Servo
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Everything posted by Servo
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Please try to have a look at these compiled errors... crashlog.txt interestinglog.html mainlog.html oos_dump.txt system_info.txt
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@Nescio I tried playing the mod but it looks like a mod of DE. There was an error which failed to load the animals. In Africa plains there was no chicken and all animals I will try to upload it. Also the units isn't requiring metal as described which is the most important feature I was trying to try. Btw DE's units has a standard attack rates of most units(if not all) and I found to be excellent.
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Grugnas and RetardadoSVN were hosting DE games. Funny that when I entered the lobby for A23 and tried to get in someone's(A23) hostingy my PC crashes
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Humnnn I thought it's playable in multiplayer as I've noticed Lots of them were playing it. No worries more fun in single player.
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The Roman citizen soldiers and mercenaries can only build and can't gather any resources?! In single player it's ok but in multiplayer IMO they will be weak because humans can defend small skirmishes easily. If they can't gather might as well give them extra loot so that they become the most aggressive Civ and could be a training Civ for battle. I liken them as the Astecs in RoN which has not much bonus except higher loot. The game mechanics becomes more interesting. The 2 seconds rate of combat units execution works pretty well (especially on melee cavs) as well as the accuracy of every units! The champions aren't too OP which is fine. The aura thing is awesome but i have to find a way to strategically accumulate it efficiently. The unit spamming is still easy but cavalry rushes are now not much effective as in the vanilla. The blacksmith techs are so cheap but lets give it a try for a couple of games if it's really good or bad for the game. I haven't gone through all but I'm really impressed.
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Nice. I hope flaring/signaling teammates is next.
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Use Control-left to garrison. Ctl is the attack move as in A hotkey on other RTS. AI is more intelligent than in the previous Alpha(21). They don't chase enemies (say raider) when they lost LOS. The strength of attacking forces increases as the game progresses. They attack whenever they advance in phase and the ultimate attacking forces they will muster consist of champions, siege and hero. I think it's the same as in previous alpha which they field either 5 rams/elephants or 2-3 catapult and 3-5 bolt shooters. Accompanied by around 30 mixed champions and around 50 mixed citizen soldiers and cavalries. That's what my experience on very hard Petra. But depends on your pop limit. My estimate for those numbers is a pop limit of 200. On a 150 limit it's around 60% strength. Try multiplayer games once you can beat the hardest on 200 but practice your gameplay on using skirmisher cavalry coz they are the better unit/s to use in A22.
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Can 4-5 melee infantry or 2 melee cavalry win over it? If so then it's ok. The only thing I don't like about siege weapons is that they are automated. They are supposed to be manned and needs protection during siege. Accuracy? Well do the math.
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darnn it's too late night but I did it! I was able to download Nescios mod, the pro balance and now the DE! It's just a matter of hitting alt+enter twice on DE and Nescio mod while just hitting once on pro balance! Cant wait to play all these mods!
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But then i installed Pro Balance mod and it worked very well and the mechanics is the same as yours! Now the cavalries can only be trained in the barracks too! It could delay the rush more and i guess if the player will start at very low resources the rush will be much delayed. Requiring metal for the units would require additional time to mass produce units and small skirmishes can be expected while building up for final battle.
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I was able to download and quite excited to see the metal requirements for every units as well as the cavalry can only be trained in the barracks! i just have one problem and its hard to play the game because the whole screen of the PC was not occupied therefore i have to use the WASD hotkeys because there seems to be no GUI border. There was a double welcome screen when i launched the mod and the welcome screen box can't be activated(exit) but then i tried hitting alt+enter and i was able to play the game! this same thing happen when i was downloading DE which imo will work the same as your mod.
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Does anyone have a guide to install DE 22 on Mac? Which file do I have to put it? Mods, then public? I had the mods on tools and enabled it but when I selected and played it showed double DE and the welcome box exit can't be operated. I enabled both pro balance and DE A22. Could it be that I did not unzip it?
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i don't have DE installed except this pro balance. i think its better that the mod can be downloaded in the lobby game when a player enter his room (player with DE mod).
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It seems that it is just a fix on A22 DE.
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I downloaded the DE A22 but can't seem to figure out how to install in OS X. I tried and was able to see a mod in tools but when I open it to start playing a another logo of 0AD superimposed another one which I can't exit. I have to restart my pc. The one that superimposed has a dialogue box too that when I tried to click exit to go to the game proper won't activate. I only have this Pro Balance version 0.0 22.1. In my mod. With this alone the game will run?
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lol I'm not his fan nor friend but it's more interesting to play with him than most others coz he plays real hard. Also I have the same frustration whenever I have very passive teammates. Now back to topic. @temple before I played multi I spent hours and months playing and studying the game mechanics and tbh I did not like the performance of the skirmisher cavalry on A21. I used to play RoN that's why I know the importance of raiding in RTS games too. See you lost having a Civ with no skirm cav somehow you played against a Briton having extra unit and extra bonus. If you were not Romans or Macedonians the result could be different. Although this is not a very ultimate solution but I consider it as viable and should also be implemented, what if the spear cavalry attack speed tweaked from 3.5 to 1.5 or even 1 second would you stand a chance against your skirmisher cavalry opponent? I think you will. Rushes can be prevented and the more you delay the military unit production the less likely it can succeed. One good solution and could also improve gameplay is having military units trained only on military structures not from CC. Requiring metal on units using metal weapons would also delay army production same as slinger need stones. Incremental unit cost as you produce more of the same unit will also delay mass unit production. Requiring produced weapons too. So many viable solution than reducing HP or walk speed. I lost 2 rated games using Mauryans against this guy (-_-) him using Iberians on a biome map. Still my game has no finesse and he hides very well on his walls. I pondered how could I lose? Was he a much better player? Maybe yes maybe not maybe he was just lucky to have a hiding walls. Then I tweaked my style a bit and played on teams. This time I'm on the frontline as Seleucid and against an Iberian (very good player on an better team). He did not produce enough cavalry and I had 11 vs his 6 and made swordsmen instead of skirmisher. He resigned and game finished in 12 minutes. Who's fault why they lost? Under any circumstances you have to play according to what the game can offer though having no skirm cav is definitely a disadvantage.
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I never complain about skirmisher cavalry rushes because I'm always rushing and had so many victims among very good players. Btw off topic I noticed that a Seleucid CC is producing 1food /sec, is it the same for all Civ CC?
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@Grugnas it's not about just training or having 1 skirmisher cavalry. The point is you delay the training of this unit en masse so that it will not ruin the game! I hope you understand what I mean here. There are so many ways to do that and changing its current specs is not the best solution imo because it's doing well. The accuracy is improved and I don't thinks it's overwhelming. For you info I may have played multiplayer just lately (I started just a couple of weeks before A22). But I've been playing multiplayer player heavily since the A22 release and I considered myself one of the most aggressive raiders using skirmisher cavalry. I posted some games in A22 replays but my performance then is still far from being refined but I think I contributed enough for our team to win. I played so many games with some pros or so called pros but I rather play games alongside or opposite the hated JC than playing with less aggressive players.
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With too many this and that shows that 0AD gameplay lacks depth. They want it like AoE or AoM or whatever Ao gameplay style (imo has lots of gamers but too messy and lacking depth too). The only difference 0AD has is the nice units, most buildings, and promotions with a possibility of being more realistic. Rebalancing is not the biggest issue here, it's the game mechanics. The developers lack the vision to make a better gameplay. They succumb to the pressure from the so called pros. They complain this OP skirmisher cavalry and thinking that they need to be nerfed again which imo is a stupid move. It's doing really well. They complain about the game resulting in rushes and did not tailor to their liking and trying to blame on units OP this and that. In late game they complain about too much resources coming from caravan/merchants but what's the culprit? Some people say ah I don't want limit to what I produce, build or train which is real stupidity. Now I'm reverting back to playing single player because most of these so called pros are just playing a boring game like no cavalry and this and that. Most modders have better mindset and their mods are really promising (as I can only imagine). They try to fix what is broken. They give attention to game mechanics (like no cavalry production from CC). Some would even suggest that citizen soldiers are a mess(I agree). These citizen soldiers look really good but they mostly gather heavily. I don't mind them gathering but their gathering is very OP. Resource production should be done by skilled tradesmen. Look at cavalries doing back and forth buchering animals from corrals, is that nice?! Players are taking advantage of the game mechanics defects.
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In multiplayer games it's very obvious the best strategy to counter skirm cavs rush is to defend with skirm cavs too. The faster to train more than the other the advantage in skirmishes is noticeable in a 1v1 with almost same skill. But the rush has to be executed very well in order to regain the disadvantage of being the attacker(assuming both protagonists have skirm cavs). Mostly a 2:1 ratio result in a success but a minimum number(>10 cavs) of cavs is needed to inflict substantial damage to the opponent. In team games the results of rushes are varied. The team who executes a better teamwork and coordination wins mostly even if their team is weaker than the other. Some will say that the game has no strategy other than just spamming effective units, imo it's false. I didn't play much multiplayer in A21 but it's almost the same except that the tweaking favor other units to be more effective. The game is in alpha and these results are being noted and resolves should be in place as new alphas are introduced. Nowadays some players especially on team games make some progress in countering rushes. Romans and Macedonians can survive or shall we say quite safer on the pockets. The only problem is they are the targets of the rush and they will be embrayon if help doesn't arrive sooner. In addition since the diplomacy button shows who has these civs they will be in danger especially on plains and land maps. So many ideas are being presented and imo there are many ways to resolve the issue. But this so called OPness of skirmisher cavalry needs to be changed (nerf) is imo not the best solution. They are performing really well and there are more civs that have them. Why not just tweak the melee cavalry coz they have more defects. Somehow Romans and Macedonians require metal to train skirm cavs in P2? If I'm not mistaken they have better HP maybe.
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No button appears if there is no task to gather or patrol (I guess) before and after the bell. The button won't appear too if the sole task is to fight. The button appears for all units imo if the task is to patrol. Therefore imo button works.
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The button is still there on all units that were doing a task whenever you ring the bell or you did not change their task from gather to something else. If they drop off the resource gathered then ordered to do another task the button disappears. If they are ordered to fight without dropping their resources the button remains. Idk if that's what you mean...and don't notice that they go to different spot but same type of resources gathering. I think auto gather when idle(set time) is better implemented.
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@elexis Idk how to report this. This will only affect much when you use Alt-triple click though very important when it comes to this type of champions as they are game changer.
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By tweaking it it might become better. You will not see a very long pause for the melee cavalry which can be construed as not moving at all. It is also endangering a unit because it could be hit during the pause and could die. This tweak could save units, important units. Thats whyvthrre are test and mods so as to find out which mechanics is the best.
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I noticed that a fort trained Iberian champion cavalry are not exactly the same as the one trained from the barracks. When you double click on all they are the same but if you triple click they are different. The specs are the same only when you triple click they are not. Im not sure if it's the same on other civs. Now I noticed it's the same as the champion swordsmen.