
LienRag
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Everything posted by LienRag
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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.
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Roman Siege Wall & Territory Decay
LienRag replied to Philip the Swaggerless's topic in Gameplay Discussion
It is a good solution, but also it should be possible indeed to reclaim the walls once they go Gaïa. -
Battering Rams: Palisades vs Stone Walls
LienRag replied to Philip the Swaggerless's topic in Gameplay Discussion
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. -
suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
Will running be consistent ? Probably through formations : skirmishing formations would be a good fit for runners. -
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).
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suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
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. -
suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
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. -
suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
Don't know, actually. (the crossbow thing wasn't an answer to this question) Specific buildings ? Technologies ? Different rates for collecting resources ? Elating units ? -
suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
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. -
suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
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. -
suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
Yeah, definitely something that would improve the use of defenses without being unbalancing. Great idea ! -
Seleucids in 0ad was mentionned on a website about Seleucids in games... Maybe we should remember the author that he can contributes too ?
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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 ?
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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.
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We will be at the 2022 Play Sorbonne U event
LienRag replied to Stan`'s topic in Announcements / News
Sauf que le lien fourni dans le lien n'est pas fichu d'indiquer ni le lieu ni l'horaire... -
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.
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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.
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I don't understand the rules of garrisoned units combat
LienRag replied to LienRag's topic in Help & Feedback
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 ? -
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.
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I don't understand the rules of garrisoned units combat
LienRag replied to LienRag's topic in Help & Feedback
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 ? -
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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Tried again (on another computer I believe) and still the same problem... Does any solution exist ?
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[Document] The core problems of 0AD and mitigation solutions
LienRag replied to Yekaterina's topic in General Discussion
Well, the part about the cost of "town centers" may be right. Maybe fragile town centers with the same food&wood cost but only 100 Stone cost could be an idea ? With less area generated, like Kleroukies. The part about building granaries, ... in neutral territory is maybe not stupid, but contradicts the fundamentals options of 0ad. If the guy wants to play AoE in 0ad, let him build a AoE mod for 0ad... That doesn't mean that no solution to allow gathering in neutral territory should ever be created (Maurya elephants are interesting for that an not really overpowered since they are slow and vulnerable), just that they should have real constraints and impose a committed strategy, so that they would not become the default way of doing things. Building defenses in neutral territory is again a bad way of addressing the problem (especially since Athenians and Romans already can do that, so why remove their specificity ?). But it's true that it's very frustrating to have the perfect defensive position on the map and not being able to use it because it's a few inches too far from your area of control... Maybe things more varied than outposts could be added to the game ? Like a tower that cost a lot more but has its own root control area ? So it's possible to have a couple where they'll be really useful, but still not viable to spam them on the map. Not sure about the 4th point. Office decapitation as he writes is an important strategy, but maybe it should be a little less "all or nothing" ? No idea how to do it though. Maybe keep the ability to build inside the area even when the root is gone ? -
[Document] The core problems of 0AD and mitigation solutions
LienRag replied to Yekaterina's topic in General Discussion
Why not ? Needs a bell like on the CivCenter for citizens to come in, that's all (a different bell, of course). -
Yeah, I think that I've read your post long ago and that influenced my proposal here (sorry I didn't quote you, I knew it was not an entirely original idea but didn't remember who wrote it initially). Note that what I wrote is a bit different from your idea : basically it keeps only the "first tier" that would be balanced with each other, the other civs would not have to be necessarily balanced between themselves. So it's more splitting the problem in two, one of balance for the first tier (much easier to fix since there would be 3-5 civilizations in that group) where it is agreed that uniqueness, while good, takes second position towards balance; and the second of uniqueness where it's easier to be creative when relieved of the necessity to keep balance with everyone (not to say that these civs would need to be unbalanced, but balance can take second position). Also, it's more a provisional situation, as when the game reaches 1.0 it can be possible to be more thorough both about balance and unicity. But there's no point in trying to do the very difficult task of keeping 13 or more civilizations both unique and balanced multiple times as each new release shatters the very-hard-to-reach equilibrium.