Jump to content

alre

Balancing Advisors
  • Posts

    1.280
  • Joined

  • Last visited

  • Days Won

    15

Everything posted by alre

  1. the whole point of mainland map is that there is no sea. that's why it's called mainland.
  2. you still have access to the lobby? are you sure you have been kicked?
  3. why? wouldn't it also be weird to have two champios that are both hoplites?
  4. you are describing a more advanced concept than "literal attack ground", which is what that "piece of content" shows well enough, I think. I also called for a more advanced implementation, sensible to the position of the enemy units.
  5. Let's say 1/4 is a good estimate of how much damage is worth shoveling at skirms rather than at pikes. Attack ground would still be better than nothing only if the targets are very concentrated in the target location, which is very possible, but the requirement in term of micromanagament make it probably unworthy. You can already now target individual skirms that are in an area where overkill isn't problematic because of the concentration of enemy units: compare this to attack ground, with which you need to stop your archers when the target units are dead, with just as much need of micro.
  6. I think literal attcak ground wpuld be always inferior to normal attack. Attack group instead is more interesting, but maybe a third option is even better: attack group on that ground. doesn't consider the targets that exit the initial area, doesn't include other units that later enter the area. Or maybe just drops the units that exit the line of sight of the shooters.
  7. for what I know it places 8 CCs in a totally random fashion, and then, if you selected the "random group" option, it assignes them to players so that allies are not mixed with enemies. Red Sea also works like this. I've played various matches in A25 in Frontier map with various bioms, and people are always complaining there is not enough wood, and it's true, there is much less wood in the new bioms than before. Even though Frontier is a cool map, I'm not playing it anymore for this reason.
  8. I think it is. Currently the back player has no territory gain in p2/3, and may easily have no access to any woodlines. The center player may have little territory too, but at least is having more fun. Polygon placement (as in Kerala) may be a good alternative. Or maybe polygon placement, but with CCs closer, as you would suppose a stronghold is.
  9. Isn't he the christian troll?
  10. I see. I whish you good luck with this server then. I'm not on discord.
  11. yes, that's what I've seen. I hope I'm not mistaken.
  12. did you check on the other servers already announced here in the past?
  13. hiperion was wrong, keep reading. I and weirdjokes were making tests, and freagarach explained the results.
  14. oh wait, they have noba merc skirms and maces! you prefer to make cav?
  15. mmmh I tried that but I didn't like it. they are short ranged and easily reached by enemy spearmen. food is slow to gather unless you make corrals, which are kind of off meta in a25. but of course kush don't really have alternatives.
  16. guys, do you use jav cav after p1? I feel they are pretty useless aside hunting women.
  17. there is not, unless you autoqueue batches. There is a thread somewhere discussing that.
  18. I actually agree with that, I have sometimes whished here in the forum for some changes that would have that effect, but I don't believe formations are good for it. My point is that, being relatively slow, battalions would just never succeed in engaging any enemy, except for other battalions. This kind of feature would be very hacky, and very very hard to implement, and what for? Just for some minority of battles being accepted in the open? I don't see it as a good idea.
  19. I think they are not that bad. camel archers are still better, in general, than spear cav. however, p2 horse archers compare badly to sword cav which is OP. I'm not sure how they compare to jav cav.
  20. let me understand, you are proposing a sort of alternative move order (not quite simple move, not quite attack move) in which a formation moves forward until it gets in contact with the enemy, and then it stops to attack it? seems nice I think, but for how 0AD works, I don't see any other use than with Iphicrates, and even for him, not so much. If formation patrolling worked better, one could use that instead. could 0AD have soldiers moving and attacking in such ordered manner without that being penalising? I don't see how, but I honestly hope someone finds a nice way to make it.
  21. I feel that. In fact, I created a mod that aims at making formations less akward and more usable. Wasn't that a game where all units were always in formations (also soldiers wouldn't work or have an economic role)? It's hard to fit that into 0AD paradigm.
  22. kind of. but pointless in the game.
  23. I'm not sure of what you mean. for Iphicrates' aura to work, units don't have to stay in the precise formation position. Note that if you leave some units that are in formation to fight, they will probably go out of place sometimes, but will come back to their places when they are done fighting. PS: if you take units in formation and order them to attack a target, they will leave formation, so you have to simply move them to the desired fighting position. you may use h key to stop them when you want them to attack immediately. also mind their stance (aggressive, defensive, etc.).
  24. @Player of 0AD you can get the mod folder from a .pyromod file by changing its extension to .zip, and then extract the folder from the zip archive.
×
×
  • Create New...