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LienRag

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Everything posted by LienRag

  1. Would be nice to have the delay for calling mercenaries independent from their numbers, then. But could someone explain to me why mercenaries are considered OP ? They cost a lot of a rare resource and they always die fairly quickly when I recruit them...
  2. Actually there are a lots of maps with different-colored grounds, especially ones which look like they've been "pre-tilled". I always wondered if those have a different fertility than others ? Especially the ones that look like chernozem ?
  3. If that's true, that's completely anhistorical and should be reversed. Ranged units have a single advantage historically over melee units, that is being ranged (ability to shoot from a distance, especially from behind protections). Having {melee+ranged} superior to {melee only} is historical and tactically good for the game, but melee are the salt of the earth blood when it comes to destroying the enemy, and the game should reflect that.
  4. It is a good solution, but also it should be possible indeed to reclaim the walls once they go Gaïa.
  5. That is how they worked historically, and why palissades are interesting tactically, so it should stay how it is. That is a problem that needs to be fixed.
  6. Will running be consistent ? Probably through formations : skirmishing formations would be a good fit for runners.
  7. Being old (that is, not a teenager anymore), I struggle with speeds faster than 0,1 x But yes it's a bit boring, and tends to favor micromanagement over strategy. More subtle orders would be nice indeed ("respond to enemies you can fight but do not pursue without any chance of winning"). Probably through formations, and abilities to give orders to the formation specifically (like 'attack this bunch of enemies, not this one in particular). Someone gave me the shortcut to separate wounded units from a lot but I was never able to make it work. Would also be nice to have an order "block the passage of enemy units" (like when trying to capture a building).
  8. True but the UI should then show very clearly which ship can go where and which cannot. It's very frustrating to build a trireme in a port on a river and discovering that it can't go to the open sea because there's a shallow pass in-between.
  9. Not all civs would know how to make an armored ram, so not all civs should have siege workshops, and "log rams" could me made in the barrack or whatever, but have no protection against arrows/missiles.
  10. Don't know, actually. (the crossbow thing wasn't an answer to this question) Specific buildings ? Technologies ? Different rates for collecting resources ? Elating units ?
  11. Crossbowmens' main advantage historically was their range (and the reduced training they needed). It's reasonable that slingers would provide more damage, but it's entirely unreasonable that they would have the same range than crossbowmen.
  12. What I would like to see is a realistic treatment of women. There are women in the game, but civilizations of the first millennium varied enormously on what women could and could not do, it would be nice to that reflected in the game mechanisms.
  13. Yeah, definitely something that would improve the use of defenses without being unbalancing. Great idea !
  14. Seleucids in 0ad was mentionned on a website about Seleucids in games... Maybe we should remember the author that he can contributes too ?
  15. I know this is wildly off-topic but it would really be nice to have a Smurf mod, maybe based on the "Schtroumpfissime" events and weaponry ?
  16. Everyone can be the other one's "toxic" so without arbitrage nor a first warning it's not possible to enforce such a rule without being unfair and arbitrary.
  17. Sauf que le lien fourni dans le lien n'est pas fichu d'indiquer ni le lieu ni l'horaire...
  18. Historically, the main benefit of formation was about morale. So as long as morale is not implemented in 0ad (and I may agree that morale is better left unimplemented than implemented badly) it's difficult to have formation bonuses that are coherent.
  19. Thanks. But I'm a bit surprised that it asks for 30 Gb of free space... On what partition do I need this free space ? I don't have it in / nor in /var.
  20. From what I tested, it is not. What happens (i.e. what will be shown in the location your highlighted) in your version if you garrison some units in this town center ?
  21. Well, that means getting alpha23, which I currently use, but I would like to try the more recent versions. Well, I guess I could do that eventually. Are there precise instructions somewhere ? As I complained earlier, the instructions on the release page are generic instructions, not the instructions for the last version, so I risk compiling the wrong version.
  22. So, that means that if I have a choice, I'd better put non-missile units inside the building and have the missile units retreat and fire from afar ? Also, is there a way to find the number of missiles fired by an occupied building ? I know to find the maximum and minimum number, but the actual number at a precise moment ?
  23. I'm stuck in Alpha 23, but I'm not sure that things really changed in new versions. So, I know that units garrisoned in some buildings (towers, town centers, castles) do fire missiles, but I don't understand at all if the nature of the unit changes anything to it. If I put women in it, missile troops, or melee troops, does it change anything at all ? Do missiles troops garrisoned inside a building have their own fire range or only the fire range of the building (i.e., is it useful to garrison long-range missile units) ? Also, what do garrisoned units inside a wall tower do ? On top of a wall, I know what they do (die quickly) but inside the wall tower ? In a siege weapon (especially the siege tower) ? In a ship ?
  24. Tried again (on another computer I believe) and still the same problem... Does any solution exist ?
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