davidsrsb
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Everything posted by davidsrsb
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Loot when destroying a building in Construction-Phase
davidsrsb replied to Frederick_1's topic in Gameplay Discussion
If you destroyed it half way, logically you should get 50% of the complete building loot value -
So terrain is just cosmetic, apart from elevation affecting range?
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The bonus should be substantial for wheeled units ie siege and some traders, or rather, the penalty for going off road should be severe
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My and my buddies love the game, just 1 thing sours us on it.
davidsrsb replied to Donair's topic in Help & Feedback
Rams should be not more than 50% of the walk speed of infantry, siege towers even slower -
"Arson" attacks should be added to cavalry and infantry.
davidsrsb replied to AIEND's topic in Gameplay Discussion
So their protection against ranged weapons is too high. The protection against held pierce or hack should be good. -
"Arson" attacks should be added to cavalry and infantry.
davidsrsb replied to AIEND's topic in Gameplay Discussion
Why is it a problem? It is historically correct. The real world penalties were cost, training time and that they were slow, vulnerable to attack from behind -
"Arson" attacks should be added to cavalry and infantry.
davidsrsb replied to AIEND's topic in Gameplay Discussion
The catapult or trebuchet were much more expensive and hi-tech weapons The downside of the ram was having to go up to the target, so it needed serious infantry support to survive very long. The 0AD model of a few unmanned rams quickly flattening a fully manned fortress is so wrong. (or unsupported elephants same argument) The catapult mainly damaged with fire -
"Arson" attacks should be added to cavalry and infantry.
davidsrsb replied to AIEND's topic in Gameplay Discussion
Which makes no sense at all, they should be easily broken by infantry and need infantry protection to survive -
The way that the AI plays large numbers of traders to generate a high flow of resources, when the map has been mined out, encourages this massing
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Why do cavalry have such high pierce armour? Foot soldiers, especially Roman, had large and effective shields. Nobody had cavalry with good anti-pierce armour until plate armoured knights in the Middle Ages
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Maurays are too weak and Spartans are too strong against Maurays
davidsrsb replied to UltraMan's topic in Gameplay Discussion
It seems to me that which is the best faction is a rock paper scissors choice and the map comes into it a lot too. The AI thrashes me on the high resource maps as it is simply better as gathering than a human. Very limited resources like Northern Island is much easier to win -
Maurays are too weak and Spartans are too strong against Maurays
davidsrsb replied to UltraMan's topic in Gameplay Discussion
Chariots were already obsolete tech at 0AD, they belong to a time when horses were too small to carry an armoured man and they had not invented stirrups -
Maurays are too weak and Spartans are too strong against Maurays
davidsrsb replied to UltraMan's topic in Gameplay Discussion
I have found the Spartans are hammered by Gaul cavalry -
Effect of Terrain on Defense/Attack Capabilities?
davidsrsb replied to Thales's topic in Gameplay Discussion
Range bonus is only really useful for towers and fortresses. Archers etc usually just attack the nearest units, so their range advantage gets wasted. -
Effect of Terrain on Defense/Attack Capabilities?
davidsrsb replied to Thales's topic in Gameplay Discussion
I like this, choosing your ground is important and it makes the map more than just eye candy. So many real battles were decided by terrain -
Mercenary cavalry: The Macedonian case.
davidsrsb replied to LetswaveaBook's topic in Gameplay Discussion
Why do sword cavalry have such high health? Cavalry is all about mobility and a strong attack. Its weakness should be cost and low health - there are limits how much armour that you can put on a horse and it makes a big target. -
In the book, it was explained that thousands of years before, what we would now call AI had reached a point that there was a revolt against it and the banning of intelligent computers, the Butlerian Jihad https://dune.fandom.com/wiki/Butlerian_Jihad
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Do they heal each other if you have several together? I could see how a large number of healers could become almost invulnerable
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OK, not instant, but very fast
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Why is it that when I move injured troops onto a temple in a25, that they are fully healed instantly? I have developed a very efficient strategy with the Spartans, get 40 commandos as strong as I can and just fight near my temple. Move 20 inside, the other 20 fighting then swap. They can wipe out much stronger attackers
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Anyone who did not know the book would be puzzled by the shields and why guns and especially lasers could not be used. The lack of computers was also not explained.
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naval ability for units to build bridges spanning water
davidsrsb replied to andy5995's topic in Gameplay Discussion
You should only be able to build bridges in shallow water. Replacing the shallow water pixels with bridge pixels should make the terrain equivalent to dry land. You really want shallow water to be treated differently to land, slower for people and impassable to siege