Servo
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Everything posted by Servo
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I mean I prevent AI from destroying forest but there was an issue on the upper left but still the game is working after a couple restart. It was running very slow on normal speed as if turtling. NVM it's still playable.
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Infinite resources is the most boring game in RTS. I know that because I started playing RoN in infinite resources for maybe 6 months back in 2003. When I transitioned into standard and nomad I saw the beauty's of strategy. They are not accurate that's why I'm still looking for more accurate games like this. But deforestation is just not accurate.
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I play the game long hours and won't allow AI to deforest by walling trees almost saving 60% from destruction. But still enjoying it as I allowed him to comeback and build huge armies. We are talking RTS does R really exists on on this game and many other games like this?
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My values are example you can put any numbers as long as it doesnt cost much and Btw i don't understand buff or any computer terms. I'm just a casual gamer. Well Lion, I played AOE2 and love it except that it's very messy too. I played thousands of hours on single player. We had countless wars but there was no total destruction.
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The game is very pretty but the beauty is being destroyed maybe unintentionaly. Biggest destruction is the wood/forests. Second are the beautiful animals. I understand that we need to gather resources to win or play the game but in a few minutes of gameplay you are destroying the landscapes and probably the beauty of the game. I have no knowledge how difficult it is coz I have no idea about but I guess for geniuses of the developers I think this will be possible. Without changing the map/resources: 1. Reduce the amount of gather rate to the minimum allowed for inputting parameters. You can also increase the amount that can be gathered specifically the tree but this might not be necessary. 200 per tree is enough maybe. 2. Since you reduce the gather rate you can also reduce the price of each units, buildings, upgrades or whatever you want to do to use available resources. Just an example a woman can gather only 1 wood per trip and the farm can generate a certain amount per second but not over gathering, then gatherer of metals and stone do the same thing this will ensure that the game might finish without depleting every resources! Now you will say how about the army? I could hardly make one by doing that!? But hey why not reducing the price of buying your army proportional in percentage to the reduction in gather rate? An example: can we buy one skirmisher cavalry for 4 food, 2 wood, 2 metal. Or a hoplite for 2 food, 2metal, 1 wood. A slinger for 2food, 1stone, 1wood, 1 metal. And so on. Same goes with building, upgrades etc. Values are just examples and estimates especially on wood, metal, and stone. i don't think it will effect the gameplay. Things will be the same. If you think you are not comfortable with your safety from rush or raids add some initial units.
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We have the same view but developers perhaps have more focus on multiplayer.
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Thanks I'll try a little bit in a hurry to go home. But seems can't find it Later. Yeah I got it lol.
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I hope you guys are patient with me just crazy about this game! Sorry if this is off topic but I can't navigate how to post s new thread. Scouts or any units should not be able to pick up treasures beyond your border. There should be a specific unit to pick it up. Like the one in water. Only merchant ship should be able to pick it up and be able to return to dock/CC/stockhouse in order to benefit. This way humans can't kill the AI easily.
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Another thing that makes the game unreal or messy but I abuse it too just to speed up. There should be maximum and minimum number of women that can be produced in proportion to the number of combatants. Deleting women should be allowed only up to certain percentage.
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Should Civic Centres Train Military Units?
Servo replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
IMO Building so many barracks for me is just making the game less strategic and overtime become so messy. This is the one thing I dislike in AOE2, RoN, EE and many other strategy games. I know lots of players want to finish quickly but it's just too far from real. There should be a limit to one barracks for every CC or Fort so if you have 2CC and 2Forts you are allowed to make 4 only if you want more barracks in the frontline you can delete the one behind and build it there. The point is we should have maximum limit. Off topic: This should apply to merchants, markets, temple, smelter and any other buildings that produce units or upgrades. -
Counters can be real basic but should be defined property. Since units are already established with specs that should be enough or just tweak the melee specs in order to establish balance. Units are moving and can dodge projectiles. Even slowest units should be able to do so and that's real. For example any cavalry should be able to kill any lighter units especially ranged but you can't tell that a foot archer can't kill the best unit in the game even the hero! Counters are specifically designed on melee units be it foot or mounted. Of course pike has advantage against a heavy cavalry if they fight all the way. If we want a game that's almost real then we have to try and do so as much as we can. I really appreciate the efforts here of everyone but I know there are limits as to what, why, and how we can have this beautiful game. I'm satisfied and for now is the best RTS for me when it comes to single player. I stopped playing any game like my favorite RoN, AOE2, Stronghold and Civ5, LoTR etc because I like this game. Its awesome to play this game against hardest AI in very low resources and slower speed. My limit is up to .75 % but can use fastest just to speed up. I like to watch the battle in slower motion like in the movie ;). i have so much thing to suggest for this game to become "real" good in terms of gameplay but I know the limits. If I'm rich I could hire the best developer and brains to do my way like for example an archer should fire in an angle and the travel should be in arching path when they are at maximum range and up to less percentage of range. That's just one thing and there are many more. Well im not so I have to live with what the guys can do.
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I like the AI to become the hardest gradually into the hardest. i like the game feature that you can switch from one speed to another. I used slow movement to micro and it could be considered cheating but I enjoy doing it. I hope the AI can behave in an organized manner during march and attack. The AIs with ranged siege units should possess an organized sieging ability and should not over react to some minor harassment by pulling out all his siege army to contain the harassment. I think it would be beautiful too when they march towards their targets in a nice formations. AI should stop chasing units if they lost line of sight. Could they behave like microwing their wounded units and produce healers too?!
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The Kingdom of Kush: A proper introduction [Illustrated]
Servo replied to Sundiata's topic in Official tasks
It's nice to add more civs but I hope they really are connected historically. How could Chinese be warring against Greeks or these civs battling any civs in the Americas? Nubians are nice and maybe Mongols, Egyptians. But for now I try to play civs that really have connections historically.- 1.040 replies
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- civ profile
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Historically do they have unique abilities? I haven't played some civs except Greeks and Persian but noticed no horse archer can fire while moving like maybe Mongol horse archers?! Any civ who gets archer like this would become very interesting.
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Now I know that there no hotkeys yet and been trying to find one for couple of days now. But at least there could have been a few just for testing. I had this experience before on a game that made my pc crash by just playing quicker using some hotkeys. If there are keys that can be used like shift and control in the meantime why not assign a couple of important ones so as to test the gameplay? Very often used hotkeys must be assigned and established already. If there would be no expected problem in the future of the game crashing because you press too many keys or making a quick command then it's fine no need to rush for hotkeys. Assigning keys temporarily and finally establishing the chosen one could be inconvenient for players who would like to establish their method of playing. For example imo most players use the number 1, 2, 3 or F1, F2, F3 on combat units. If you temporarily assign those keys to important production or upgrade buildings then change it later the player cannot test to attain his best possible quickness in playing the game. Strategy plays the most important aspect of playing but speed adds to the differences in skill levels. I suggest assigning key buildings like civic center, barracks, market, etc to the left left side closest to the basic position of the left hand/fingers regardless of the first letters of buildings. I am not a designer not very good at using hotkeys because I never had skills in typing but lots of hotkeys in most games are not really assigned properly, conveniently and effectively to enhance a player skill. A good typist who can play the game using hotkeys effectively without moving/lifting his left hand so his left fingers can do the most important keys to play quicker.
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Thanks Feneur! I have difficulty finding where to go to make a new topic so I just follow the conversations and post if it though sometimes half or maybe unrelated.
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Lol try not to mix units for now until issues are fixed. I'm using too much micromanagement just to do good formations and or controlling units. Most of the time I use or place the units in more spacious area and realign them.
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Avoid walking the forest in groups. All you have to do is simply pick and move 1unit at a time.
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Outpost: when unoccupied has a fixed line of sight can it increase line of sight if garrisoned? If garrisoned with range unit it should be able to fire and the range depends at least what type of unit is garrisoned. If archer is garrisoned it should fire arrow and if javeliner or slinger is garrisoned it should fire it's corresponding weapon. If a sword or pikeman is garrisoned it should increase the line of sight too but not fire. Any other foot units that are not ranged should not fire arrow. Maybe hard to implement but just please take out the unranged unit garrisoned in the outpost to fire. The AIs tend to attack a garrisoned outpost and losing lots of units trying to take it down to no avail and keep on sending units to destroy it without success. Same goes to towers... speaking of towers can't we modify that Persian tower? It looks like a plain stick ;p. Ships firing two arrows too!
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I noticed the Athenian marine melee unit is always facing back when you put it to phalanx formation forward. I maybe wrong but will try it again later. Could it be that that small circle/arrow on their foot is conflicting it?! Also why would it be disallowed to do certain formations if it's lacking in numbers. My understanding of formations is for tactical reason whether beauty but most especially giving units extra bonus in combat and if you just produce the minimum amount you will lose the bonus if one dies. Also would it be possible for at least two different types of units say for example a pike and a javeliner form a formation in such a manner that pike stays in front and the javrliner/archer/range foot unit stays behind when you combine both and face/march/attack/defend actions?
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I like to play AI but when I click multiplayer to try if it's working quite a few times already but have no success. Will keep trying though and see how. Every day every time I open my pc to play the game different things come out. Updating things more often? Yesterday voice command and something like that came out and trying to use to try it but I couldn't make or navigate to make it work.
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The game is running really well for me but yeah AI should be more challenging. I like it to have a behavior of a methodical attack like an organized sieging with formation/s. Hope they can march in a very nice manner towards their target as one said like in Stronghold. They should attack nearby enemy unit instead of chasing the one unit who attack them initially. They only respond to attack if you totally block their way. In most game I press control then move so that my units will move to a location and fight any enemy units in their line of sight along the way. The AI should behave the same thing. They should stop chasing if it's beyond their line of sight and go back. I've seen this in some PC games. They should be able to save some units during a failed attack. If humans can have monks why the AI can't produce?! Their attack shouldn't be distracted by some raid or harassment that their whole attacking armies will go back just to defend a simple raid. This is the worst AI behavior. The AIs waypoint is not good either. One time their massive army marches but noticed the lack of siege weapons and cavalry. I found out they are trying to go through a high rock maybe to avoid my advanced towers firing. Five siege rams and didn't see another 5 cavalry until I killed the 3 rams with my cavalry. Pulled out and they are still stuck. Came back with another set of cavalry and took out two more rams and then/there his cavalry broke through.
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I don't think we really need this kind of feature. Conquest structure is enough to win the game. Maybe a conquest majority of map controlled but still unnecessary. Unless I/we really care about rankings I rather quit the game if my opponent/s are not gentlemen enough to acknowledge they have no chance to win. Death match or infinite resources are very boring but might be fine on scenario mode. The game is already beautiful for me though I wanted to ask for more to make the game prettier but won't bother the minds, time and effort of the developers anymore.
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Default by capture might not be user friendly to most but it's fine with me. I play single player hard and had fun with it. I'm sure for multiplayer it's an added strategy too which is good. I was playing a 1v1 against very hard AI on Mediterran on skirmish and planning just to build a fort behind him on top of the hill and prevent AI from clearing the trees and mines. I left the stockpile for future use in clearing some tree and possibly take some metals but the building turns into Gaia when I deleted the civic center below the hill, I was surprised! Fun enough to find out you can recapture it and can still be used as drop site! Captured buildings and garrisoned is one best feature and real too! I know most players are used to have attack and destroy as default but capturing first can add up to strategy. You capture a tower, house, temple, barracks etc and use it. As long as it requires to be garrisoned to stay yours it's nice! If you planned to attack and capturing buildings for your tactical use and use the attack/destroy default more chance that the building will be destroyed.