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a 0ad player

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  1. If it is a low hanging fruit, a maximum attacker component combined with ranking system, militia/professional soldiers, sniper unit could be interesting to try out.
  2. I think stronger separation of roles might help: - CS slower attack speed for more epic fights and more micro time for melee units. - economic technologies (level 2 and 3 except basket) reduce to a23 boost rates - CS reduce range of sight by 20% except for cav - in phase 2 more professional soldiers with specialization especially on high speed for short raids on isolated groups of economic units, area distributed economy - further specialization, reinforcement of professional soldiers
  3. I was ddos several times in this game so team1 could win.
  4. Thank you Mentula, great wording and valuable tips. I could try to remember and improve xd Extra tip - never stop to scout or just do the celtic ecobot
  5. I just wanted to say thanks for all the works here. Great
  6. Hi, scouting is essential for 1v1. Furthermore as a basis an okish economy is important (no res flowing, tec timing, not get housed, enough production buildings, balance of food and wood income). See also from ValihrAnt https://wildfiregames.com/forum/topic/62720-challenge-to-reach-100-pop-in-the-shortest-time/ Do not fight in formation and not in range of a fort / CC.
  7. For Champ Cav I would like an increase of resources of 2 per unit, so: 1st unit: 150 Food // 80 Wood // 100 Metal 2nd unit: 152 Food // 82 Wood // 102 Metal 50.unit: 250 Food // 180 Wood // 200 Metal
  8. 0ad hat 3 Schadenstypen: Stich (Fernkampf), Hieb (Nahkampf), Stoß (gegen Gebäude). Folgende Einheiten sind in unterschiedlichen unvollständigen Kombinationen in den 0ad Zivilisationen vorhanden: Also Ja, der Typ des Schaden von Wurfspeer und Bogen ist der selbe, die Rolle und damit Nutzbarkeit unterschiedlich.
  9. Great, please add a shared resource option above 300 so me can build a barracks.
  10. Hi, I have tried the a26 pre-release candidate. Tutorial is much better now, great. Here is what I noticed: - When leaving a game the text is bigger than the textbox (see picture) - The new Macedonian wonder is beautiful but huge and hard to place. - Selecting idle units selects the Han Minister (standing around "inspiring" his surroundings) which is a bit annoying. - Selecting wounded units with hotkey (O) did not work - Pigs, cows/water buffalo are no longer available in P1, not a fan of that Thanks to all for your work here
  11. And the replay files are present and located in the respective path/folder of your operating system? /home/user/.local/share/0ad/replays/0.0.25/ C:\Users\username\Documents\My Games\0ad\replays\0.0.25
  12. Yes, I don't find changes as desirable as natural/historical growth. Adding units / features / game mechanics that are based on reality (and the likely trailing changes) I find good. Reworking I find good in exceptional cases (when something really disturbs). The current form of the specification does not bother me, I am used to this, there are the advantages mentioned by Player of 0ad and a reason / story for the calculation. As a simplification I find the armor health equivalent of nescio good but visually not desirable.
  13. And where do these strange percentages come from, xd? The mod of nescio I find the most useful. Otherwise, please do not change anything xd.
  14. When I imagine a line of archers in a battle, they fire arrows at an area. If the other ranged fighters are sighted, an area with as many people as possible is bombed with arrows. The area corresponds to the seen or assumed position of the enemy ranged fighters. Translated I think an area is selected. The arrows are shot at individual ranged fighters with an appropriately increased inaccuracy. Most arrows land in the middle of the area (most enemy ranged fighters) and the intensity decreases towards the edge (distribution image). Lumped groups are hit more often, making battle orders more important. When most of the people in the area have died (less than 10 people remain in the area, for example) and the situation becomes confusing or new orders are given, the attack ground is over. I think attackground for archers is a good idea. With spear throwers, I envision direct visible targets and not an area attack.
  15. Battles are exponential, so single units don't really cause any damage, or outnumbered battles (less combat power) cause negligible damage. Against an overwhelming attack, it is best to gain time and minimize your own damage. Fortresses, CC and towers cause simplified area damage while the units quartered there take no damage. Skirmishers, Slingers, Archers (units with little health and little armor) die first in area damage, which usually greatly reduces the fighting strength of the enemy army. Destroying isolated siege weapons protects the buildings and slows down the push. All isolated units (groups) can be targeted. Units capturing buildings can also be targeted (especially by moving units in and out of buildings). Splitting the attention of the opposing player can help. Counterattacks especially with cavalry / siege weapons in the enemy base can be very effective or split the attention very much. Which in turn makes individual units targetable. Under certain circumstances it makes sense to face the enemy army slightly outnumbered in order to reduce their numbers and thus protect your building. It is important to scout and set up outposts in important areas so that there is enough time to react.
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