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LienRag

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  1. These two posts from Devereaux illustrate well how the game should make missile work, imho. https://bsky.app/profile/bretdevereaux.bsky.social/post/3mfipjgvmuk24 https://bsky.app/profile/bretdevereaux.bsky.social/post/3mfhpqnp2ac2i
  2. Maurya is too unbalanced, but the rest is interesting indeed.
  3. Even for one civilization, I really don't understand the difference between most units... I get the difference between melee and missile of course, between cavalry and infantry, between spearmen (good again cavalry) and swordsmen (good again siege units), but that's basically all...
  4. That is actually very tedious. It should halt, not stop (that is, restart as soon as one of these cows are slaughtered).
  5. But what would be the UI/UX of it ? It's quite visible in land fights when troops are trying to capture a building, how do you want to do it in naval warfare ? Where the garrison isn't visible on the map ?
  6. Well, capturing a fortress was a major strategic objective in many ancient situations...
  7. The logic of having cavalry in the back is to allow it to move through the sides. The problem of having it in the front is that you don't want to send your cavalry first into a spearmen shield wall (which is the dominant historical form). Move formation ("column" in napoleonian warfare) should have cavalry in the front but combat formation ("line") have it in the back. Except for specific formations, of course.
  8. Not to be negative, but the main goal of the tutorial should be to show players how to have a gameplay that isn't totally lame. I've really enjoyed maybe two or three 0ad games of the quite a lot I've played, which were those where I've been able to do actual tactics rather than just farming and grinding the enemy down... Maybe it's me, but it's probably a quite common experience, especially for newcomers.
  9. Indeed. The Corvus ship (or tech) should be way more efficient at boarding, but not the only way to board, as it was a common tactic of the era.
  10. Thing is, I was never able to play a scenario - how is one supposed to do ? When I choose a scenario in the maps, nothing triggers.
  11. So it should be a parameter somewhere, in order to make it work for everyone (those who like you want to control finely the repair actions, and those who'd prefer it to be more automatic).
  12. At minimum we should have units assigned to repair a building then automatically repair other nearby buildings once they finish, like builder do build other buildings once they finish the one that they are assigned to. Or a stance that makes units repair automatically any damaged building nearby. Repairing palisades is a real chore right now because of the lack of such mechanisms.
  13. I wrote "with their own root" so that they don't decay. If they have a small amount of territory outside their own space, then it's possible to build towers or whatever else that gives more territory, and then you don't need a Civic Center/Kleroukia. So way overpowered imho (except maybe in rare balanced maps : trying to build something there could be a strategic objective, while the opponents have the strategic objective of preventing other players from building it). edit : oh, maybe you meant the P2 garrisonned tower or whatever that I proposed ? For that too the balance towards resource gathering is hard to find, as I wrote in my original post.
  14. Is there an explanation somewhere on what the different map types are and the consequences of each ? I figured out recently that it's possible to play Skirmish maps as random maps as you mention, and that they get stretched in vaguely predictable ways when one changes their size, but I still have trouble with Scenario maps - I've never been able to play them correctly.
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