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alre

Balancing Advisors
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Everything posted by alre

  1. archers are very bad unless you snipe. that means that you select all your archers, and while you are holding ctrl+alt, you furiously right-click on enemy ranged units (skirmishers). distribute in this way the fire among all enemy skirmishers. If you snipe your archers will be considerably worthier. javelin cav is good for early rushes and for late game switching. It's not a viable middle game strategy as archer cav.
  2. sparta vs arcer cav is super interesting, very asymmetric gameplay. If you play well arcer cav, you should win.
  3. yeah it's been discussed many times and we are still stuck whith a status quo that is unexpected and easily misunderstood, even by long term players. My opinion is that it would be much more intuitive and a lot more fun if buildings trained the same units regardless of who controls them (so one could train units from other civs if they conquered buildings from other civs).
  4. btw I don't like call to arms. it makes your units act a bit too unpredictably. Some units may attack sooner than others depending on their current resource load and position. the drop resource thing is cool, but I'd like it more if they just moved instead of attack-move.
  5. using one as bait and the other one to do damage? I'm not sure how easy that would be. in games, I don't see H being that useful as you describe it, if the other player is not being totally passive, but it sure is useful. it's called "include offscreen" if I don't go wrong, and by default it's not assigned. you may hold that key (I bound it to space) and double click a unit or a building to select all of your units of that kind in the whole map.
  6. maybe just having the AI not doing it would be a good start, and something that makes the game more enjoyable. what does the SP crowd here have to say?
  7. attacking building is kind of that already.
  8. or just disable auto-demolishing all together. not fun. perhaps nerf conquering instead.
  9. lol I just noticed the title
  10. The one for selecting only military units. I have to reset it though, I'm not sure what is it by default, Alt maybe. Also the one that makes double click also work out of vision is nice.
  11. the metal trickle bonus could be called "colossus of rhodes" lol, although rhodes was not an ally to macedonia (they weren't enemies either until the invasion, that's noteworthy).
  12. it makes sense as a team bonus because it affects allies.
  13. you mean like a regular game with blocked diplomacy and conquest victory condition?
  14. arsenals that train crossbows in p2 seems nice. -25% cost for siege looks good to me, honestly I wouldn't want teams boni to be exaggerately impactful, allowing a whole team to build storehouses outside of territory would be way too much. 1 metal per seconds means 2 merc cav at minute 3, seems pretty strong to me.
  15. it may be good for clarity and context, but romans of that time would just call themselves "romans" or "rome". the state was represented by the city of rome, and its power and glory.
  16. a system like that exists in Imperivm, it's very cool gameplay I believe. But 0AD is not the same kind of game as Imperivm and a supply system would just make it even messier than it already is, probably without even impacting that much the already existing strategies of the game. People don't generally like complexity when it's forced into a game, they enjoy it when it spurs from a simpler and intuitive set of rules.
  17. - I think it goes in the wrong direction design-wise - raids don't need to be nerfed - buildings don't need to be nerfed against large armies.
  18. I'm very opposed to non-random building ai.
  19. this made me laugh, your analysis is perfect. If you added a chart, I'd have you published.
  20. or maybe we should drop batch training completely but I don't quite dare proposing that.
  21. well progui is a bit like that (but not too intelligent) because it works on a logic that makes it choose which unit to train based on army composition specifications. I would actually like mentula's solution better because I would enjoy retaining control on which barracks trains which unit. at that point a gui mod that makes you keep track on production (exactly like boongui always did) would be a nice option for those who want to improve their game without any automation.
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