
Servo
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Everything posted by Servo
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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
- history
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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.
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Raiding is a very important in RTS game like this can we have a "raid" stance on units? If there is no more box available can we replace the flee stance with it? Flee when attacked is nice feature too because you can use it on military units that are promoted in the group and let the unpromoted do the hits/kills. Healers and women can have or might already have the flee when attacked. Raid stance allow the player to ease some micromanaging. Micromanaging is very important part especially in the early part of the game when you can't afford to buy units. Micromanaging separates most top RTS players from others. Raid priorities the killing of non military units that produce resources.
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I like the counter system but in order not to abuse it: 1. Reduce attack damage of cavalry and foot range units on buildings and add splash damage to either friendly or enemy units this way deterring simultaneous attacks on particular targets most especially buildings. 2. Increase building HP and increase building firepower or any ways just to discourage infantry and cavalry attacks on it.
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Yeah AI probably has map explored but AI has no ability to scout for treasures or programmed not to scout since there is no scout description alone. Theres no militia for women here probably they increase his points or attack when you upgrade in the house but still 5 upgraded women can't kill a hoplite which I wish we can have in order for at least a number of them but not significant to kill an armored unit. Faster units can be used by humans to scout and cavalry is quick enough to do the job. In every war though there are scouts. In games where there are plenty of treasures or "ruin" bonuses and maps are considerably big enough for humans to explore it easily and remove the fog of war, it adds up to better game strategy. Every RTS has each own gameplay so we really have no control about that.
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Lion.Kanzen I know but playing explored diminishes excitement, thrill and challenge. Once in phase 2 a single melee cavalry can even explore the enemy in a land map because the attack damage of firing fixed structures are very low.
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I know some or all of my suggestions are hard or maybe not possible for consideration but will keep suggesting. 1. The "flee stance" is I think unnecessary but instead replace with "raid" targeting women and or merchants first before any other unit or buildings. 2. Women should be upgraded to militias if a technology is researched. They are not necessary powerful but it could add to better gameplay in either multiplayer or single player mode. Maybe 5 women can kill light armored units but probably have no fighting chance against heavily armored ones 3. Game option setting to deselect women/merchants from combat units unless they are militias (if militia is implemented) when you highlight group of units in an area. 4. Hotkey to select heavily wounded units (maybe below 50% HP) from highlighted ones for saving and healing. 5. If random maps can be size adjusted why not the skirmish map. 6. Shouldn't we include all maps with treasures? Most if not all skirmish maps have treasures but not random maps except Bahrain with all this exciting warriors guarding it. Anyhow so far soo good and enjoying the game and running it thru highest resolution on windows. I might try running it on apple in the nearest future and find out workability and comfortability on bigger screen. Slowing the game speed while playing and without pausing is really cool!
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Been playing hardest AI lately and they are easy to beat 1V1 I guess in any skirmish maps especially with treasures. If you want to practice more or become oriented to the gameplay better set it to very low resources and slower speed to keep pace with the AIs fast gathering. It may sound cheating but my style is: 1. Familiarize with the map. Launch the game, resign but don't quit and examine the map. The treasures loacations and plan your strategy. 2. Start at the very lowest speed so you can assign initial units what to do. 3. Scout and gather treasure but avoid getting spotted too early. AIs don't scout until later so they don't pick up farther treasures from their base. Don't build barracks until close to advancing and make sure it finishes almost same, before or close to advance phase. 4. Once all possible treasures taken begin raiding the AI. Lure them to your base and destroy them without losses or very minimal. Heal units if necessary coz couple more attacks of the same units will come. If it's hard to micromanage at your set speed lower it quickly to lowest possible to avoid casualty. Units become promoted once they gain experience. Continue raid/lure and immediately begin heavy raids if you sensed AI stop attacking. By this time AI is already neutralized especially in closer maps 5. Phase 2 I build monks as priority and continue raiding with healers upgrade unit (note most of them are promoted already and AI has not) then beautify your base and enjoy toying with the AI. You can do anything you want from then on. Im not sure if there is AI that's very aggressive militarily and will find out later. I only tried against Persians and Romans but they are the same. I like to play with AI that's why i rely mostly on battle with monks. AOE2 pros seldom use monks especially in multiplayer but I love monks.
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Awesome! Maybe I was too lazy to explore and navigate game options but there it is the bigger maps! Though it's hard to choose which one to use before launching the game for an enjoyable long game because it's random. Anyhow inconvenient as it maybe because I have to launch, save and reload the best map that I like to play but it's ok. Loaded one medium map and it was really nice! Like an Amazon forest with plentiful resources! The map is Rouen. Bravo! I can choose map now by using random in map type and I could adjust the size! I could use the Athenian bonus to build walls on neutral territory so the map will not be denuded in a very very long game!