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Everything posted by Adeimantos
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Maybe deleting buildings should not be possible, instead you should be able to command units to dismantle them; it would take time but you get resources back. Or deleting should take time, like after you press delete the building gradually loses health over like 10 seconds, and stops if captured.
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I use call to arms a lot; I changed its hotkey to c, and made z select idle and x select wounded so all three are in easy reach. I should use attack move more.
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The one problem with the shortcut is it doesn't work when units are in formation; it treats the whole formation as one unit.
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[Community mod] Melee rebalance
Adeimantos replied to real_tabasco_sauce's topic in Gameplay Discussion
I've played with the mod some, and I believe it is an improvement. Might want to reduce the Gaia fanatics in Caledonian valleys map, they can be pretty dangerous early game with extra attack. -
War crimes - default settings in 0AD
Adeimantos replied to Gurken Khan's topic in Gameplay Discussion
I'm a conscientious person and don't right click on women, so my units may commit war crimes but I don't. I would prefer women being capturable, and deleting units equal dismissing them rather than killing them. A score victory condition would be nice; the requirement for victory should be to both have at least a certain score, and have like double the score of any enemy player. -
How about scythe chariots and elephants?
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Would there be a way to number units as they are built? Having units numbered is very important to controlling them, I usually number some archers 1, cavalry 2, infantry 3, and so on. It would be nice if I could auto queue a barracks to produce a type of unit and add them to a numbered group as they are trained, so when I need them I can just hit their number, hit call to arms (i made that hotkey c) and click where I need them.
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Where are you from?
Adeimantos replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
I'm from southern Indiana, USA, in my 30s. I've played the game occasionally since a22, and do a little modding. My oldest son will be old enough to play soon. My username is Plato's brother, the character in the Republic who is more practical and likes a simple life. I think the name means 'fearless.' I know some Greek and Spanish, and bits of several other languages. I'm a homesteader, raising some of our own food and working toward going off grid.- 322 replies
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[Community mod] Melee rebalance
Adeimantos replied to real_tabasco_sauce's topic in Gameplay Discussion
Anything that changes will have side effects, but reducing range damage will have less effect than increasing melee attack. I propose trying some of each: reduce range attack and increase melee attack each by 20%, reduce melee armor by one level. I also think javelins attack should be reduced more than others, and compensate them by giving them more armor. -
[Community mod] Melee rebalance
Adeimantos replied to real_tabasco_sauce's topic in Gameplay Discussion
Maybe instead of raising melee attack lower range attack (especially javelins). Or some of each. -
I like the way Delenda Est does capturing buildings; units can only capture Civic centers and temples, and once you capture a Civic center it'll capture the economy buildings in its radius. It would also be nice if possible for defensive buildings to become capturable only after losing half their hitpoints. Anyone know how hard that would be to implement? It's annoying the way enemy soldiers will capture my buildings and then delete them, or how my soldiers will go and try to capture towers they have no chance of getting. Attacking buildings should have a bigger role in the game. I think the regular game should implement these changes.
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[Community mod] Melee rebalance
Adeimantos replied to real_tabasco_sauce's topic in Gameplay Discussion
I got the impression that you wanted to halve armor and double attack. If anything i think that would make melee weaker and make it more possible to win battles with an army of only archers. -
[Community mod] Melee rebalance
Adeimantos replied to real_tabasco_sauce's topic in Gameplay Discussion
Basically, this change makes infantry more similar to infantry in the age of empires series. I think you should apply the changes you propose to some melee units but not all of them. Leave the spearman alone, maybe reduce only the melee armor on the swordmen and only the pierce armor on the pikemen (that'll affect how much you should increase their attack), go ahead with the other changes. That way each unit will be more unique, allowing more strategies for army composition. -
Maybe make the unlock champions upgrade really cheap, and eliminate it for dedicated buildings. Having to wait for city phase and then the long train time delay them a lot.
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Introducing the Official community mod for Alpha 26
Adeimantos replied to wraitii's topic in Gameplay Discussion
Increasing melee attack and reducing armor would make infantry more like Age of Empires. It would also make them better against siege (good), and more vulnerable to range cav (and jav cav are OP already). Reducing javelin dps should happen first. I'd like melee infantry to include in some tanky units and some with higher attack lower armor. -
What is your prefered playing Speed?
Adeimantos replied to Frederick_1's topic in General Discussion
I've gotten better at using select wounded or idle units; press the key, then slowly drag the selection box. It doesn't respond quickly enough to be practical for saving wounded units during a battle, but it's useful in less urgent situations. -
Introducing the Official community mod for Alpha 26
Adeimantos replied to wraitii's topic in Gameplay Discussion
I like the idea of these upgrades, haven't decided how many of them i like individually. Maybe try a commit with one upgrade for each unit instead of two, just pick the better one of each pair? Maybe a poll asking how people like each upgrade individually would be nice. -
Introducing the Official community mod for Alpha 26
Adeimantos replied to wraitii's topic in Gameplay Discussion
Looks like i just missed voting. I would have voted yes on all the ones that are close. -
Introducing the Official community mod for Alpha 26
Adeimantos replied to wraitii's topic in Gameplay Discussion
I think pikemen should be unique by being really strong at melee but weak against range. Attack similar to spearmen, but 8 hack armor and 4 pierce armor. Also if crush gets reworked they should have higher crush armor than most units, so they'd be good against elephants and axe or mace units. -
do beginner's don't plan farms at gray ground?
Adeimantos replied to seeh's topic in Gameplay Discussion
I don't like putting farms there, even though I know it would be smart. I put them around farmsteads mostly. -
About archers targeting other ranged units, I'd like them to normally target the nearest unit, but when you tell them to attack a unit, they should go on to attack other units near that one after they kill it. Meat shield infantry and range dps should continue to be major roles, but I'd like more diversity among units, so there would be more other roles, different ones specialized in different ways. Pikemen could be a more specialized melee fighter, weaker in pierce armor, swordmen stronger in pierce armor than melee, a range unit or two should be more armored instead of only differing in attack and range; the elephant archer of course, but I think the skirmisher (peltast) should be too. There should be a couple melee units that have high attack and less armor, like the axe and mace men Kush has, and a cavalry.
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Auras, Technologies, and lag.
Adeimantos replied to Philip the Swaggerless's topic in Tutorials & Guides
I gave trees a short range aura boosting pierce armor and slowing cavalry, haven't noticed any more lag. -
What is your prefered playing Speed?
Adeimantos replied to Frederick_1's topic in General Discussion
I tend to forget whether to start dragging a rectangle before or after pushing down the key, and sometimes it doesn't seem to work either way. -
What is your prefered playing Speed?
Adeimantos replied to Frederick_1's topic in General Discussion
I've started trying to use that, and i for selecting idle units. Sometimes I get it to work, but haven't mastered it yet. I like 1.25 speed; my time is valuable and I'd rather have more of a challenge than have to wait around. -
Axe infantry would have something like 9 hack 2 crush attack, 4 hack 2 pierce armor. They'd be good against swordmen (foot and horse) and siege. Kush has macemen, with only crush damage, so they aren't good against units. It makes sense to me for persia to have axe infantry and cavalry both.