Servo
Community Members-
Posts
751 -
Joined
-
Last visited
-
Days Won
2
Everything posted by Servo
-
Ohhh if that's the case they should just not include it. It has very less significance. At least they could make it game option that can be turned off if not agreeable between players. They could just make it expensive to bribe like double or triple the resources to bribe a target unit. Say if a unit to be bribed cost 100 food, 100, wood, 100 stone, 100 metal then there should be 2 to 3 times that amount will be given to the enemy or lost from bribing player. Or some suggest that if should cost more plus the technology. There might be no point of training it instead of other combat units but if it's included then just see how some players would like it. For me it will be very nice.
-
I hope a unit bribing spy would be available somewhere in Phase 2 or immediately after reaching Phase 3. TBH i really don't care how much it costs as long as it can bribe enemy units especially all military units. I hope after upgrades/promotions the bribed unit appearance would just look like the same as the faction would make it to any different levels/upgrades.
-
I tried herding animals to my safe side of territory but so far I tried and did very well with boars and lions. Though I sacrifice women. If the behavior of elephants tend to fight back as in the case of boars and lions and will chase the unit who whipped them then you can herd it on your or close to desired spot. I am certain that herding bigger animals are not hard but just need patience.
-
@MayQueen hard to understand what you mean. @Lion.Kanzen I think I'm going to try the Iberians on Tuscan Acropolis. I'm curious how the walls would look like. If it covers all the edges which I doubt would be great otherwise I have to delete it then rebuild. My favorite spot of this map is on the lower left which I could preserve more pine trees, etc. The Iberian opponent I had only built two lines of walls but not on the edges. The passages way down too had very deep spots on two passage places which make it hard to build a nice flat gates. By far the best buildings I had seen were the Ptolomies, they're beautiful though Ibearean houses are the greatest! Oh it's the Maurians having elephant dropsites.
-
If it's not hard to make a mechanics in which you assign a couple of units to build a warship then automatically garrison it with the same builders then it's ok. Then once it comes out of the dock you can ungarrison it by moving it to shoreline. Since you allocate I guess 2 units for the warship to be trained then it should take 2 foot units to operate the ship. These two units should automatically garrison the ship when its built. I think these are some small things that make a game deeper.
-
IMO manned moving sieges adds more depth to the game as well as encourage a disciplined sieging if the game is still undecided in the middle stages.
-
I think Micromanagement is the most important aspect of a competitive RTS games. Whether the difficulty level increases or not you have to continuously do it until finish. So easing it in a tight competition shouldn't be an option if you want to win the game or not to lose badly. Towers and forts are fixed structures that doesn't ease or affect micromanagement much. These are strategic buildings in the game that you have to place for garrisoning purposes mainly to augment your strategy. The mechanics that makes this structures usable when not manned contradicts with the Gaia system too as well as wall/turret building. Both of these mechanics are one of the best features of the game, this is really nice. The turrets won't fire unless garrisoned. A captured building outside of a CC turns into Gaia when not garrisoned.
-
Nice Alexis I'm a single player gamer and very satisfied with the current Alpha21 regardless of some bugs. Been playing a protracted game and trying to extract the best possible enjoyment of it.
-
[Feature Request] send signal a point on the map to teammates
Servo replied to andy5995's topic in General Discussion
Copy RoNs flaring/signaling style. You can even draw or write things. -
It would be very interesting if siege weapons are manned by foot soldiers. Siege rams should be operated by a minimum number of units and allowed to be garrisoned. If units garrisoned are ranged units it should be able to fire in range automatically when there's enemy. It should be able to mechanically kill a unit/units by rolling over them. AIs make a lot of them and it's sometimes annoying. Ranged siege units should be manned and dock units too. A warship without ranged unit/units garrisoned shouldn't be able to fire in range. It should be capturable too like towers. Speaking of towers, outposts and forts structures like these shouldn't attack in range if no range unit is manning them and any range attack should correspond as to what type of range unit is inside. Not even having its LOS activated if not garrisoned. Structures have no eyes so there's no sense to have LOS if they don't have the ability to see. Maybe off Topic; Any structure that operates should be manned like market, temple, smelter, Barracks, special buildings etc etc. Stockpile and utility carts should be built to transport resources to the stockpile. How I wish there's weapon production... before units can be trained. darn a Stronghold like 0AD should be awesome. I know these can't be done but wishing to come across this mechanics.
-
I'll check but I like maps for 3 to 4 player so AI can trade heavily to compensate for almost gone resources. My favorite map for 1v1 is I the the Mediterran with huge water in between but only one side is passable by land. It's like my testing ground. With treasures and fish. AI doesn't make navy though. Another very good map is Caledonia Meadow with those Gaia units guarding treasures. But it's random seeding so I have to keep reloading until a good map setup comes out. So many resources plus trading and AI produced massive armies. Game or maybe me lag at above 200 pop on large map. Im playing Tuscan Acropolis right now and a good team map but also nice on 1v3. Map just have couple animal types and river is passable in most sections. This map can be very good 2v2 multiplayer but must have random seeding. At 150 pop cap .75 speed still has smooth movements but I took one faction out already. I might try on 200 pop next time and take one faction out quickly to test whether 200 plus units on 3 players will still run smoothly at least up to .5 speed on 1v2. Im going to check that polar sea.
-
lol yeah. Actually I've been herding lions and boars from near enemy ground safely back to my safe area so I just use a women with a hack or two and they follow. Or using some idle women or healers (if possible) in the vicinity to push and herd back the deers for preservation in my territory.
-
Oh I just think that every organic units have attack mode. In every battle in games every unit counts you know...
-
That's why I only play factions that I think did war or any conflict with each other. I'm not good in history so sometimes I just group other factions that did not war each other into one team. Hope the Spartan Spartiates issue which could be produced by allies be implemented soon. And whether the Spartan ally is in the least difficulty its ally could still produce it.
-
Can we have an attack option for the priest like the women? Recently I noticed that when you capture a CC mostly all surrounding buildings get destroyed slowly. Iberian walls and turrets converted into Gaia and can't be captured. I think there should be a CC radius that when it falls all economic buildings within that radius belong to the conquerors including walls, ungarrisoned turrets/towers and gates.
-
IMO factions that did not make war with each others should stay in the Mods. It maybe interesting to pit different factions from different worlds but just for fun or how could each faction fare against each other if they clash. I just couldn't imagine how the the Chinese could fight the Mayans and the factions from Europe. This is one of the reasons a lot of players commenting in some RTS games that why would Nations clash in a game when they never fought each other?!
-
It depends on the map. I would be looking forward to a quite nice and favorable map. More treasures on a Tuscan acropolis type of map is possible and setting is very low resources.
-
wowgetoffyourcellphone's gameplay design
Servo replied to wowgetoffyourcellphone's topic in Gameplay Discussion
No! I don't mind pop cap at all. I said the only thing that does not make sense is the battalion production that's like BFME because imo formations could just take care of it. I don't mind producing units in battalions but unit or units can be detached and it's more real. I only imply that pop limit can be much easier to hack though I haven't and could hardly be applied in multiplayer. But good for me coz I mostly play AI. But there could be a scenario which it could happen to multiplayer if there is peace time with limited or low units. i played multiplayer nomad in RoN and we also have difficulty with pop cap that's why players would try to build a wonder colossus or put merchants on a rare that could increase pop cap. And if the units produce are BFME like battalions there will be massive pop hacking. I can see more disadvantages in this setup than producing it in battalions but units comprising it could be ordered any task individually. And it's more real. I never read any response what advantage would it give in terms of gameplay rather that oh it's good or anything without any logical or proper presentation of the advantage. We want to have a nice game here and to tell you I've been playing this game like crazy and crazier than any other RTS games I've played. I posted a lot of things about this game but it's ok if I wouldn't be heard. At least it's still running. -
wowgetoffyourcellphone's gameplay design
Servo replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I understood everything you said and every time you post I answered and mostly I give situation. Pop hack- is still related to gameplay. I said I can make more units like in BFME just to have more fun surpassing the allowed 200. I even did it on RoN when I played assasin with 7 Hardest AI I was able to make or produce including conversion +|- 300 in 200 pop cap. Everrtjme an RTS game have conversations you can make/have more units beyond allowed and if you're playing AI on infinite hours you can have more units and more fun. Like AoE2 I did so many conversations against 2AI and still controlled/won the game. Btw never did BFME AI ever destroyed my castle. And all my barracks/stable units were promoted to highest level. We talked more about BFME because that's the same mechanics on units that you are trying to impose on 0AD and I gave so many scenarios but you never reasoned out with logic at all. Always not true, this and that. Not even giving a situation which if it can make 0AD much better which could be considered by the developers. Only this is good or blah blah blah without any substance at all! -
wowgetoffyourcellphone's gameplay design
Servo replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Oh yeah but you haven't presented and reason why my argument is not valid. As Saladin said in Stronghold and I quote "Your mind is limited you're not fit to command an army". -
wowgetoffyourcellphone's gameplay design
Servo replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Lol you are assuming that it can't be done?! I guarantee you I can beat the AI in 0AD with that 1000% resource gathering rate. I already held 3 hardest AI to phase 1 while I'm at phase 3. I just don't prolong because I'm worried that their behavior might change and not advancing anymore. I remembered playing against 7 brutal AI on Red Alert and still won. Medieval people are not dumb to use any possible means to achieve what they want to. Armies just don't collide like there was a magnet that attract them towards each other. They should have a military structure and programs to enhance their capability. You have never presented reason why the thoughts I presented were not possible you only say no it's not. You should present your arguments with logic if you have any. -
wowgetoffyourcellphone's gameplay design
Servo replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Well I have no issues with pop cap at all. Whether there are safeguards or not. In fact I could neutralize 3 very hard AIs in 0AD before I can even have a hundred units including economic units. I think I very clear with my previous posts. My little knowledge in military structure battalions consist of companies, platoons, squads etc and each group or unit can perform different tasks. A squad leader can assign an individual to recon a target area for any purpose. Etc, etc. These are sample things that adds strategy that will be lacking when you do a fixed battalion unit. The more strategic activity an RTS game can have the more it becomes interesting. -
wowgetoffyourcellphone's gameplay design
Servo replied to wowgetoffyourcellphone's topic in Gameplay Discussion
0AD has battalion formations, WTH do you want more? All they gave to do is smoothen it up and everything will be fine! You can produce battalions from rax or stables but hey what's wrong with each unit in the battalion can move individually?! -
wowgetoffyourcellphone's gameplay design
Servo replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Yes it's good to exploit defects in programming as long as you enjoy it. There will come a time that you will long for more harder difficulty like against maybe 7 hardest AI. It's going to be a big challenge. And pop cap will have effect in the end game. I normally don't kill AI. I play the game in such a manner that there will come a time when massive battle will occur. IMO AI in 0AD and most RTS games I played have weaknesses in raids. Their behavior is not intelligent enough to make it harder for human players to beat them. Now if you are only allowed to produce in battalions before you can even raid AI will swarm over you. If you don't produce raiders then AI will outboom you. In multiplayer games most pro make sure that every unit works to maximize their efficiency. Any idle citizens or soldiers doing nothing are part of inefficient gameplay. -
wowgetoffyourcellphone's gameplay design
Servo replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I play mostly against Hardest AI and mostly if not all winning against 1. Now playing against multiple AI is imo more fun so I need more population. I mostly neutralize AI or multiple Hardest AIs then play defensive. I don't enjoy beating AI easily. I don't enjoy playing much against humans since my skills are not good enough to become pro. I played with the best in RoN multiplayer but got tired of ossing or crashing games or even laggers. But I enjoy playing multiplayer teaming up with very good humans against multiple AI be it in team games or diplomacy. At present I'm playing 0AD against 3 very hard and I'm enjoying it. I have all my units promoted to max 10 each of slingers, javeliner, hopelites, Athenian archers, cavalry skirmisher and cavalry swordsmen. Call me a cheater but I make sure I have no unit lost until I get my objective of walling, protecting the trees and animals from being destroyed. Once my objective is achieve I will let the AI to boom, advance to P3 so he can build armies and I guarantee you they can build massive armies and I will have huge battle ahead. If units are in battalions I guess it's very hard to play games like this. And I don't like this game become another BFME. RTS ganes like this may not really result in real battles where huge armies face each other in the battlefield due to the mechanics but it makes you to exploit and utilize every possible strategy to win the game.