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Servo

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Everything posted by Servo

  1. Currently I'm playing against 2 to 3 very hard AI but so far there are very few maps that I have interest...I know no one "GAS" but... 1. Tuscan Acropolis very nice map but would love to have either 3 Acropolis on one side against 1 on the other. Or 2 vs 4. In addition the rivers should be wider and deep with maybe 3-4 shallow crossings. More animal types(horses, elephants for civ purposes) esp the wild ones. One nice addition are Gaia structures and ranked mercenaries or champions guarding. 2. Alphine valley is awesome but maybe larger to accommodate another player or more. In addition more animals and Gaia structures and toughest mercenaries or champs. 3. Greek Acropolis is nice but one player on the right is not on the Acropolis. That river shouldn't be shallow with 3 crossings(wide). Maybe a larger map or right side player bigger with Acropolis farther away from the river. 4. Caledonia meadows needs more animals. I once managed to have a map with a very big lake in the middle like a Mediterranean map in RoN but more land mass on opposite players side. I can't regenerate anymore unfortunately. 0AD naval maps are just not very interesting to play IMO. I think with 0AD gameplay naval battle is more interesting than AoE and RoN with ships being garrisoned. Skirmish and random naval maps lacks space to maneuver naval vessels. RoN maps like Atlantic Sea power and East Vs West have more water spaces in the middle. Very plain terrain on many maps just don't look good except on Mainland which doesn't look plain though because of some trees and resources placements. RoN Sahara plain/flat map posses better tactical gameplay because there are small mountains. I think there should be no stone and metal resources if there's no mountain like in Alphine Valley. Just watched one Aleksu YouTube for 3v3 on Red Sea and it was a nice game where all players are initially on one half side of the map. That map is good too but hard to generate. If it has Gaia structures and mercenaries on the other empty half it would be very interesting too. BTW evertime the game is loaded the CCs are always facing downward of the screen?! Wouldn't it be nice if they are facing opposite enemies?
  2. I hope those GG will be on YouTube as it's very hard to download, unzip and watch. Alexksu and Spyrth are our only source of good YouTube and Incog too. Multiplayer team games are much interesting to watch than 1v1 no matter how good or bad the players are. DE is kind of having a better gameplay. It seems that units are harder to acquire which imo will be more strategic game style.
  3. I bought but Indie and monsters are not my liking. If instead of monsters those enemies are mercenary and units are like 0ADs I think it will be a nice game.
  4. How nice it is if walls and turret within a specific CC radius can be assimilated when that CC is captured. If empty wall(or unfilled fully)/turrets can be occupied by any it would be very interesting and could be deterrent to abuse. For single player mode the AI should occupy walls and turrets(if they build) or enemy can't occupy it if any of two adjacent turrets is garrisoned. I noticed too that foot units can garrison turrets(or even towers maybe) from any angle. The foot units should be able to come in by way of the turret door only.
  5. IMO the fun, challenge and gameplay excitement is not on the multiplayer mode. I don't train myself either to play competitively as you can see I don't chop all trees, make more farms/buildings nor gather metal. I have never seen the beauty of the game in multi. Therefore I don't plan on playing multiplayer. Whether it's a pro game or not the videos look the same. No walls allowed then you rather play RoN having better game mechanics. The activity is more on just building structures and then train armies then battle. Just become quick/fast, think a little bit and you will do good. The game becomes predictable like when you play the AI. The game is quite fast in normal the your unit can easily explore, the units can be easily acquired that it's very easy to field a disorganized army to battle in a disorganized manner/event. Borg and the best players are really good but there games are honesty boring.
  6. I have fun playing 0AD against AI than watching boring multiplayer games on YouTube. Yes it's boring against 1 AI since it's easy to beat the hardest but try against 3 or more hardest then you will see it's not boring. It's still not hard to beat 3 Hardest but if you let them reach level 3 with more resources or trade carts and close to maximum population then you will see the difficulty. In that picture of my game I let them reached level 3 and average 10 trade carts each they are spamming units like crazy. Their attacks seemed coordinated though predictable. I got bored just trying to defend and kill but when I started attacking to finish the game their units are spammed nonstop. I can finish them off but I will suffer more losses. I have to harvest the remaining resources in my territory too to sustain my offensive.
  7. Glad I was able to install both RoTE an mil Ad just now and will try to play both... It seems that the latest mod superimpose the earlier ones in the start... so far nice and smooth...
  8. @niektb idk if I understood what you mean but for single player mode slight differences in balancing don't really matter much. What could probably matter most are interesting game mechanics that could entice more casual gamers whom imo are more than multiplayer competitive gamers in numbers. These casual gamers long for more variations from other medieval pc games. They won't care whether a particular Faction is OP or not they will just play because of interest, fun and enjoyable. I myself is very interested to play RoTe and Mil AD which could give more variations but my lack of pc knowledge is preventing me but will try again and again following the instructions. I've been playing Greek factions mostly as they are my favorite civilizations but it looks like too much factions doesn't make it more interesting if the variations are mostly on units. Athenian, Spartans and isn't it the Macedonians have almost the same buildings? Correct me if I'm wrong but they have the same "houses", markets, etc. The Seleucid is becoming my favorite because of the nice buildings and more units types. The Romans could be very interesting but will wait for Scipico to bribe some archers. The Carthaginians seems to be a nice faction that could produce lots of different units but the buildings are not very enticing. The Mauryans favor my game style because of the working elephants but their buildings look like Indie. Sorry if I make some criticisms but I play the game in long hours on a single game that if I want to prolong or have a protractive battle I will be very happy to look at my enemy bases that they also have a nice one like mine. I think some eye candy trees and things can be incorporated on a map so that they won't look like a boring Civilization. I played on a Tuscan map with so much trees but after maybe around 20 hours when I scout my 3 allied enemies are there's almost no more trees and they look so boring to fight anymore. All the animals are gone except for the ones I saved and herded behind my base corralled by palisades walls. BTW the horses only run on or above .5 game speed?! We have walk and run specs on units but seemed to be attached to game speed...
  9. I play the game for fun but I'm capable of beating 3 Hardest AI. I don't play multiplayer coz my skills are really not enough to compete and IMO the gameplay suits really well on single player mode. I normally don't destroy them(AI) rather just neutralize and enjoy their attacks on my nicely built base in the later part. 0AD AI by far is the easiest AI I've ever encountered among the RTS games I've played but the most enjoyable single player type of PC game I have had. My strategy is very simple and did the same on RoN, AoE 2, Civ 5, BFME and many others. Offense is the best Defense. In this game all you have to do is raid with cavalry without let up. If the map has hostile animals set the raiding unit to "flee when attacked" stance to lessen damage and set to aggressive when raiding enemy. The objective of the raid is to get as many units to follow your raider retreating back to your base and get slaughtered. Target the women as priority and citizen-soldiers with empty resources as possible. Also try to entice his cavalry gatherer to follow too. Retreat when your raider is around 50% HP but don't proceed directly to your base so you will have time to prepare defense. I don't use towers because I want my units get promoted asap. It depends on how many AIs you're playing against but I assign at least 2 cavalry raider per enemy at start. Imo the best way to familiarize the game when you're new is setting it to very low resources at start (100 each F, W, S & M) for your mind to be able to think just fine. If you can't handle micro very well set speed variably too to your liking. In my game I had this data previously... but has gone to more than 5000 killed without unit and building losses.
  10. Is it possible to just leave it like that for A21?! It would be more interesting to be able to train militarily units on captured military producing buildings. I've been waiting to have different units produced/captured from different factions but so far there's only ranged siege units capturable. I hope DE moders won't change it or rather have a setting for players preferences featuring to produce different units on captured buildings. For single player gamers I think it's a delight.
  11. My favorite nowadays is the Seleucid. Nice buildings with pines and can cut more trees around the base and still beautiful to see. Wonder is just nice size. Units are good looking with so many types except that cavalry skirmisher doesn't show promotions. Just found out that walls can be garrisoned up to 5 units and lined up nicely!
  12. What I mean was very low starting resources and I think it's 100 each. Normal has 300. Not the map with low resources. This setting is my cheat against Hardest AI because I noticed that the keep on training units up to a programmed number before they advance to next phase. If that programned number is not reached they won't phase up(just my guess and observation on AI behavior). Therefore if you keep on raiding them they will keep on responding, get slaughtered and they become easy to beat.
  13. I have difficulty in moving group of units in a very short distance and facing correctly or say just face the units between from 0 position(initial) to any direction. I'm not aware nor using much hotkeys but in most games I played before you can just highlight the units and drag the mouse arrow towards desired direction. Not implemented yet?
  14. Looks interesting hope there are more wild animals and good for at least 4 players. Will check it out... I'm still experimenting on the AI behavior and might be harder for me to contain 3 Hardest AI on very open and hard to defend main base.
  15. Militarily what I'm trying to limit are the special units, champions and cavalry. This way almost all military unit types a faction is allowed to train can be of use including sieges. If not then each faction who just use one or two types of unit need not have other military units units available for them to train since they can win without others. Multiplayer games are becoming more chaotic as in AoE2. The fact that units trained don't increase in cost as the number increases adds to the chaos. If you take a look at RoN up to higher ages (industrial) the game is more defined in terms of strategy(civic, military, science and commerce). Even if resources are not depleting the game stays fluid. i think good players should start or consider trying to play games starting with low resources and see how things go. If techs can be set to more expensive and units more harder to acquire the player will think in multiple ways to win.
  16. @wowgetoffyourcellphone @DarcReaver After watching a pro game between Borg and Pysich I have better understanding/realization regarding battalion. Its almost the same in AoE2, and probably many other RTS games with individual unit productions. The game becomes very messy once the heavy battle/war begins. I dont play multiplayer but even if you play against AI the game becomes messy too when you allow them (AI) to build armies. I do my army formations but the AI won't. AI doesn't do disciplined sieges or any disciplined military activity. I don't know whether the developers really consider options so that the game becomes very organized/disciplined in terms of military activity. I still favor individual unit production since IMO could make it easier to have a mixed unit composition but wouldn't mind if the AI can have battalion units in default (much better). Another thing that I noticed on most good player games is that they spam their preferred units mostly that almost two types of armies are just battling for supremacy. I think if there's a limit to the number of units allowed on any type it would be more interesting to see/watch the battle.
  17. Now four Pinoys lol. One is pesky(me)me. I know Spyrth is but I just kept mum coz he's doing great with his passion.
  18. RoN UI is really good. Corner tool tips don't really disturb me. Minimap in the middle is better for quicker minimap click. Economic interface is collapsed as in Lion illustration but can be expanded to show how many workers are on resources(food, wood, iron, oil, caravan ,merchants and I think schoolars too). Game controls are very easy/friendly like hotkeys, units, buildings etc. The one thing that's missing is you can't rotate the map. It's very important because you can have positioning or clicking preferences wherever you are located in the map. There was one game I can't remember that was very user friendly when scrolling the map. You don't need to use hotkey or positioning the the mouse arrow on the screen edges to navigate just using I guess the left and right mouse button. I think it's Red Alert.
  19. If I want to limit defense tower numbers to 5 all I have to do is change the number from 30 to 5 for example?
  20. Not necessarily changing any mechanics but just unit real capabilities/abilities. In fact present mechanics favor me to beat, defend in the end multiple Hardest AIs(currently 3), I try to adapt my game as to what my or my opponent AI can and should do. However scenario that I find interesting I will focus on that scenario to have fun and satisfaction.
  21. No, I don't like that game. I just want realistic one and this might add more difficulty in beating Hardest AIs. I only play single player on infinite hours but very satisfied using low resources at the beginning to prevent early messy combats. I build my kingdom nicely, secure the environment and wildlife, prepare the defenses before letting AI to rebuild its econ so he can produce massive armies to attack me. If it's more realistic it will be awesome.
  22. @causative I guess we have similar mindset. I really like realistic things to happen in a game. I am sorting out threads after threads and found you're arguments to be very real good but mostly not considerable to the developers for so many reasons. I can understand them because it's really hard to make games. Maybe they also think about how and what majority of current players would like the game to be. Maybe the engine is not capable enough to support etc. etc. 0AD is being developed based on historical facts but the actions aren't really realistic. I realized now fully that RTS is mostly based on real times as RT means. I don't have accurate data and facts as to how most pc gamers play and what games they play or which one is really popular as well as why. One thing I noticed is that a lot of players play Dota, counter strike, Starcraft and if you examine the number of units (ex. Dota) there were very few units but involved heavy micro. There are upcoming RTS/RPG games that are very expensive which emphasizes realistic actions and people can't wait to have the game at even maybe $100! Archers or range units are heavy favorite by most players at the early stages. But when you see them firing at will on infinite arrows and fast rate it's really not realistic. I really don't mind them miss on moving but hope they can inflict considerable damage on stationary organic targets. They should be able to launch volleys of projectiles (group firing) on a specific target area and inflict some damage on units on that target area. Regenerate weapons (if not doing any action) if there are available wood or metal as explained by Causative as well as fight melee at close combat. I'm not sure if minimum distance is or already implemented. I wish I know how to mod the game to have these kind of features and other features that could provide more enjoyment/fun.
  23. The one in RoN is nice but could also be catastrophic if you don't pay attention too much. It's called infinite queue. You buy unit either single or in batches of 5 then it will produce that amount until no more resources are available. Simply buy then press letter Q then it will commence. Its catastropic (if you don't pay attention) sometimes for a game like RoN because there is a limit of number of farms or woodcutter/mine slots. I sometimes build more citizens or merchants than needed coz I forgot to turn it off. It's ok in 0AD because there's no limit as long as you have cap spaces.
  24. Nope that's why I'm hesitant to upgrade it to increase healing range, it's almost the same as other range unit like archers and cav skirmisher. I guess that minimum distance in the case of military units are making it possible. I will try to observe more with and without stances on either aggressive or defensive behavior later. It happens mostly when you order it to heal a single unit.
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