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LienRag

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Posts posted by LienRag

  1. On 16/06/2022 at 11:02 PM, Gurken Khan said:

    We may not raise and train them but they still have to be brought in from wherever they originate, so I'm totally fine with a certain delay. Might also be OP otherwise.

    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. On 30/04/2022 at 4:16 AM, chrstgtr said:

     melee units don't deal as much damage as the ranged units.

    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.

    • Like 1
  3. On 08/09/2022 at 6:02 PM, Philip the Swaggerless said:

    Having destroyed a section, a tiny bottleneck of soldiers can then follow the ram through, but they are especially vulnerable to the defending army since they must squeeze through a small space. 

    That is how they worked historically, and why palissades are interesting tactically, so it should stay how it is.

     

    On 08/09/2022 at 6:02 PM, Philip the Swaggerless said:

     (Another trouble for the invader is that soldiers (especially ranged soldiers) get distracted fighting the palisade and do not immediately stop when enemy soldiers come into range)

    That is a problem that needs to be fixed.

  4. 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).

  5. On 18/08/2022 at 6:32 PM, Mordred said:

    I think it's great to use a specific ship type for a specific map type. No one lets ocean liners through narrow rivers. No one swims across the ocean on a catamaran. The fact that the ships do not fit into one puddle is not a reason to cut them off, but a reason to change the strategy to lighter boats.

     

    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.

    • Like 2
  6. On 28/05/2022 at 2:59 PM, Fabius said:

    I feel that things should be added to counter rams rather than just reverting a change, it can be argued that all civs would know how to make a ram at the minimum, hang picking up a log and using it on a door counts as a ram, so, I think the path should be towards things that can damage rams. 

    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.

    • Like 1
  7. On 30/05/2022 at 4:10 PM, real_tabasco_sauce said:
    1. Better to increase their dps to match slingers. The only way I could see this being a little balanced is as a p3 unique tech
    2. To be honest I like the fast paced fighting, but to each their own.

    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.

  8. On 22/05/2022 at 9:30 PM, BreakfastBurrito_007 said:
    • giving melee cavalry .5x counter versus palisades. This gives a defending player more time to bring in infantry, but does not make palisades stronger versus infantry and rams; units that don't have the same raiding capability that palisades are intended to protect against.

     

     

     

     

    Yeah, definitely something that would improve the use of defenses without being unbalancing.

    Great idea !

  9. 4 hours ago, real_tabasco_sauce said:

    perhaps formation benefits could be something to test out in the community mod?

    I would prefer these be very slight benefits, rather than something like increased armor for the whole formation.

    I think more powerful formation bonuses should in theory come with some tradeoffs

    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.

  10. 1 hour ago, Stan` said:

    Using the distro package ?

    Well, that means getting alpha23, which I currently use, but I would like to try the more recent versions.

     

    1 hour ago, Stan` said:

    Compiling from source?

    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.

  11. 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 ?

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