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alre

Balancing Advisors
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Everything posted by alre

  1. I see. I whish you good luck with this server then. I'm not on discord.
  2. yes, that's what I've seen. I hope I'm not mistaken.
  3. did you check on the other servers already announced here in the past?
  4. hiperion was wrong, keep reading. I and weirdjokes were making tests, and freagarach explained the results.
  5. oh wait, they have noba merc skirms and maces! you prefer to make cav?
  6. 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.
  7. guys, do you use jav cav after p1? I feel they are pretty useless aside hunting women.
  8. there is not, unless you autoqueue batches. There is a thread somewhere discussing that.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. kind of. but pointless in the game.
  14. 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.).
  15. @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.
  16. that's reasonable, but any opposing army could just retreat where there is not enough space for a formation to move, and thus be invulnerable to them, until they leave formation. from there in the narrow, they could keep showering projectiles at the formation.
  17. surprising (to me at least) how @Dizaka was using autoqueue for making women in the cc at the start of the game.
  18. I think this is true in general, but what how would you think formation should be "working"? I've put a lot of though lately to formations, battalions, and how to make battles more tidy and strategic in general, and I can't think about any way to make, for instance, hoplites fight in formation and also being balanced.
  19. also, everyone knows that to make a differential, you just need a number of gears.
  20. wait, isn't the derivative of a function defined using limits? If the limit doesn't exist the function is not derivable, is it?
  21. I too don't think it makes sense to ise ruins of ancient places of cult, as the fact that they are now ruined doesn't make you think they are quite sacred. Also mounds aren't properly sacred, and they don't seem like something you would conquer to claim victory. I would also exclude completely developed temples and such, as they would look out of place in maps otherwise deserted or almost so. I think what would make most sense are little shrines around particular features that could be considered as sacred places to the ancients, somewhere worth building big temples to the gods, but before such temples are built. Like how could it be Delphi when the first oracle established there? How may have been Olympia, when it first came to someone's mind to keep an eternal flame burning there? If you like this line of thought, wishing trees would also fit in pretty well, sacred sources also are a common feature. If we are making these various sites though, I think something in common among all of them shoud be adopted so they can be easily recognized. A circle of stones around them for instance should be enough.
  22. IMPERIVM series has supply vagons, I loved that game. Rise of Nations also has something like those, but not really fun in the way they work, I think. In alpha 24, battles would generally last a lot more than now in A25, and a constant stream of reinforcements was often important for victory; this was not very different in practice from a supply chain as being asked, and I liked that strategic dimension of the game. This kind of things doesn't have to be forced into the game, but can be "made happen" in the way that feels more natural for the game.
  23. probably because they actually deal more attacks. also there's the random number generator for the spread and the rendering of the projectiles. In any case, the attack/damage routines are those that suck the most resources it seems.
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