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Servo

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Everything posted by Servo

  1. If new updates come in would the previous ones be deleted, unplayable or will just superimpose the previous? All data like saved games be auto deleted?
  2. Btw, I agree that you can reinforce any battalion with any units but taking out some experience from an experienced unit seems to have no sense. In fact experience units should even be able to acquire more experience when combined with other units because they could become mentors. In addition experience units could form an elite groups thru further trainings or studies or further promotions.
  3. Ahaa now I can see that the mechanics that you're trying to have is like BFME. In this case no more healers thru temple and temple units and no more wounded units. Barracks units will reinforce in barracks and or stable units will reinforce in stables. Now there will come a scenario that players could hack their units to produce more than allowed pop cap. In 0AD this will be easy.
  4. How would they replenish if the units that must come out is also another battalion consisting of 20 units? Will you turn the battalion production off and resort back to individual production? Then they will combine the inexperienced replenishment with experienced ones? What kind of mechanics is that? Engineering Mechanics?
  5. Replenish without spending resources like another fantasy? Then what happens to the experience? Promotions? Can the new replenishment be of equal experience with the surviving battle tested units? It's like an enchanted barracks or buildings?! Lol .Idk what they want to do. So why mess up a quite good existing mechanics?! The formations/stances that are presently working just fine with corresponding benefits or even beauty wanted to be replaced with fantasy is just not right.
  6. So if I have maximum pop cap then I go to battle with 3 battalions consisting of 20 units each then I lost 10 units each per battalion I am not allowed to make any more units? Are we going to wait until divine intervention comes and those dead units come alive? Is that what you mean?
  7. Ok I give you a situation. You train 1 battalion (say 20 units). Assuming you have 100 pop cap you can only build 4 more battalions. I don't know how you gonnna make the mechanics but I assume the battalion has only one HP and for every unit in that battalion dies the HP reduces. Assuming you won the battle or you pullback with couple member units left in that battalion you decided to heal them will it come back to 20 units? Does the monk or priest pray that those who died in the battle comes back to life again?! if assuming you don't want to heal or there will be no healing mechanism you want to reinforce with any other units then your new battalion becomes ragtag! If you want to reinforce with the same type of unit then if you produce another battalion because maybe you like the type then you will have a battalion consisting of 30 units. I'm confused what's the mechanics of you battalion thing. So how? explain to me how your battalion style works. I played BFME and maybe it has the same mechanics. I like BFME but I want more real games. No fantasy. No magic or any not real possibility. If my guess is correct and healing back to original numbers is allowed then maybe I can produce 270 population despite having 200 pop cap if I'm lucky to neutralize my opponent and toy with him all the way until he gets bored and surrender.
  8. I don't think you understand my point while most others do.
  9. @wowgetoffyourcellphoneIt's not about satisfying individual it's about having a real and justifiable intent to do better. You train battalion, you lost unit/units in a battalion then you garrison or heal it and the units came back alive is that real?! Another magic game? What is your intent? Well you can Mod it but I hope the developers won't go this way. The game has a very strong fundamentals already in terms of military. Only little tweaks are needed in military like barracks produce only in "battalion batches", stable(horses) and unit balancing. The game IMO needs more civic, economic and structural mechanics improvement.
  10. AI has something to do with my post because as I said I mostly play single player mode. I don't know what code are you talking about but game developer should have idea how a player can go beyond a maximum limit like in the case of BFME. It's very simple and only needs a common sense. My game or how I play my game is influenced by the AI behavior. It's like as simple as if I play against easy AI what will I get? Will I enjoy? If so I go to hardest, will I enjoy? If not I will think of what makes me enjoy. Maybe against 3 hardest AI will I enjoy? Can I succeed? Did I achieve what I like the game to go to? Did I protect the trees from being cut in my area? Did I preserve more animals, did I protect the apple tree of not getting harvested. Did I make my units promoted? Did I have zero losses against 3 hardest AI? Did I cheat?! Is there a cheat?! These are things I try to enjoy playing 0AD. There are things that I like to enjoy from RTS PC games and so far 0AD is the best I can have in playing against AI but this game has more potential to be more enjoyable and I guess making units in battalions is going to make the game unreal. why I play the game heavily it's because of unit promotions, individual units, walls, and quite real historical civilization. I can understand that units that comes out of the barracks should be in battalions but make it more realistic. Don't make this units become gay. Every man should be given a chance to mingle with a woman. As Leo Karsen said disband. Yeah I saw this in some games like Stronghold you can have battalions but every unit in a battalion can be ordered individually, either disband or raid etc. Detach is a simple word and also applied in military terms. Btw when I said disciplined army I'm referring to a battalion.
  11. @DarcReaver I have no problem with pop cap in fact I like it. I even reduce my pop cap whenever possible just to find a better AI behavior(note: I play single player mostly except RoN). What I'm pointing out is battalion production is ok but units can individually detacth and it's normal and real. I found BFME 2 as a better application of an undetached battalion because I think I was able to make more units than the pop cap(I guess I can make 260/200) and AI behavior is nice too but not real. Its fine too with games concentrating singly/more on military strategy. But with economic activity there are so many strategy involved and creating a disciplined army are almost possible only in the beginning of aggression and when the opponent is neutralized and you relax.
  12. My point of having units created in battalions is that a unit can't detach from it. If the battalion is almost wiped out some remnants could go back and heal then regenerate into the same battalion? If this is so then it's not Real. In BFME 2 I like it in such a manner that I could produce more units despite population capped and units can be coupled with ease because you produce only 5 units. But in RoN it's not because the 3 units count as one even if two units out of 3 died. When I play 0AD I make sure that I have 10 units of each citizen soldiers that can be fully promoted so they can operate in battalion formations. I produce battalions of champions but guess what does the AI fight in battalions? In multiplayer the players play to win in many ways real battle between huge armies doesn't occur unless there will have mutual agreement as to when and where battle occurs. Or in scenarios where players are to follow specific instructions. But when the battle commences units scatter all over the place. In real battle it's the same units could end up fighting individually. In 0AD when I put my units in formations it's so hard to extricate wounded units if they are attached or it's very hard to maneuver when marching in tight spaces. I hope a hot key can be provided to deselect the heavily wounded units from a group like the one in RoN which i select all units then I think press "alt-number" and heavily wounded units are highlighted.
  13. The only thing I don't like is the battalion. You can train in battalions or batches but units should operate individually. Formations should make up for battalion. Battalion is one of my dislike in RoN but it adds to gameplay. Yeah Rise of Nations has very good gameplay mechanics. My favorite game before I come across 0AD. AI's have better intelligence. Attrition, roads, limited caravan, supply wagon, border push, university, upgrade buildings, scouts, spies, leader or generals abilities. So many things can be done without much headaches but could make the game more enjoyable. I hope you focus more on single player mode because imo this game becomes dull when all the trees and animals die. Like in AoE2 when AI destroys the environment the game become so boring.
  14. Alarm should be in place so all economic activity should stop and all workers go inside any livable places like houses and CC. Like a little darkness near the CC in short time. Make medics and clinics or equivalent and not only monks can heal. I want to bring my wounded to a medical house and not on the temple. Well all units should be able to heal in any buildings that can be garrisoned. Either available in techs or not.
  15. Lol now clamoring for more real things. The game is beautiful but have more chance of making it more pretty if the developers focus on single player or fun mechanics. - produce slaves? No. Capture enemies and make them slaves. If it's easy to program that with low HP an enemy unit can be captured then make him/her slave. Not only can monk convert units but units having at least 75% HP should be able to capture. Captured units should be healed at least 75% before it can work. Any units below 50% HP should not be allowed to work. darn I don't even want to work in Monday's after playing 0AD up to 11:00 pm. - citizen soldier? No. Make a militia upgrade on every unit at a cost and make him fight with more abilities. Women can become fighters too but handicapped. Make promotions not too easy. A unit kills more promotions, hits or hack should not make too much effect on promotions. - Champions? Yes but must come from highest level of unit promoted and should cost resources and must enter a required building. Training of champions can be allowed but with much higher cost. IMO champions can come from an experienced unit or trained but shouldn't be easy to produce. Their HP or abilities should be close to the Hero but not 1500! I guess Hero HP is too much! Mounted units shouldn't be produced if there's no horse. Hero should be allowed to mount man! - Barracks train units only in batches or battalions and units are promoted. Any unmounted units having sufficient fighting level can be upgraded by entering a Barracks. - Stable please but must have horses either caught or breed! A mounted unit can become a champion too. imo Champion units are like Lords or Counts etc. They maybe fighting alongside but not battalion like. Either they command armies or mercenaries or Raiders. - Making another CIvic Center? No. When you produce a champion you are allowed to build an estate, develop into town or city with more buildings built around it. Start with little border expansion and progress to more if it is upgraded to town or city. Cannot be built outside territory. - dropsites or any economic building must be preceded by a house or two nearby if too far from CC. Economic carts should be available if dropsites should not be allowed to be built at certain distance away from CC. Any farflung resource gathering should require a tent and can upgrade to house etc and should be collected by trade carts. Roads! I like the idea of having a stockpile. More activities other than more battle is better. It's what you really call real RTS. Make AI more intelligent. I can neutralize easily and beat 3 Very Hard AI on Tuscan Acropolis with all my soldiers promoted to maximum and no losses. You may call it cheating but I enjoy it. Even protecting trees from over cutting and wild animals from being slaughtered. There are more things make this game real nice!
  16. In single player mode I would rush to have melee cavalry as my priority. Spear cavalry has lesser accuracy while melee cavalry always inflict a damage every smack even if the enemy is moving. Although it seems that AI spear cavalry has more accuracy than a human spear cavalry when the target is not moving. 0AD AIs are not really intelligent because once they see one target (raider target) they focused on trying to take an action on to that single unit. Or in general the first enemy an AI unit see will be the main and only target it will concentrate on attacking. AI will even attack a CC just to flush out that target unit. So in this case a melee cavalry is more effective by implicating damage on a dumb AI who won't care about anything except the first enemy he saw. AI even prioritize a boar than an enemy unit because it's the first enemy it spotted.
  17. For single player mode it's enjoyable to have all unique units either built or captured. For 0AD the only unit you can capture are some siege units. Unless there will come a time when like other RTS games units can be converted. Believe me not I played one RTS game which I captured every single unique units of a civilization(7 enemy on 8 player game) from ancient to gunpowder on the hardest difficulty. IDC how I did it and for how long but I enjoyed it. This might much much more enjoyable if 0AD have monks or healers convert units. You can make it harder but it's ok.
  18. AIs are easy to beat especially maps with treasures. You raid a bit and some units are drawn into your camp to get slaughtered. I played against 2 very hard AI before at 250 pop cap(+50 max) the game lags and only .1 speed works. Now I'm limiting my pop to 200 and seems to work up to .5 speed. My pc is decent(Alienware 17, 2.0 mz, 8 GB memory). Never lag on 7 AI on other RTS games. I think the AI should be able to make market and build merchant/s with limit. 1 for sandbox, 2 for very easy and so on up to max 3 then max of 3 merchants each thereafter every market/dock built. There are times that too much merchants get bogged down into tight spaces especially the AI build buildings (houses) too close to each other thereby hindering trade outputs. As in the dock the markets should have a toggle to lock it prohibiting usage. The walls should be improved too if necessary to have a toggle to be locked if you don't want AI allies to use it. One observation I found on the team game was that if you garrison your unit on AI buildings it gets lost (you click on AI building and you can't see or remove your unit) while the AI can enter/heal on my CC. Another thing is the AI/human on single player mode should not be able to build a new CC too far outside its/allies boundaries until another technology would allow. I think about half the diameter of the original is reasonable. This would allow the AI from having closer defense units/buildings from the main base. If not aggressive factions could easily beat and destroy a CC without much resistance. Another thing I notice if Iberians have walls in the beginning it has no gates. I haven't tried the hardest but now I'm playing to have a team game 2v2 very hard AI with iberians as allies. I set it to medium coz I doubt they will build a market if I set it to sandbox. The map is very nice, Tuscan Acropolis and it's very enjoyable.
  19. If you're playing single player and allied with Spartans how can you train spartiates? It's team bonus already implemented?
  20. Deforestation occur but my point is there should be reseeding. Plants and trees just grow because you cannot just eliminate everything so that a previously fertile land can't regrow things. There were no nukes then. Even volcanic effect can't perfectly eliminate any living things. Don't tell me during those wars they cut all the trees along the way?! Now you're telling me that RTS is accurate that's BS! i enjoy the game but not playing multi. I toy with the hardest AI and not chopping trees that would disfigure my base. I just chopped the shrubs that gives me wood and relocate my woodcutters far from my CC. I don't even kill animals and chickens and just gather cows since I can reproduce it. This case I'm forced to choose maps that have treasures and water/fish to gather to at least keep pace with AI. So far I enjoy playing two maps, the Mediterran cove and Caledonia which I could build my empire that will last maybe thousand hours without total denudatiion. I try not to even gather the stone and metal near my original CC and still enjoy the game.
  21. I think there is a contradiction on this. Most of the RTS games allow you to build infinite buildings one specific is barracks or stable or siege factory. Players get used to it so there not much additional learning. Spamming more combat units easily to win or lose war. Same patterns of most RTS games no extra learning. In 0AD or AOE the buildings or units don't even increase in cost and you can build similar militarily buildings side by side. I wish I knew these games will be developed when I was young so I could take up programming or video game development and I can make my ultimate RTS game. All mechanics of my dreamed RTS game are already in place but are scattered throughout The games I like. The question of this might create difficulty among developers is not really an issue if you want to be the best. In fact in 0AD you have limit on building number of forts! I like the idea of having defensive buildings be created distant appart too. I sorted through some water maps and found out some islands are too small to hold onto rather than a strategic naval base after gathering all resources. Yes barracks troops gives you some additional units but if you notice ships can carry more additional troops. A CC and a dock may just be enough for any other purposes. Is it really hard to win the game with limited military buildings/units or the game becomes boring beacause it takes longer time to finish the game? For me I play for fun and play with AI mostly because i found the game becomes messy in the later stages when I play multi. So I don't care if I spend infinite hours on one game as long as I enjoy it.
  22. Regenerate resources or reseeding even in small amount in random areas, Capture enemy units. More realistic unit actions. Assasin mode. Roads. Women militia upgrade. Champions coming from fully promoted units upgraded upon entering champions building. Regular foot and mounted archer units in every civs. Weapons building. Limited barracks, stable and siege factories (1 per CC or fort). Limited caravan/merchants. AI that can micro manage. Upgrade buildings for farms, stone and metal production (adding more buildings to CC/fort is more pretty).
  23. Most AI don't build walls. For single player type of gamer what's the use of siege tower?!
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