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Posts posted by LetswaveaBook
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5 hours ago, Saatamia said:
ha okay, but hey there is not even a legionary in normal 0AD
Legions were composer of multiple unit types. Among them Velites, Hastati and triarii. So all these types of legionaries are in the game.
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44 minutes ago, BreakfastBurrito_007 said:
Please could you just be a little bit nicer when you talk to me?
I did not mean to direct it at anyone personally, but rather to say that "if someone gets such an annoying situation, it is their own fault since they are the one that gave the orders".
48 minutes ago, BreakfastBurrito_007 said:I was also not trying to denigrate your idea
I think that we both try to be honest and constructive. If any idea seems flawed, it think it is better to voice concerns rather than leaving them below the surface.
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27 minutes ago, BreakfastBurrito_007 said:
I am worried about the timing, what if you attack once with 20 spears and then add 20 more spears, then your army separates from each other and it could get frustrating.
If you get such an annoying situation, it is your own fault since you are the one that gave the orders ;P
Also I was more thinking about giving each unit once a minute such an ability. However, my point remains valid: If you mismicro, it is your own fault.
29 minutes ago, BreakfastBurrito_007 said:What do you guys think about melee units simply moving at a faster (x% faster) when they are 10 m from an enemy? I feel this is simple
It might be conceptually simple. The solution would be give each unit an aura that makes melee opponents move faster and could be done easily. However the computational cost is not low as each unit needs to get an aura and there would be distance computations. A less taxing idea would be to let every melee unit check every step if there is an opposing unit within 10 meters (If there are in a 1v1 180 for both players, does the melee unit need to check for all 180 of them that they are not in range? and thus make 180 computations per melee unit). So unless someone has a smarter solution, I am afraid it makes the game to slow.
41 minutes ago, BreakfastBurrito_007 said:maybe the x% faster within 10 m could be used only when an attack order is given, so they could not retreat at the same speed which would be super annoying.
This way you could attack a unit that is not supposed to be the target. If there is a single unit in the direction you want to retreat to, you can use that vector to get the speed bonus. Therefore only giving the bonus to the patrol command would be better. However that is gimmicky again, as in this case the attack command and patrol command would work different.
Furthermore it feels wierd if only melee units could 'run'.
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2 hours ago, alre said:
Do you agree that running, as it is now, should better be disabled?
I think it is nice to see units running for their lives. It is gimmicky but it is not super harmful either. I think we can leave it as it is.
2 hours ago, alre said:Following this, your proposal could be tested with a mod.
I was thinking on creating something similar to the patrol command. You order your troops to battle-charge to a particular area and they do it using their run speed. There are things like status effects, so giving them reduced gather capacity seems to be also a possible status effect. Maybe I eventually get to try to mod it, as just chatting gets us nowhere.
1 hour ago, ChronA said:However I do think there is value in simplicity. I don't think it's necessary (or good game design in context of 0 AD's other systems) to make it player controlled. Combat in 0 AD (for better or worse) uses very large unit counts packed together very densely. That makes tracking the resource levels of individual units very difficult and removes a lot of the nuance from micromanagement. Given these conditions, in high level play I don't think there are many situations where you would not want a unit to use its sprint if the ability is available and an enemy target is in relatively close range.
I would like the idea that once you give the command, the units are now out of control and attack viciously. That is fairly historically accurate, since sometimes if a command was given it could not be recalled. Also it creates a risk in ordering a battle charge.
Furthermore it would be nice if it was a timed effect where it is unlikely to be able to use it twice. So you could decide to open with a battle charge and reach the opponent quickly. The second option would be to first engage in melee combat and once it starts, to use the charge to get the rear units into the action. The third option would be to see if you can win the battle without and use the charge to destroy the opponent when they try to retreat.
A battle charge could be a way to overrun the opponent, but on the same time it could mean that your own units run to their death. It would make timing of the charge decisive. Also ranged units could be decisive if they can seduce the opposing player to order an ill-chosen charge.
Anyway, the idea remains an idea until it is turned into a mod.
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@PyrrhicVictoryGuy, I think the idea is cool. The thing is that you should make it as you envision it. I do not want to put my mark on your idea and pollute it with my views. I think if it is about getting it done right, it would be nice to have some good historical sources and see which unit types fit best. I am a little skeptical on food-based bonuses since people of all civilizations ate food and eating food was important to any of them.
However I can say that elephants in p2 does not seem to be a smart idea.
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It is not exactly 0AD, but I am a big fan of the SandRoman youtube channel.
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If we are talking about AoM, I would like to push forward the idea of(possibly once a minute) having a battle charge ability. This would mean you send your (infantry) units in battle using the run speed for a short sprint. They would aggressively attack the first unit they see, so it can't be used for fleeing. Units doing a battle charge get the enraged bloodlust status effect, significantly reducing their gathering ability for a while.
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I have also seen units running after a fleeing opponent, if I recall correctly
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I captured a sentry tower in p1 as Britons and I had cavalry and dog, so I thought lets garrison that tower to use it as a staging point for future raids. Then this happened, the tower had 3 slinger garrisoned but lost loyalty. I think this is the result of celtic structures being easier to capture.
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By the way. If you save a game and then load it again, it does not generate a correct replay file.
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1 hour ago, wowgetoffyourcellphone said:
This right here is kind of shocking to me from a countering perspective. That the spear cav should take that much damage from a skirmisher.
I had made a post earlier pointing out the same thing. Javalins do 16*0.8*0.73=9.3 damage per second to the spear cav and spear cavalry do 7*0.8*0.9=5.04 damage per second to the skirmisher. so that means that the skirmisher does about 93 damage in the same time as a the spear cav does 50. If you add the fact that the Javelineer gets 1 hit before the spear cav reaches it, you get around 100 damage. There is a reason why spear cavalry is used scarcely. Also I ran 14 1v1 battles of an rank 1 infantry swordsman vs a rank 1 spear cavalry(160 HP) and in 4 out of 14 fights the swordsmen won with 2 HP and in 10 out of 14 fights they both died and it was a draw(as a note, the swordsmen got promoted during the fight, which gave the edge). I also had a similar post about the underperfoming spear cav earlier.
https://wildfiregames.com/forum/topic/39318-unit-counters/
47 minutes ago, BreakfastBurrito_007 said:I feel as long as the scout unit costs the same as a regular horse, it is ok for it to gather meat.
Depends on how the unit is designed. If it has the same cost but sacrifices combat ability for +10% speed, it would OK to gather meat.
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3 hours ago, Thorfinn the Shallow Minded said:
It should maybe move as quickly as sword cavalry.
I would go for a unit with less durability as a melee cavalry but more speed.
I think its attack should be large enough to do some easy pickings, but it should not be a proper combat unit. I think it should be able to kill a lone skirmisher. Also I like it to be decent for picking and being on par with that with other units, it should not be overly durable.
I ran a test with a spear cavalry vs a lone infantry javelineer and the spear cavalry would win and receive about 100 damage. The statistics of the scout are fairly comparable to that of the spear cavalry apart from the health and bonus multiplier. Since it is not real combat unit, it does not need hack armor.
I would push for 125 hit points and 10 crush, 1 hack, and 3 pierce armor and +10% speed compared to sword cavalry, 6 hack attack with repeat time of 1 (spear cavalry has 5.6 damage per second), so it would be fairly similar to thorfinns suggestion. Cost should be similar to other cavalry.
The hack attack could pose a treat vs. rams, so I am not sure about the hack attack.
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On 17/06/2021 at 11:28 PM, Yekaterina said:
An idea for scouts: knife cavalry
OK, I go on a mission to scout the opposing camp and I equip myself with : 1 a horse, 2 a knife.
seems good.
What also seems decent to me is to take an axe with you instead of the knife.
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On 17/06/2021 at 11:39 PM, wraitii said:
Would you happen to have the replay of that? The units should be able to unstuck themselves, but it's plausible in such situations that this doesn't happen because of the overall movement from everything.
I can provide the replay. The problem occur from 6:40 to 7:20 when I sort them out manually. For testing purposes, I should just had them let them be and see if they solved it by themselves, but instead I solved it manually.
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This world needs more women like @Yekaterina.
If you start a topic about windows, it will be spammed with linux chat.
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As a kid I thought Red Alert 2 Yuri's revenge was super cool.
After I got into competitive gaming and was used to hotkeys and returned to Red Alert 2, I felt the controls where horrible.
With RA3, it was reverse. I felt like how can you do all the things a player ideally wants to do. When returned later and was used to hotkeys, it suddenly felt good.
On 31/05/2021 at 7:23 PM, Lion.Kanzen said:A discussion on creating better tutorials for complex games.
If I think about complex games as Knights&Mercenaries or the stronghold series, where you need to manage your village, because if your food runs out it is trouble. The thing what new players can do, is only focus on the few features which are absolutely needed(getting food and the easiest units) instead of all features.
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4 hours ago, Yekaterina said:
Why Ubuntu is bad: when you type sudo apt-get install 0ad they give you A23!
I installed linux mint 20 several days ago, and it does the same!
On the other hand, if you look in the software manager, you see two files and A23 is downloaded from the repositories while you also have the option there to get A24 from play0ad.com.
To be honest, I like to be able to use wine. And after installing mint 20, the software manager does not correctly install wine. And all of that in the very moment I was feeling like monk-rushing someone on Voobly.
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Personally I think playing a faction with spear cav is interesting, as it is the faster unit and with its better defenses, it is nice for raiding. I would like to see more than just Romans and Macedonians starting with a spear cavalry in p1. What we could do as a minor change, is interchanging the Javelin cavalry as the starting cavalry with a spear cavalry for some civilizations. This would only affect p1 and thus can be seen as a minor change. For clarity, I would abstain from giving Seleucids a CS spear cavalry as that would not be a minor change and I prefer subtle changes.
Available factions with a spear cavalry in p2 are Iberians, Kushites, Persian and Spartans.
If I had to make a choice, I would go for Spartans. I know how some historians feel about Spartan cavalry, but Spartan cavalry is in the game and why should their starting cavalry be a javelin cavalry?
On top of that, there is 1 faction that only gets a single CS cavalry in the form of a camel archer. From the 12 remaining factions, 6 of them have CS spear cavalry and only 2 have them in the CC. There are 11 factions with a CS javelin cavalry and 10 out of these 11 factions start with a CS javelin cavalry. I think we change that for one of these factions.
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14 hours ago, chrstgtr said:
Better to fix what exists than to delete what is unique.
I agree with that and I think we should try Maurya and Persians to keep their flavour.
I would prefer to look at other ways, like increasing champion elephant cost. Then we could get gameplay where elephants are stong, but due to their cost they need to be used careful and saved where possible. If elephants get nerfed, then Maurya and Persians are more affected by their lackluster siege department.
1 hour ago, Yekaterina said:In a typical TG it means the Mauryan can field 20 more units in a fight than the others, and more troops than opponent = higher kd. By default, every soldier aim at random enemy units instead of focusing on just one (unless you order them to), so more units = less wound per unit, so the formation can maintain high fire output for a longer time, meanwhile, the player with slightly less units will see their soldiers dying very quickly after some time.
This is not just the issue for Maurya and Persians, but in any case where you are outnumbered, this will be true for ranged units. My suggestion would be to nerf ranged units.
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I played as Seleucids against Britons. I would gladly learn about the best strategies for each faction, but it seems to me Britons have a hard time against Seleucids in A24. Anyone looking at it differently?
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On 02/06/2021 at 3:04 PM, StarAtt said:
Open a terminal, simply copy this entirely and paste:
sudo apt update && sudo apt install subversion build-essential cmake libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev libogg-dev \ libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libxml2-dev python rustc zlib1g-dev wx3.0-headers libwxbase3.0-dev libwxgtk3.0-gtk3-dev libwxbase3.0-0v5 libwxgtk3.0-gtk3-0v5 -y && svn co https://svn.wildfiregames.com/public/ps/trunk/ 0adsvn && cd 0adsvn/build/workspaces && ./update-workspaces.sh -j3 && cd gcc && make -j3 && cd ../../.. && binaries/system/test
enter your password and wait until it says "...............OK!" and you can find pyrogenesis in binaries/system/
You can learn terminal during the build though.
Just to list some of my adventures on it. I initially thought that when I saw a program called pyrogenesis.exe, I had to use wine. I also tried to do in the terminal cd 0adsvn/binaries/system/ and then type pyrogenesis, but then on my OS, the pyrogenesis variant did call the 0ad version which is in the mint repositories. What did work was using 0adsvn/binaries/system/pyrogenesis
Initially I thought that I probably messed to much with my OS, which results in me now having a brand new Mint 20 installed instead of Mint 19. I wanted to upgrade anyway.
I did play the subversion and the graphics look great. I must admit that on the a24 version, I put the graphics on low to boost performance, so I might not do a fair comparison. Age of Empires 4 has been shown on E3 and their fans would be spoiled if only it looked as good as 0AD.
The path-finding also seemed good, but on the other hand I did not push it to the limit either.
So from my first game, it is big plus for A25. If only mercenaries were well balanced...
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I am fine with Yaunā, the Old Persian word for Ionians, Macedonians, and Greeks. We have 3 Greek factions and 2 successor states and on top of that the word also refers to Persians.
I couldn't be really bothered myself with thinking about a name, but Yaunā seems cool.
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1 hour ago, BreakfastBurrito_007 said:
How is this counterable without cavalry?
Siege and garrisoning your units in ramms or once you capture buildings. Make sure the captured territory is connected to your territory root and build sentry towers to maintain control.
Maybe archers can run away, but the territory can be captured.
Also not only are archers the most mobile infantry type, they are on the other side also the least mobile. Archers are effective in large groups, not in small ones. That means an archer player needs to keep his units grouped in one spot and can't as easily split up his infantry archers. So you might try to attack from multiple sides and see on which side you can gain territory. I played a game vs. Chrisgtr and I had cavalry archers that he could never defeat. He won in the end by attacking me from various sides. Whenever my cavalry archers were targeted to deal with a treat, Chrisgtr was all-ready attacking somewhere else and retreating the troops I was targeting. That game is another example of the fact that you can win by continuously taking territory of you opponent.
Disappointingly, one medium sized maps, the groups of trees are so large that one group of them is enough for the entire game.
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Windows 11 codename : Sun Valley
in Introductions & Off-Topic Discussion
Posted
addware.