LienRag
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Everything posted by LienRag
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It's probably the best way to solve the problem, yes. But I wouldn't have it replace the different stances, rather parameter what each stance means (like in "passive" stance, do the unit flee at first attack or after having lost 10% hp ? does it go to a safe distance from enemy units and then stand idle, or go back to its task once it's out of range of the enemy ? In "aggressive" stance, how far do they go from their allied units ? Do they pursue someone who is faster than them or not ?). Also, we could use work formations for Citizen-Soldiers : go work as a group, and if one member of the formation is attacked, they all fight back (but if someone not of their work formation is attacked, they keep working).
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I noticed that too, and I kinda like it. Way less micromanagy that way - you only need to keep your unit/building alive, not to care about how much it will cost you (beyond the repair time) to repair them.
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Ranged units cannot die too fast to (mêlée) cavalry. Cavalry are supposed to bring havoc to ranged units if they get to them. If you don't want your ranged units to die to cavalry, don't expose them to cavalry ! What we need though are formations dedicated to interdict passage : where units would engage enemy units in a way that is maybe less destructive (reduce number of strikes by 2 or something) but prevent the enemy unit to pass through the formation. That would both make protecting ranged units more sensible, and remove the situations where your troops are between a building and the enemy coming to garrison in it, but they still are able to garrison...
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Poll: Should shipwrecks be gatherable only by merchantmen?
LienRag replied to Gurken Khan's topic in Gameplay Discussion
Not sure whether that's still useful to answer it now, but yes they can. And it's very frustrating when on the same map (I believe that this happens in the skirmish islands map) some are reachable by horsemen and some others are one pixel too far in the water so aren't reachable but that fact can only be learned once you've sent the horseman there... -
What ? Cavalry should be quicker than infantry, making them less distinct from infantry isn't the way to go.
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We're back to another main problem : ranged units should only be able to kill unarmored units, and only harass armored units. As they did historically.
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Formations are a nice idea.
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Could be nice indeed. A bit too strong change of balance though, not sure if a middleground can be found. Unable to take garrisonned buildings, maybe (so still able to mount a devastating raid if the enemy makes a mistake).
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Nah. Walls should take some time to build. Palissades are historically exactly what is used to slow down enemy attacks, especially cavalry. Maybe get a tech "staked palissades" (or caltrops, maybe) that forbid cavalry to attack palissades (ideally, force them to dismount to attack palissades, but we don't have a dismounting mechanism - so maybe give the staked palissage a small aura that slow down cavalry). What we want is spear infantry on choke points created by palissades to be able to destroy champion cavalry, while cavalry still being dominant on the open field against unarmored foes, and champion cavalry able to take on armored foes on open field in a somewhat equal foot.
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Incas have those already. Not sure that it's a good idea to have all civs get that. It's fine imho to have raids in first phase but not the ability to destroy an enemy - zerg rushes are quite detrimental to a game.
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Antiquity spear cavalry wasn't able to charge with "couched lance"since they had no stirrups. Couched lance charge is what made spear cavalry devastating in the middle ages. So spear cavalry should be great against other cavalry, against archers, but certainly not against spearmen or any heavily armored unit.
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Brett Devereaux (the acoup guy, aka the Orcs Logistics Guy) says that this idea comes from a bad translation from Polybius (I think ?) who meant that the carthaginians soldiers were paid instead of being citizens. But that most of them were levies, not mercenaries.
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+1
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Flavor-wise it's a good idea, but how do you balance that ?
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Citizen soldiers are a staple of Oad indeed, but the OP has a point about the difficulty of mounting raids in 0ad. Which reduces the diversity of tactics (while everyone knows that diversity of tactics is important). Maybe we should find another way to allow more trade-offs between eco and military ?
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Units die too quickly: Melee units have too little armour
LienRag replied to Seleucids's topic in Gameplay Discussion
AFAIK, historically it depended a lot on how one retreated. Rout is catastrophic, organized retreat not so much. False retreat are a part of historical strategy, too. That's the way the game should handle that too - giving agency to both players, since when your enemy retreats you can try to rout him if you have the forces to do so (and do not fear falling into a trap). -
This should be interesting for skirmisher cavalry (Parthian and the like), yes. Not all cavalry of the era usedd such hit-and-run tactics, though.
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That is exactly how I found that /usr/share/games/0ad/mods/public was taking 3,3 Gb...
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Incas, Aztecs, Xiongnu/Scythians, Thebans, Community Maps...
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Kudos for using gitea rather than Microsoft's Github, but the paths in the link say nothing about the mods' locaction. And if Public.zip is the main game, then maybe my problem isn't with the mods ?
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Of course not ! Debian Stable + Mate. That sounds quite logical. So, how to delete them ? Actually, no. There's only two Mod folders in /usr/share/games/0ad/mods/ , "public" and "mod". "Public" holds mod.json and public.zip, which weights 3,3 Gb, but I have no idea to which mods that corresponds. "mod" holds mod.zip for 35 Mb.
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I downloaded a few mods for A26 and played them, but now my / is completely full (the mods apparently take 3,3 Go). I want to remove the more heavy-weight of them but I can't find a way to know which ones are taking the more space ? Also, if I deactivate them (the only option offered by the OAD GUI at least as far as I can see it) will it remove them from the disk ? If not, how to free space on disk ?
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Historically a fortress was a way to interdict the area around it. And gameplay-wise, that's what it should do. A raid could go around it, a strong enemy force could capture it, but it should also be a deadly trap if you can block an enemy in its killzone by any other mean.
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What is the effect of flanking ? And how do you encircle units ? I was only able to do that once (to a relic that the enemy was bringing to his territory) and it took me around ten attempts, all at minimum speed, before succeeding... Every other attempt, the Relic had no trouble going through my soldiers to run away before being captured.
