
roscany
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Probably, but I guess what I'm trying to convey more broadly is that using hotkeys shouldn't be necessary to stay "good" at this game. And by that I guess I mean perform military actions. I don't use them, but I'm all for using hotkeys/control groups to select units, buildings, training units/techs when building are selected, building different types of buildings, changing formations, etc. but using them to impact fights to this degree feels like overkill (ha!). A lot of players better than me use hotkeys to do these things, and all the power to them! They're better than me, but I can still hang. I'm not even really a fan of attack-move, but I do use it. I'd rather players pay closer attention to where their units are walking. I guess that is a hotkey I do use? I can see its benefit during big fights, but I don't really find it buggy like @Atrik suggests. I can stay at a pretty similar level to those who are in this conversation right now without using hotkeys, but this box-target thing seems like a different type of hotkey entirely. Is there another hotkey that does anything relatively similar that is already in place beyond attack move?
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Please consider us touchpad players when implementing this, lol. We matter too! Currently I use a two-finger click to right click. I'm on the same page as @ffm2, I think. I don't really see myself using this, and I hope it doesn't prevent me from staying at my competitive level, but unfortunately I think it will. In my opinion, the root of this "problem" is that armies are too big and too cheap, especially with regard to ranged units in this game. But I guess that's a different conversation...
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Hey everyone! I'm bored on vacation so I thought I'd chime in. I'm all for advancing the game, but this seems like an extra step people need to enact in order to be good at the game (13-1500). I don't use hotkeys; I do see their benefit, but much like using a mouse instead of a trackpad, I'm fine with my current play, lol. I don't like my hobbies to feel like work, and this would feel like work for me to learn, but that's prob a me-problem. When I "snipe" I shift click units that I'm targeting with small groups and I think this serves me pretty decent in the moments where I have the time to target specific units. When I don't have time, it's usually because I'm under duress for x, y, and z, which I think is an important part of the game. It feels pretty rewarding when I do have the time, as my opening has gone the way I intended. (I know the ALT key does something, but I could never figure out how to use it, lol) You all know the mechanics of the game better than I do, but this feels like fixing something that isn't broken to me. @chrstgtr mentioned "something needs to be done about sniping," but I don't see sniping as often as previous versions of the game. I think it peaked during Said's Maurya phase, but melee was buffed to counter it. I think melee could still benefit from a buff, or alternatively the cost of basic range units could be increased. This would likely lead to smaller army sizes and fewer ranged units in battles, which I think would reduce the prevalence of sniping. Observationally, I think its a non-issue. But again, I'm pretty dumb so I've probably missed the main point entirely lol.
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Fort and Hero Building effect on territory root
roscany replied to roscany's topic in Gameplay Discussion
I've seen it once. Player A build a forward CC and Fort close enough to join root with their Ally. Player B on the opposite team captured the CC of Player A, but left the fort standing. Player A's fort was close enough to their Ally to keep the its loyalty and started to attack the loyalty of the damaged CC until Player B garrisoned the CC. Yeah, in all the games I spec'd I've maybe noticed this once. Big enough territory influence to take over nearby structures, but not enough to keep its own................ -
Fort and Hero Building effect on territory root
roscany replied to roscany's topic in Gameplay Discussion
I don't really understand the rationale behind this. If a sole fort has no root attached to it, why should it affect the loyalty of a building that does have a root? -
Fort and Hero Building effect on territory root
roscany replied to roscany's topic in Gameplay Discussion
I see in the description of the Maurya hero building, the Harmya, it says "Territory Root." I agree with @chrstgtr, this seems like a random addition to the civ. I'm curious why it only applies to Maurya and Persia. If there is a historical justification, I'd understand I guess. I did a quick test and it looks like the Persian hero building, the Apadana, also has this feature of maintaining root without a CC, but there is no mention of it in the building's description. Maybe one of the developers/ BAs can add it in if this feature is to continue? Thanks for answering my question. -
Hey everyone, Hoping you can clear up something that I'm unclear about. In a 4v4 TG the other day, my CC was destroyed and I lost my territory (shoutout @SaidRdz). I was surprised I lost my territory, as I thought that having a fort and a hero building nearby my CC would allow me to maintain my general territory root without losing all of my buildings. I know I've seen people (shoutout @SaidRdz) maintain their territory root with only a hero building , and I'm pretty sure I've seen forts keep territory and even capture a nearby weakened CC in TGs. A player in the game mentioned that only some hero buildings (maur, maybe others?) have a feature which allows them to keep their root. This seems like a random addition for just one civ, and I do get that we want to differentiate civs, but seems a little silly. I've attached a screenshot of my base for reference. For what its worth, I thought my buildings were close enough to my pocket Ally to keep my root regardless, but I acknowledge it may have been just out of range. TL;DR... does a fort have any influence on territory root? Is Maur the only civ that's hero building has territory root, and is this cool or lame? Thanks!
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Game Balance: Battering Rams, the 0 A.D. tanks?...
roscany replied to krt0143's topic in Gameplay Discussion
Most TGs and 1v1s take place on Temperate or Alpine biomes where wood is abundant. Starting resources can create a lot in inequity with other biomes with less starting wood (abundant stone available for slingers, Maurya with Worker Els deposit, etc.). The biome with a lot of hunt and sporadic wood can heavily favour maur for instance. A biome like temperate or alpine usually gives for a relatively equal chance of success for all civs. -
How can you identify which mods a player is using in a TG? Isn't this info only available for the host of the TG? Edit: I also think the level of automation that is starting to pop up is starting to kill the game. With this auto-train feature (not auto-queue) players can spend all their time focussing on microing their units without having to check up on their eco and unit production. I'm only really able to tell who is using this feature when I'm spectating a game. It's frustrating realizing afterwards that a player I lost to in a 1v1 was using this mod when I wasn't, even though it was an unrated game.
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roscany joined the community
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loooooooooooooool i'm flattered