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Everything posted by coworotel
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Yes... It's just pathetic how it just stops doing anything after you defend the first waves of attack. Also funny that MS didn't bother to make their AI work on water.
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Compared to AoE2's AI it is pretty smart. In fact, I think one of the main advantages 0 A.D. has over AoE2 is the possibility of not having a stagnant AI - both in the sense that at some point it "gives up on life" and just let their people sitting there doing nothing, and in the sense that there's nothing that can be done to change that (well you can mod the AI, but you know, closed source game, not that easy). I'm taking a look at Petra... 18k lines of JS. Maybe I can come up with some small tweaks.
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Why when we watch a replay with the AI the map is completely revealed? Does the AI "know" everything that is happening all the time?
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These? commands.txt interestinglog.html
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As promised, some screenshots of warnings (although I didn't see anything wrong). In this one the cyan soldiers are dead, but the image is as if they are alive: I hope this helps. Edit: I have the impression the graphics are better/sharper in Delenda Est compared to original game, is there any change in contrast or something like that or I'm crazy?
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Does anyone have any information on this? https://www.indiedb.com/games/0-ad/images/a-pleasant-morning-in-an-elvish-town
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If I recall correctly one of the warnings I've got was with loading of textures. Not sure though. I get back to you when I see it again.
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I just confirmed that it can also happen without changing game mode. For example, if you are in skirmish and change map from Greek Acropolis (2) to something else, the players settings are erased.
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Next time I get one I will. Thanks @wowgetoffyourcellphone, awesome job!
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I have been playing the mod since yesterday and I like it very much. I would like to thank the developers. It is really great to have the separation between city territory and farming/mining/lumbering areas. It is also great that there are a lot of choices to be made when it comes to technologies, I think it increases the strategic component. I haven't experienced any bugs, except some occasional warning messages - which I could just ignore. One thing maybe that I would like to hear about is the reasoning for limiting some units, like 2 cavalry in the beginning, 5 outposts, etc. For the outposts I think a minimum distance rule would work fine, just like for towers. For cavalry I don't understand why the limit. I was hunting walruses and it was a pain because the cavalry was melee and was killed, so I had to replace them all the time. Is it to avoid rushes? Or to avoid too much hunting? If it is considered somehow overpowered why not just nerf them? (Although I don't think cav is OP in the main game. Haven't had the chance to play DE in MP yet.) Mercenary camps and gaia CCs could have some gaia units protecting them from being taken (maybe... not so important). For now those are my observations - I hope this doesn't sound too critical, I have great appreciation for this mod. I hope the strong core/weak countryside concept is added to the main game some day. Independent phases for each CC is also a very good/realistic idea. Would be nice if more people used it in multiplayer, I saw that it had almost 100 downloads yesterday but didn't see anybody in MP using it. Edit: Forgot to say, very good job with the main screen! Looks really beautiful.
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This is something I have seen in many Youtube videos from people trying 0 A.D. They choose the faction, then they choose the map type, then the faction is refreshed because they changed the map. When the game starts they are not with the faction they thought they have chosen.
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About all the 0 A.D. bashing in this thread, I would like to quote my post from another thread:
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I'm nobody relevant in this community and also I don't know if this thread is still in use, but I would like to say a few things. First I don't think 0 A.D. completely lacks a distinctive feature. Just go online and you will see an active community of players everyday. Whenever there is a match involving some of the top players there are 4, 5, 8 people watching (I know that is nothing compared to AoE2 online standards, but hey... this is an open source game in alpha stage, no advertisement, etc.). There are people cheating in MP games to avoid losing rank. All this for me shows how the game is a success already. Besides, it is, as far as I know, the best open source game out there in any genre - if that is not success, to be the best in your field, I don't know what is. It is a bit pointless to make comparisons to multi-million dollar titles, unless they are constructive. I have been playing everyday for a month or so. The game is very enjoyable as it is, and I wouldn't be shocked if it was released as 1.0 already. It is certainly better than most open source games at 1.0. The commonly repeated line that it is a weaker AoE 2 clone is false. Just because it is difficult to summarize in one sentence what 0 A.D. is about doesn't mean it doesn't have its qualities. First, it is possibly one of the most accurate historically. Second, it comes to fill a gap in the open source gaming community: a good RTS game. What is the other alternative? I have only seen Mega Glest, and I think 0 A.D. is light-years ahead. Third, the replay feature and observer mode are really nice, and the ease to mod, with the guarantee that it can always be improved, definitely leaves many AAA RTSs behind. I love AoE2, but single player with that AI just sucks, and there is no hope of anything better, unless in 100 years MS decides to release the code. I don't think balance mods are a waste of time now. Some experienced players have volunteered to contribute this, and it makes the game massively better for now - just enough to keep the fanbase slowly growing. Now, after reading this thread and other ones for the whole day, and building on what others have pointed out - both suggestions and issues with the game - I list here some suggestions, taking into account that 0 A.D. is heavily AoE2 inspired and that straying too much from that should rather be a fork of the project than a change, after all this is alpha 23 already - I assume radical changes are off the table. For example, I think batallions would better fit in a fork of the game than in some next alpha, since probably would require months or years to implement, and would completely change it from an AoE style to a Total War style. Anyway, some suggestions (hopefully easy to add to the game): Markets: I like the idea of trading between CCs because it is realistic: you won't have caravans walking inside the city but between them. It should be required that there is a market in the CC area. About trading being OP, I think it could just be reduced the gain (just balance). CC area: connected to the previous point, CC area of influence should be reduced. This would make the CC look like a city center, with all city stuff close to it. In fact, with this we could just use trading between markets as it is, and make the markets limited to one per CC (or not, but prohibiting trade between markets in the same CC area). Farms: what prevents a poor peasant from having a farm in the center of Athens? I would say the price of land (?). So what if we make building farms in CC territory of influence cost, say, additional 100 metal. That would encourage building farms far from CC. The reduced CC area of influence also helps with this. Endurance: I like this idea. If soldiers are not in own territory after some time they could start slowly losing health. At some point they have to come back home - this could be circumvented with Military camps and outposts for example, where they could rest in an advanced position. Women, population and unit recruiting: One interesting dynamic that game could have is nobody is born in a village without women. Killing all women should make your enemy unable to increase his pop. Maybe women could also be capturable, solving this problem for a only-male horde of nomads. Also, people are not born in City centers, but in houses. Houses could train women and citizen soldiers, but only if there is a couple (male, female) in a certain range (or tied to that house, or in the CC territory to which this house belongs). To avoid increasing even more the spamming of units, training time could be drastically increased, since now we would have tens of houses making units. CC would only serve as provider of territory and universal dropsite. Training villagers from houses would also stimulate building houses near worksites, which I assume is realistic (villages of miners, lumberjacks, etc...). Barracks: this is more radical but I was thinking if we should not limit training of units only to houses, and for training military we had to garrison civilians in barracks. Or, less radical, citizen soldiers could start weaker than now, and be garrisoned in barracks to gain experience - and lose gathering abilities. Blacksmith: similarly, citizen soldiers could be garrisoned in blacksmiths to simulate that they are working there. Each worker might provide a cost bonus for military units. (maybe this would be too micro intensive, another alternative would be resource "weapon", or simply ignore this item). CC Territory again: should be reduced (as said before), and represent only the territory of the urban area. So any military or dropsite building should be not only allowed but also cheaper out of the territory (cost additional metal in the territory). Normal buildings in the territory would be civilian buildings: houses, temple, market, blacksmith... This modification would conflict with ideas like the military colony. Maybe it could just be allowed to be built out of own territory, but without territory influence. Building dropsites out of territory and houses as a way to train workers more easily would be common. Maybe houses out of territory could be of a cheaper kind and provide less pop (representing houses of poor workers instead of richer urban citizens). Destruction of buildings: I think the possibility of one-click building destruction is wasting a lot of potential of the game, given the capture mechanics. Buildings cannot be destroyed by swordsmen, unless they are made of wood maybe. So they should only be vulnerable to siege. I don't know how demolition worked in antiquity, but I would just not allow deleting buildings. The worse is when 5 horses rush to your base, capture a house and destroy it. No way 5 knights can put down a stone house. Palisades should also be vulnerable only to siege and maybe hack (I don't know how realistic it is to destroy a palisade with swords, but it is certainly not possible with arrows). Wall of houses: setting a minimum distance between any building should be enough to avoid this. This and the previous observation should make palisades and walls in general more useful. Of course these are just suggestions and I would be glad to hear what you all think. At some point I would also like to collaborate to the game development, but I would have to either take a good look at the code first or learn how to make 3D models (are Blender models compatible with 0 A.D.?). For now I limit myself to playing a lot and suggesting one or two ideas from time to time.
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Ratings Disputes and Offence Reporting (Discussion)
coworotel replied to gator303's topic in General Discussion
Building on this, maybe showing the match info in the loading screen would be useful. These quitters are more and more frequent, and it's annoying as hell. A complete loss of time. I think the situation is getting out of hand with only manual reporting via forum. Some possible solutions that come to my mind: If a player disconnect from a rated game, game is paused and cannot be resumed while he is absent. If a player is disconnected from a rated game for more than a certain time limit (say 1 minute) he loses and points go to the other player. Maybe have an indicator for each player of number/ratio of unfinished rated games that he's hosted, so we can avoid playing with quitters. -
I can see a new tactic of building tree-walls just around CC to avoid rams
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@Sundiata is this one capturable?
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I like the idea. Could be like a less powerful ram, with lower pierce armor and higher moving speed. Also cheaper. Could be present in civs without proper rams.
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Ratings Disputes and Offence Reporting (Discussion)
coworotel replied to gator303's topic in General Discussion
That is a good solution, I think. -
In fact there are around 180 languages spoken in the Amazon forest (corresponding to different cultures) and even around 67 uncontacted tribes... They estimate that there were more than 2 million people living in the Amazon forest before the europeans arrived. Also the idea that all tribes in Amazon were nomad is being dismantled by recent research. One example: https://en.wikipedia.org/wiki/Marajoara_culture
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On the other hand, one of these days a guy blocked my rams just crowding his archers in front of the fortress. In that case that trample damage feature would be nice.
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I have seen guys invading just with an "army of rams", like 6 rams, and the opponent with something around 60 men cannot contain them... In age of empires it was quite easy to destroy a ram with cavalry or swordsmen.
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MP Lobby lag in Alpha 23
coworotel replied to coworotel's topic in Game Development & Technical Discussion
Thanks! Yeah this is just a minor annoyance, the game is still great! -
I was going to mention that too. Besides the infamous tactic of capturing then deleting building. Deleting could require a builder to hammer it let's say for 5 seconds.
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