SP is my best choice as it has more vanilla features but the modifications are more realistic. Ranges, attack rates, resources requirements(metal) and many more. Adding stable as prerequisite to train cavalry could be promising for MP. I like to play Vox in SP to test it but I can see this mod with its balancing is really really good for MP. Melee (esp cavs) has attack range, attack rates are nice. This mod needs to modify the AI behavior so that it can build corrals and train cavalries. The AI will just train champ cavalry since corrals may not be required. Terra Magna with Norse and Anglo Sax is very interesting to play but some structures IMO should be modified to make it more distinguishable. If the melee cavalry attack rate is around or below 2.5 seconds it should be more interesting to play test it. I like to play DE in SP but the AI seem to have difficulty with the aura tech to advance in Phase and it’s going to be a long wait before the big battles can occur. If the developers, modders, and players could discuss more on gameplays I think the next Alpha could be much much better. Some OPs are identified and some mods are introducing rebalancing. Balancing is not really a big deal and it can be done later. Players should not complain much except in Random choices. My take on improving the gameplay is to limit production. There’s so many ways and some are being tried on mods. Vox, Monkey, 0abc and DE but still not enough IMO. Why not limit the trainable units on P1 and P2?! The spamming of units is the main culprit that the game can look ugly and messy. If resources can be gathered easily these mass unit production will continue. If we can add commerce cap on each resources the gameplay could change such that spamming of units can be more controlled. Limiting the number of units trainable before P3 could be more interesting. Pop cap on P1 and P2 could even help... Then you want all he’ll break loose remove all restriction once P3 is reached!
  25. If capturing meta is introduced or by way of wololo is it possible to train other animals than your Civ will allow if your captured unit (other Civ) builds a corral?
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