
Servo
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Everything posted by Servo
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commands.txt Africa Plains- good hunt I was hesitant at first but decided just for experience. i was a bit nervous even if its just a game and I'm quite raw for multiplayer game against very good players. Skirmisher cavalry against Rome.
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commands.txt Mainland-less hunt Retardado is a better player than me. Same Greek faction capable of training skirmisher cavalry.
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Hey are mods can be played on A22? I heard it's millinium AD. Is it ready for download?
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It was laggy actually but it seems normal playable circumstance. I want to post one game (a 1v1) that shows how a skirmisher cavalry Civ is very OP even you're up against a very good player having no range cavalry Civ or a very good player who don't use a range cavalry in the very first minutes of the game. But I want to ask permission because it's very lopsided. One game really gave me confidence to be able to play with the best if I want to. @Lion.Kanzen btw the one I posted are viewable?
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commands.txt Unknown Land/Looks like Mainland- very plain less hunt. Almost non-stop action. Temple, Achelao, Mapkoc, servo vs Boudica, Kiziton, Franksy, Phoenix I like to team with General Mapkoc and Temple always as they can supplement my aggressiveness. Achelao as usual enjoying his Sim city and strike hard after reaching P3. You leave Temple alone he will be hard to stop later.
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Do I need to post the other half of my fort pix but those concerns mostly about my pc and it's specs. Let me know if I have to. I like to use this pc (Alienware 17) because it runs quite smooth in this game better than using on RoN. Only problem is too small screen. I haven't recalled any issue on A21 and now a22 multiplayer.
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commands.txt Mainland temple owns. While Pretension (JC) was a bit less aggressive instead of killing me softly he allowed me to pinch him little bit and allowed Temple to do his usual performance.
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commands.txt Mainland physic, servo, legendz vs pretention, burito, maxicantrix? Pretension is very overwhelming, PhyZic is very methodical and LeGenDz defending really hard at all cost!
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crashlog.dmp
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darn is this pretension? its awesome! I want to have that kind of map too but must have an opposite land mass where the enemy bases are located. I use wololo to capture enemy units and make buildings these captured units are capable of doing. yeah a multicultural city but segregated. I hope I can make my own maps easily too.
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Desired gameplay(planned) features for A23
Servo replied to Lion.Kanzen's topic in Gameplay Discussion
I like to have auto gather for resource gatherers especially women. It could be optional to citizen soldiers. Houses should by default be built with their exit facing the nearest CC or military colony. For Iberians house exits should face away from walls. What I mean by house exit is the house doors. The purpose is to not lose idle times of units building it whenever they get trapped between obstructions. In some cases exiting towards safe areas during nonstop raids. This save time too when turning it 180 or any degree towards desired position. -
Added features like trample are fine but don't have enough relevance to resolve gameplay issues. Having counters are needed too but these things don't have much relevance to really improve the game mechanics. I think after a couple of months or weeks the developers should make surveys whether the mode of just spamming units and fight make the majority of players appreciate the game or not. If they like the A22 then improvements should be done. If not then there should be a rethink as to what the game should finally be. I'm still immersed on the new alpha but been thinking about how to download and play the mods. I hope it's playable in multiplayer. If I recall Pretension is doing pretty well in countering skirmisher cavs raids using melee. Melee cavs might have the speed but they are in disadvantage on maps having huntable wild animals like elephants, walrus and boars etc.
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Obviously the bolt shooters and I noticed the catapults have higher HP too. Idk if there were any changes to catas but looking at that game I mentioned Borg catas are either invincible or they did not make much effort to destroy them and easily taking down cities after cities.
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There seems to be not much problem to unit balance except the very OP mechanical siege weapons(hoping women will really counter them). The main problem imo is just the ability to mass produce these organic units that could ensure a player/team victory early on. It's nice to watch or play with cavalries or special units early but so frustrating if they are wrecking havoc that makes the raided player to just sigh. At least if metal is required to produce these units (for ex 10 each cav more on sword cav) they can only produce maximum of 10 units until they mine, then strategy is added like team tributes. 10 skirm cav won't hurt a raided player much except if you have Borg skills or you are doubled. Nor these mass raiders are very effective after P2 when defenses are put up. Been spectating so many games last night and I can see that few raiders(10 or less) don't really devastate the player and the game is still undecided until the final phases and become interesting. These devastating raids are only very effective (imo and little experience) when you have 20 units or more. Ten below you need another partner to neutralize an enemy. Then the game becomes interesting if there were less devastating raids. I had quite a lot of previous games that hope to upload and players last night can tell when they review their games. The ones in particular are the games of Boudicca, iapprove, JorgeGijon, and Pretension vs Borg, niegel, gabrielponti, Boyca. Then the next one temple, pretension, kisiton and Phoenix vs Borg, niegel, causative and D_wayne. Hope they can upload it. Maybe my bad as spec to tell causative to produce skirm cavs as Seleucid then raid or maybe he knows what to do but the result was very impressive (with D_wayne help coz less than 10 cavs) than his previous game. They neutralize kisiton (and his quite op team) who did not make skirm cavs while in the enemy edge. I'm not a pro player but I had quite a few games that took down 2 pros on a 1v1 easily not because I'm good but rather the effect of these mass raiders. I had couple 2v2, 3v3, with pros or good players that just last less than 30 minutes with fair amount of actions that could tell that the A22 is quite fine except mass production of units (and op siege units) early on or later.
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Ok I will try when I'm back home, there were two files the one that's supplemental to this describes the PC and the other one has many letters and symbols that can't be read. It's like a Japanese writings.
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@Lion.Kanzen I will try later but please tell me how to do. I'm novice when it comes to pc stuffs. From the 0AD replay menu or document files? Zip then what? If I was able to play multiplayer does it mean my installation is good? Off topic :need help on how to post game replays for A22 but don't know how. It's on OS X. 10.something.
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I had a crash on windows 10 too and it happened in single player mode only I think. Prior to the crash I was able to play multiplayer for "2hrs" until the server quits the game. The crash happened with around between my 70-80 pop and maybe around 50-60(x5 AI) pops. The map is giant on Cycladic archipelago. I will try to replicate the error later but this is the second time.
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RoN is different because the game strategy is too deep and each Civ has bonuses that can be utilized immediately. Knowing each other's identify is very crucial. Mostly you can know within a minute or 2 but in than span of time you have made lots of decisions already that it's quite hard to alter. 0AD is pretty straight forward that you don't care about your enemy Civ very much except if they are Romans or Macedonians in current alpha(22).
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My point is to reduce the OP of any Civ trying to raid and neutralize the opponent in very early stage of the game. For A22 you make infantry as priority you will lose early especially if you are in the frontline. You have Romans or Macedonians you will lose too if skills are even. You have an OP team but you have Romans/Macedonians your losing percentage is very high if the skills won't differ too much. Now if you you require metal for units who really use metal even the slingers if they have metal armor then unit production is limited and not enough to wreck havoc on their opponents. For example if 10 metals are required for any cavalry and another increments if they upgrade in ranks or by techs then it will be harder to produce massive raiders. The skirmisher cavs are very effective only when you have lots of them. I use a minimum of 20 when raiding pocket players and good players but boomers. In Africa Plains they are really OP because of too many animals for hunts. Mauryans is becoming too powerful with mobile dropsites and less wood for houses if all players stay in phase 1 much longer. BTW the developers should disable the identity of the players on the diplomacy options when the game settings is random Civs because the game could mostly end shorter in A22 just my opinion. Though it's easy to scout enemy camps but this identity could aid a good Civ player early on the game.
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It's nice to have counter system like this but A22 unit/s balanced are not too bad. It only needs some tweaks. Civs need some bonus tweaks too. Nowadays skirmisher cavalries are told to be OP, maybe yes, maybe not. It is still hard to execute if you are not quick or skilled. The good thing about skirmisher cavalry OP is that some decent players could compete with the best and will encourage more players. I played with almost all civs but Romans and Macedonians are really in the disadvantage right now because they don't have skirmisher cavalry. Somehow their starting melee cavalry gets hurt by elephants, boars and other food producing animals. IMO we need to tweak a bit just make skirmisher cavalry less OP on most if not all skirm cav civs. Examples of tweaks are: 1. Require metal for every range units except slingers. More metals for civs with starting bonus like Mauryans, Gauls, Britons and Iberians. 2. Tweak the melee cavalry attack to say from 3.5 seconds to 2. 3. Tweak the skirm cavalry or any range units to have a minimum distance to launch their weapons. 4. Reduce starting bonuses for civs having those. Thats it for now.
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I don't see any Diplomacy game options in any settings...is it just setting to no teams or alliance then you can make diplomacy there after? Or setting the game to allies but tick the option not to lock teams? Does breaking alliance, declaring war cost a player resources? Is there an option to demand tribute if someone wants alliance with anyone?
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Thanks "elexis"! It's also good to know that Gaia units could occur in any map by triggering it on options. Now there will be more interesting maps to trigger it than A21(only had in Alphine Mountain). I think this will be very nice in Mediterran and Cycladic Archipelago. Spawning/garrisoning in random unit types will be more interesting too.
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Path finding even with formations looks good as Gaia units do it very well
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@elexis can you please sum up and illustrate simply? i like Danubius and been trying to figure out the frequency of Gaia unit spam in land and sea. The land forces are not hard to contain but the ships are, they are garrisoned with around minimum 10 units and it's hard to counter that without sacrificing Econ. . It's going to need P3 for the player to dispose the Gaia methodically and they are good use farm for units to have experience though needs micro. Each Gaia CC side has a beginning of un garrisoned combined champs and citizen soldiers and it's hard to penetrate without destroying the defenses and structures one at a time. In addition they have so much healers. Each side has initial ungarrisoned 20 naked fanatics (around 6 in ritual place, 14 in CC defense), 4 melee cav champs and citizen soldiers. But each temple has I guess 16 naked fanatics and 4 cav champs garrisoned. Each tower has maybe 3 naked fanatics and 2 champ swordsmen. The CC I guess has the same number and quality of units as in the temple. Civs with catapults and bolt shooters are in the advantage. The island towers have the same garrisoned units but some have more sword champs than naked fanatics. Once you dispose the ungarrisoned ones they are not replenished I think but they keep on spamming Gallic cavalries and citizen soldiers. Ships spam in proportion to the highest tech/phase of any player imo. They start with non garrisoned at P1, around 10 garrisoned at P2 (I think 3ships each side) and ram garrisoned in P3 with Gallic melee cavalries and soldiers. I currently have a game of same 5 AI and me at very Hardest and the game lags between 600 to 800 units even in slowest speed on a giant map.