Frederick_1
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Everything posted by Frederick_1
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Battle of the Tiber modified maps
Frederick_1 replied to Frederick_1's topic in Scenario Design/Map making
This is the Crossing why I altered the name to "Rome with crossing". In Battle of Tiber, the river can only be crossed over a bridge close to Rome. To be seen in the background. So Rome is inflicted in lot of fighting. I altered the terrain, so that the Tiber can be crossed in the center of the map, although no rams- But ships can also travel the whole river, some of the feeders, and also areas of the swamp when deforested. -
Battle of the Tiber modified maps
Frederick_1 replied to Frederick_1's topic in Scenario Design/Map making
The opponents of Rome do have a starting population. The Galic Invaders have a battle group of naked fanatics which can be nasty opponents. While Vai has an even stronger battle group. This is why I strengthened the position of rome. -
Battle of the Tiber modified maps
Frederick_1 replied to Frederick_1's topic in Scenario Design/Map making
I want to share some screenshots from the map. First enhancements for situation of Rome. More food resources nearby, because they start with zero population and less than low resources. Two towers and treasures nearby, but be careful. -
Battle of the Tiber modified maps
Frederick_1 replied to Frederick_1's topic in Scenario Design/Map making
I do have a pretty unchanged "Battle of the Tiber" map which I called: "Rome stands no Chance and Green Invaders win". The only change is, that each player is in his own team and these teams are locked. The only way I have not observed a defeat on the "Battle of Tiber" map is getting an ally. Though this is prevented here I took this name. Post this with a replay of 4 bot players on this map. Sure with the predicted outcome. Although the green army was trapped in the river bent when it first had superiority (Approx. Min 40). This elongated the game but the outcome is the same. metadata.json commands.txt Rome stands no Chance.xml 1519307388_RomestandsnoChance.pmp These art two charts from the game: -
Battle of the Tiber modified maps
Frederick_1 replied to Frederick_1's topic in Scenario Design/Map making
I would like to have comments about the wild animals and gaia treasure guards which were present in map version 8 I have posted. They are removed in map version 9. Here is a text file with the tags that add these map features to version 9 map. ... why can I add a file today with my standard browser, my trusty old waterfox.... was there an update in forum software tonight? Yesterday it still worked. RwC-Wilde-Tiere.txt -
Battle of the Tiber modified maps
Frederick_1 replied to Frederick_1's topic in Scenario Design/Map making
The maps are designed in alpha 0.25. Can be used in alpha 0.26 too. Altough I get an error, that there is no olive tree anymore in my installation. Seems open and saving it in the atlas editor v0.26 removed themin map Rome-with-Crossing9. But it is with older versions and other maps I have created, cause I like to add olive trees in Mediterranean maps. -
Battle of the Tiber modified maps
Frederick_1 replied to Frederick_1's topic in Scenario Design/Map making
In version 9 I did an addition to the map. An protected area surrounded with mountain on the border. Can be used as a last retread. This version is without wild animals, so you can gather rather worriless. It is possible to add the wild animals as another factor in game, I have the animal data seperated. Rome-with-Crossing9.xml Rome-with-Crossing9.pmp -
In the map Gambia River ( 3 player, skirmish) the sections are separated with a waterflow which can be crossed at one of the two crossings. fisher boats are able to travel over this crossings but not bigger ships. On several games there have been trapped ships in a section between the crossing. I reworked the crossings. So now all ships can pass and all entities cross. An harbor will still trap ships because they block most of the waterway. gambia_river_3p_mod.xmlgambia_river_3p_mod.pmp
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I played with norther Island. Some Bot duels and me against a bot. It does not seem that unbalanced to me. Main issue being in the mountains is placing your buildings. Sure on fast/normal 1x gaming speed this can be disastrous. I play in low speed, so it was not affecting me that much, nor the bots. Much more unbalanced is the scenario "Battle for the tiber" when you are playing Rome, starting with zero units, always being in the middle of the fight. This is why I made some modified maps. Some of them presented here:
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suggestions Thread for posting suggestions for Alpha 27.
Frederick_1 replied to Lion.Kanzen's topic in General Discussion
Just thinking about this visibility range discussion.... would it be possible to implement that moving objects are visible from farther away. This is how the eye also works. Moving object gain more attraction. This could be a "enhanced attention"-technology. It would help to react to attacks without unhiding too much of the map. -
suggestions Thread for posting suggestions for Alpha 27.
Frederick_1 replied to Lion.Kanzen's topic in General Discussion
Yes, the button: "DO WHAT I TOLD YOU AND NOTHING ELSE!!!" is a feature that I am missing too. On the other hand it is possible that a wild animal kills a dozen of workers building because they start to fight only when it is too late. Somethimes it would help when you could add units to working cluster. So when they get attacked all of them start to fight. Then starting to fight would make sense. But this stopping your work for an action that is "designed to fail" is often cumbersome. To be honest, 0AD troops complaining about enemy fire would be a laughingstock. Their affinity to run into enemy fire for anything is rather a hassle too. Usually 2/3 of the time I am busy calling them back. -
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The battle results vary when you use a formation. From what I tested flank gives the "best" result with 18 kill vs. 43 losses. Other formations I tested gave these results as number of kills with 42 losses: Box 16 Close order 12 none 9 Phalanx 8 This is the replay with flank formation: metadata.jsoncommands.txt
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This one, is about 8 min till the defeat of the macedonians. metadata.json commands.txt
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Next are two fights with more pullback. metadata.json commands.txt And the other one: metadata.json commands.txt
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Yesterday I was gaming with 7 players on the map Gear. I had only one metal mine in my section and there was only one mine in the central area. This difference compared to opponents with 2 or 3 mines is huge. In the end game access to metal to train fighting units is very decisive. I am in general happy that healers cost only food altough beeing expensive. Metal can be rare, and it usually is the limiting resource when in city phase.
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To start this is a alpha 25 alpha 0.26 replay, which is one of my fastest victorys in about 5 min. These first files are all alpha 0.26 altough in 0.25 the behaviour of the javlineer was different and better fight results were possible. I have found no Subforum for 0.26 replays. This is why I posted here. commands.txt metadata.json
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Laconia is a Scenario where you usually start in an somewhat inferior Position, although both player have almost the same number of population. Most of them are set in a battle situation where without interaction Spartanians (as standard player 1 looses his complete army without much losses for the Macedonian. So the game description says: Using formations improves spartanians performance witout much impact on battle outcome. Simply running away and avoiding the battle is not good because the group of macedonian champion cavalery almost encircled your army and they are faster than your infantry. With micromanagement it is possible to alter the outcome of this battle. I like to experiment for a quick game without the need to built up your army. I want to share some of the results in this tread.
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New Map: Aegean Archipelago (Skirmish)
Frederick_1 replied to Yavin's topic in Scenario Design/Map making
I think this is a map that is worth it. Because there has been some discussion about players too close together when you do not play 4 vs 4 I tried to change this. Therefore I have moved Player 2 to the marshland. Starting conditions for player 1 do stay the same. Player 6 and 7 are also further away. So as skirmish it is possible to play all against each other or 4 teams by two, each with some other difficulties and benefits. There are also some additional tweaks. The civic centers are better aligned to the positioning grid. And the civilizations with special feature do have one at start. With a minor change in water hight, ships can use the whole water ways. AegeanArchipelagoFirstEdit_4-more-moved+ROT_WH_mod-SpF.xmlAegeanArchipelagoFirstEdit_4-more-moved+ROT_WH_mod-SpF.pmp -
What is your prefered playing Speed?
Frederick_1 replied to Frederick_1's topic in General Discussion
I tried gaming in 1x speed the last coupe of days, but it seems I do not get any good at it. I played a game in the multiplayer lobby and it was disastrous. Maybe this reminds me why I always avoided computer gaming, albeit having a computer since Commodore C-128. Seems my brain and sensory system is not designed for this issue. I still do have trouble with the 0ad panning, rotating an zooming behavour. Until I got the view how I need it, it was already too late. Maybe my LCD Display, selected with Image Editing in Mind not caring about monitor response time also an factor. But it seems to me although 0ad had hooked me since Corona I must accept what is not for me. I tried several training matches on mainland. But my build economy up performance stays still under required level, I can not get the commands fast enough trough the 0AD user interface, when not in 0,1x. -
What is your prefered playing Speed?
Frederick_1 replied to Frederick_1's topic in General Discussion
I moved up the slider for when to consider a unit wounded; now when I hit [O] and do an area selection I can get my wounded units out of the battle. The select wounded command [O]+[Area-Selection] is an example of the uncertainty problem. Often it does not work, when command is executed in normal gesture speed. When I execute the command more thoroughly Pressing the O-key to end stop, wait, select area, release mouse key, an hole O-key rigorous till the end then it works. But it needs too much time in 1x playing. I also can only get it work in slower Speeds. -
What is your prefered playing Speed?
Frederick_1 replied to Frederick_1's topic in General Discussion
This is how it feels to me. In combination with the uncertainty whether the PC did get my command or not is one thing that makes playing in higher speed so bothersome to me. When you realize your command is not processed by the system it is often too late (entity killed) or you lost too much time for other tasks. My hope would be that my PC would get more "command-reliable" so that you can work with more trust to the system. -
What is your prefered playing Speed?
Frederick_1 replied to Frederick_1's topic in General Discussion
Oops, you are playing even faster than 1x . Maybe do I need a better mouse. I use a normal office one, and often I see the game does not react properly to my clicks. Often the game engine needs some time between input Interaction, or to verify my action. This time span is often cumbersome especially when you are under attack. -
What is your prefered playing Speed?
Frederick_1 replied to Frederick_1's topic in General Discussion
What comes in my mind is: "Do not run into enemy trouble without command. But then attack" Often when I silenced some entities with "standgorund", and later I use them in a battle group I wonder, what's up when they pause after defeating the first enemy which I pointed to them. Normally you realize that just before they are getting killed. I would also like to have a command to attack a group of enemies. It is pretty lottery when you send support to a battle. Either you give them a enemy entity to attack, what is unsure depending on the movements and the fate of that entity. Most time they stop before reaching battleground. Sometimes march too far getting easy pray while strolling over battleground. If you direct them to a location.... and the battle moved when they arrive either they just stand aside until your main group is killed and then they. Or they march way too far into battleground where they are easy victim getting killed while marching. Formations, well, sometimes they work, often... I just tried some games with "natural" speed, and it feels awful to me. Loosing that much to stupidity and the user Interface is not that effective. In more than 1 vs 1 soon you can not scroll fast enough to keep pace with getting attacked, not to think about triggering any reaction or maintaining economy. The game simply is reduced to produce more troops, release them and hope for the best. Quantity will make it. -
0.26 is very unstable on my system (Debian 20). I only had one crash with 0.25 that was on Windows. But 0.26 crashes rathter regularily. Problem when you save the game every several minutes replay becomes unusabe.
