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greedisgood500

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Everything posted by greedisgood500

  1. cheap tactic for AI(might useful for vs human too),go to get ur hero severely wounded (prefer 1500 hp),and call him back to base let a healer heal him to full. should get a healer from 1st rank to max rank,since level 3 healer is much stronger and last longer.this cheap tactics can train like 3-4 max healer in a few raid
  2. I hear elephant is scary when they hurted and near dead.maybe a bloodlust buff at low hp?
  3. Yep I just want them shoot those building instead walk up to capture...as walk in will getting FF by more then 1 tower/fortress ,everyone firing anything closest to them can keep formation better.I sometime keep the Ctrl+right click attack ground all the time,and missed a few Ctrl commend result in my troop go deep currently I do this....archer + healer stand ground and ctrl right attack ground.then select those healer again and stop the them(I still press "S"a lot instead of H)they will spread out nicely this way ..my back line would not die easily to any arrow from enemy except bolt shooter...then go to control front line stuff. whatever I adding newly created unit in battle I need to redo the whole thing(change to defensive/stand-ground)attack move ,add to control group 1-5 and formation(battle line formation etc) I getting use to race with elephant army as they cannot capture,and their normal attack do enough damage ,it just too bulk and die to bolt shooter . another strange thing,siege weapon if not using flee mode will repack themselves if I set to stand ground...whatever some target is valid in range if I tell my siege weapon pack up and leave (click on the pack unpack icon)they will re-unpack themselves...that thing happen more often if I set them to aggressive and attack move before.I have to set them to flee first then clicking the pack icon... range siege weapon have a lot of need to switch between mode: as they will advance and hit the next target in range if you set in aggressive,sometime you want the stand ground dont keep pack-unpacking,I still thinking how to change my army setup so I don't need an army with 4-5 mode and switching around lol
  4. is not ppl thinking UK will suffer(would likely) suffer more in the brexit thing?I mean they been spreading losing trade/job etc/higher cost in buy goods. with this stupid law company that going from UK to EU will likely combe back to UK since it less complex and lesser tax etc.. is not EU encouraging UK to brexit now?and help more nation to have a reason to XXexit??? god how those people thinking in higher up lol
  5. i spammed tons of elephant to steal/kill those barrack once I found out I could stop them trigger new unit...it took me 4 hour on normal....
  6. sorry never push a ram in my life indeed that was a poor soul inside lol(don't think about that suspended /chains stuff when I suggesting,i also thinking we might get a ligher ram without too much protection so it could run a bit faster). charging the ram reach the target faster is huge advantage for melee siege unit(image you charge elephant into enemy building...once you hit the buildings not only u start to damage it faster but also your surface area is reduced >less cavalry /sword can work on you.I did think it might be too harsh to ask for a charging ram . I noticed the game have run/walk speed it seem to planned to have such a things.we need to see charging spear cavalry vs spear inf. formation epic battle mode ...!
  7. that what i do with cavalry hero ... I also feel that some hero got 3 ability while other is a melee only with the garrison skill only and 500 more hp was a bit bad...... we could assume they still thinking what skill give to what hero. imo the worst is some hero give you option to build/train something.I always kill the Mauryans hero after I building enough of his special building....
  8. I was looking for a random normal map 1vs1 Ai and got spammed with endless gaia (when I give up and decide to cheat to see what going on(the map hack cheat I find that AI player was already dead with some tower and 1 TC left....the gaia somehow stop killing the AI and use all unit on me) edit: should add a option to beat the gaia on this map ...I was hoping for something pop up after I killed the last one of them lol
  9. the ctrl Q right click work most of the time(sometime bugged they will go capturing or not return fire even getting hit...) thx for the patrol tips I actually want to know is there some way they will just hitting the closest thing in range and not go in capture anything/or a destroy mode that kill anything even gaia building.lose too many troop because they go in for catpure/I have to keep pulling army back and telling them to attack the next target
  10. I also feel that we not need to 100% balance to a starcraft level .. 0ad seem more focus on history-lize each race,which making total balance not possible(you can make a fairly balance game in theroy like a startcarft game since everything is fiction) an all race viable should be the goal for balancing:every race should usable in MP/SP,it just in some case you really fighting a lower chance to victory due to it weakness is amplify by the map setting etc for a sparta since he really cannot wall up but he got super offensive ,an booming-rushing should be an wild card option for sparta who choose to turtling(focus on econ and getting a much stronger offensive rush/aggressive move later on (a slower timing then rushing but not so late as tech turtle) what your goal as turtle is reach a better late game position,thus getting a booming(this game worker can fight!) sparta with some wood wall and a careful attack timing seem to be the equivalent of turtle. If a race is not pickable in 1v1 it might be indicating some problem.However,I think if any race is not pickable in a 2v2 game it will be 100% too weak /not balance,since you can cover weakness in a team game,if some race still not pickable in those game it mean there an better option out there and that race is an minor race,such thing is not our goal i guess. btw is Iberians the turtle race?I find Mauryans is more turtle early game since their wall only cost wood(no siege weapon....X.X)
  11. as a new player random this map by chancce without knowing wtf happen lol save loard endless time and fail lol I was like what the hell gaia so strong??/
  12. elephant got 10 hack and 10 pierce armor in my game...? the problem is right clicked portrait information is not dynamic update even armor upgrade is not show however hover the mouse on the little blue shield &sword icon did give dynamic information...
  13. ...god i just found it by accident...mouse over the shield and sword will give updated information.....gg me
  14. I was not too hardcore player,but there many small question in game that the 0.a.d wiki and the current version not match(seem) I try to look up the detail info in select unit(the right click on unit an large unit portrait..It give me a lot info about how even unit work( damage armor range type etc....) as least i don't need to wiki tab out even 5 min... However I found out that the game detail don't "updated" ...when I research upgrade on armor it said all inf. got an +1 to hack+1 to piece ....first i tho it only not affect merc unit...but even trained pike man etc don't have the upgrade....however the promotion did give them more armor and changed information inside..... the same happen to weapon upgrade...it seem not working in display i don't think the blacksmith upgrade not working,is it just alpha version so the unit UI not update accurately? something I want to ask specify : did skirmisher do more damage to elephant ,it seem doing more damage but I not sure?(wikia said yes but i find nothing in game.) only something like 1.5 vs cavalry (that AI map give you an elephant rush ....)is elephant count as cavalry now? did hero get weapon upgrade?I get that they have hero armor upgrade,but they get improve weapon if I upgrade something like all inf attack damage..etc the Garrison max arrow...and arrow per unit....if per unit=1 is that mean I putting 1 unit inside will shoot 1 more arrow?(I know it really dumb...but there no change in the UI saying how much arrow it shooting and the in game arrow is really really small.....I dun think you can count it very accurate atm. how many Civilizations peck not put in game yet? I know Macedonians free unit on barrack ,you cannot capture wild life.anymore? btw is there are attack mode / kill anything mode for unit so they don't walk up and capture building.....end up getting kill.I know I can attack move with crtl +right click...but sometime that thing don't work..they will still insist on capture,I have to crtl and right click on building...very often on archer and spearman suicide...something they will stand there letting enemy hit them and not return fire too...(using stand ground+ attack move archer very often letting fortress/tower etc free hit I was clearly in-range) how to stop heal running too far away?the only mode work is stand ground.but i actually like the to move when attacked.it just anything else those healer will run for super super far away (about% of them...I have to collect healer after each battle (group up them work too but cannot use any move when fighting since the formation will mess up,and they will stop healing a bit some unit will die if I using the control group too much.heal who run super far also would not come back to heal injured unit.......)it would be great if we can attack move with healer... or all those aggressive/defensive will adjust how far they run away btw thx for the great game
  15. I think it ok if the guy stand still...but all siege unit have instant turn even u hit it from side or behind them (the in game bolt shooter and catapult is fixed on ground...i dun know why it can turn and switch target like a human can.and ram should not spin around when hitting enemy from behind etc...even today car cannot rotate on the spot(i think some special design car could do it)I agree on you if you somehow can block a enemy in front of you and charge the ram and hit it,it really work cool,however if you target is not in-front of you like 45 degrees from your original angle you can do some crazy micro like pulling the ram away from enemy let them chase ....wait for attack cd finish and hit back and do that again.siege weapon doing hit and run like this look off((siege tower could do that too,just not so useful)... god i complete forgot about village....since the game split into male and female...i best regard them complete useless in fight
  16. just played some game vs Iberian and see how ram getting complain. I think most siege weapon need to add a turn rat and mini-rotation circle,except your stuff getting pull as a cart could have a smaller rotation circle. i just got my siege cart unpacked (running pass) 2 hit destroyed by a ram .it hit it in front first and when my siege moved be hide the siege ram it turn a full 180 and strike the second time....totally unrealistic ,i think aoe2 also got this problem but their ram run much slower and attack very slow. siege tower also need a bit changing(I read some post said people complain playing it like a tank),I actually ok with playing siege like a tank ,I remember watch some old documentary the first tank in the world was basically a mini siege tower (using metal and engine ).It move so so slow that walking is faster and only have a few machine gun on it(seem like was mark i tank after google search),as long as bullet(arrow) cannot kill the person inside and you can slowly move while shoot back(arrow),it give enough value for them to keep making better version... I think we living at modern time find a better use of siege tower then 0 a.d people.changing the turn rate and rotation circle thing should fix that too(all siege unit is too agile).btw why on earth archer range is shorter when I load them inside siege tower??? also warship range seem bugged? it said 70+ but it was much shorter....am i missing miss read the unit data? adding some new tactics to ram user?give ram a charge ability that run in straight line and do like 20% more damage,but lower 10% damage(your guy inside the ram need to catch some breath) for next 5-6 hit(u have a total lose of half a attack damage from 500%[6hit] to 460%[6hit]) .front load damage always good and you get to melee your target faster ,the only problem is you need a straight line to use it.
  17. I mostly play vs AI not really good player: I really like the longer range of archer(now some race got better archer and balance is harder this way) the general longer range archer and siege allow me to lay down a formation army marching slowly and taking out enemy camp 1 step at an time the 72 range mean cavalry cannot rush and kill your 20 bowman in 5 second you can pull back the archer and let those line of pike man walk in (even further back in line like 90 range) in between front line and archer line is healer and skirmisher (stone thrower Rock!),if the formation setting is more easy to control it would be much better lol...moving units group in battle as a formation will bugged them so much they stuck or doing nothing and let ppl hit them when running around...I still learning the hotkey etc might just missed something plain simple. it would be super prefect if we got long spear man that hitting like 3 meter with hack damage lol. actually how to make a formation that like an hamburger the meat in side is range unit and healer...the box not really efficient as most range unit are wasted . about ram should we give them ability to garrison man to move a bit faster?or give option to make lighter and faster ram that break easily (you only need that big wood log to ram anything,could possible to make out of a trees nearby or train normally)and a more costly ram(well armored , slower need to build from a building )that really hard to kill in case you need to break really really big wall up base. trying to balancing ram in 1 single unit seem to hard.Too fast too OP,too slow may prolong the game unneeded.You could choose to use a faster ram if you expect low resistance for an faster clear up speed,or ambush player weak spot without much guard. The cheaper ram should not benefit from iron plate upgrade but the siege damage increase,seem make sense that way. since it mostly wood only and structure is more simple the ram should be a bit lower in pierce (like to about 20 point :90%) maybe 4 point crush armor(34%) .Hp drop to 350. cost change to 200 wood and 100 metal (i think the biggest trees is 200 wood) so you could get from a trees convert it to a ram or build from fortress with the same cost) the speed should be keep the same(maybe even faster but i guess we need to make it less tanky in that case)
  18. i really think that ram should not hit human.... how on earth u can hit human (maybe only capable if that human is stuck cannot move.hitting elephant is find since it so big... btw i always wonder which catapult is the real? the AoE catapult got wheels the move and shoot without unpacking,and it throw a curve line....the catapult in 0 ad is pushing the stone... I actually like to use ram (mostly playing race with elephant ...it somewhat like ram but could die to arrow)it totally OP if you mix elephant and ram together catapult and blot shooter only do little damage to building you need to take an army to protect it. I really like feeling holding a ground outside enemy town and slowly break the wall catapult also have no fire damage is that added? or just planning feature) Ram is actually more toward surprise attack capable since they move fast(too fast.......) and no need to unpack...no sword cavalry really gg furthermore I want to ask can we give bolt shooter arrow more visual? I know about being realism(i love that too) but to measure how well those arrow and bolt work ,we need to make them a bit more bigger(a mode option maybe?) being able to mount them on wall would be prefect too
  19. just got the game someday ago, I do like to see some chicken farm etc too how about giving chicken negative income at start? something like 30 food to train but only give you 15 food each, it also give you 1 food every six second..so you got 10 food first min and get a break even @ 90 second? While it look really dump to investment in bad unit(negative return) rather then a new worker/sheep.chicken itself cost no housing the food cost also should be very cheap that you fitting those extra 10-20 food you don't need when you chain-build worker they should keep the very fast gather rate so in case you need it you can cash in all your investment(cash in those chicken mean the future return of second each) other then chicken I think the whole corral need some change to make it less linear.building sheep and kill it seem a bit strange....and making farm always seem to better due to less micro and you can garrison..... I think changing corral to an other food income that play differ role would be better example : corral give bonus around it due to extra food/wool = better life quality ,like 1% gather rate per chicken laying egg max 10% ,increased hp for all unit due to sheep wool the corral could also draining food income as they feed animal but their output was much greater when the livestock fully grow up ,e.g.: 40 cost for a sheep,and generating -2 food income per 6 second,fully grow @ 2 min and gave you 200 food each,you will adjust the number of sheep you want to hold in a corral rather then how many sheep you want to train. this way you most likely will build a farm first and support a corral later for much faster food generation much like real life. The corral could also boost/buff the market trade value within range due to you market have more item choice now,even higher rate if two market have differ corral buff?(some topic in the forum said people building market in unrealistic location etc another thing would be better if the corral will have a large wood wall to hold those livestock not running everywhere...maybe shielding Female worker too . the only thing to worry is too OP(no hosing passive income) also the game might super lag......
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