Jump to content

captBluesky

Community Members
  • Content Count

    8
  • Joined

  • Last visited

Community Reputation

5 Neutral

About captBluesky

  • Rank
    Tiro

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I think what we're seeing is that anything that threatens *massed formation combat* philosophy is nerfed to impotence in 24b. Cat's don't seem to want to target units anymore. Ships can be sunk with archers (ridiculous). Cat's and bolts are easily killed by archers as well. I'm seeing others talking about limiting the use of walls because again, it seems to interfere with/mitigates the *mass formation combat* centric thinking. This is very frustrating to me as I prefer engineering attacks (using buildings, defensive structures to hold ground), and forts to press into enem
  2. OMG, what have they done to my Romans?!! Cat's don't seem to target soldiers anymore. Ships are now laughably impotent and can easily be dispatched by archers (really?), while ships garrisoned with cats do nothing against their attackers in return. Roman champ cav seems to have lost all its tech upgrades, and now are easily dispatched. **about the only defense Rome had against ramSpam was fast, tough champ cav. That's gone now. Rome still has no defense against long range ground units (archers, slingers) save for seige, which now is so fragile as to be nearly useless
  3. Chrstgtr's apparent disdain for naval games notwithstanding, I feel there are some ideas we might look at for improving vessel operations. Again, referring to SuddenStrike/II game play, ships/boats did'nt go chasing after land units trying to figure out where to intercept them. Instead, boats were *docked*. And while docked they could be loaded/unloaded. Anyone who's tried to use boats on naval maps has probably felt a common frustration at vessel's behavior when trying to use them for transport. What I propose: 1. boats must be docked to load or unlo
  4. I'd like to open a discussion about possible changes to ram implementation. In comments about 24b, there's talk about ram issues, why rams don't attack soldiers anymore, etc. My proposal would be to modify ram's along the lines of mechanized units found in other games. One of these is a german tank battle game called SuddenStrike and SuddentStrikeII. In that game tanks, jeeps, trucks, apc's were *manned* and could not operate without a crew. The crew could be killed, or the crew could leave the vehicle, leaving the vehicle essentially inert and *neu
  5. I'd like to open a discussion about possible changes to ram implementation. In comments about 24b, there's talk about ram issue, why rams don't attack soldiers anymore, etc. My proposal would be to modify ram's along the lines of mechanized units found in other games. One of these is a german tank battle game called SuddenStrike and SuddentStrikeII. In that game tanks, jeeps, trucks, apc's were *manned* and could not operate without a crew. The crew could be killed, or the crew could leave the vehicle, leaving the vehicle essentially inert and *neutral* (meaning an
  6. I've actually complained about this on several occasions both in Lobby and on #0ad-dev. This is what I call the multi-sampling of the mouse (and possibly kb) inputs. This evident when the game is heavily loaded and update rates bog down. (lag but not graphics lag). Ideally, as soon as a player selects a destination/command for a group of units (chop wood, build structures etc) the mouse data (button states and mouse position) should be recorded *once*, and stored for subsequent use in the mod js for that command. But what seems fairly obvious to me is that several
  7. Build: <git clone https://github.com/0ad/0ad.git> <cd 0ad/build/workspaces> <./update-workspaces.sh -j3> -had to install "rustc" <cd gcc> <make -j3 config=debug> -or- <make -j3> fails with: " rwas@rwas-Aspire-E5-576G% make -j3 ==== Building mocks_real (release) ==== Creating obj/mocks_real_Release mocks_real.cpp Linking mocks_real ==== Building network (release) ==== Creating obj/network_Release precompiled.h In file included from ../../../source/lib/precompiled.h:111:0,
  8. He attempted several attacks in which all his units were destroyed quickly. The game abruptly ended after the last such attack. There was no sign of him in the lobby after that. I'm following the instructions in the lobby's MOTD. I'm not sure if I need to supply any game files at this point.
×
×
  • Create New...