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Frederick_1

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Everything posted by Frederick_1

  1. It is not like that. Berries aren't that far away, and when you come back from the beach all bushes will be long gone. It doesn't feel more boring to me. You just start more parallel activities, which you are better micromanaging. This can keep you very busy after a short time. Okey, in the beginning of a new game after issuing the most orders, I sometimes speed up to 0.25x. But then I soon feel how much less control, you have when using higher speed, and your entities doing more stupid things again. I often whish them not being that stupid.
  2. "less easy to replace lost troops" will make it even more difficult to revitalize after an lost battle. I would guess that this will make a game to tip over even faster, because a one time defeated player has even harder to compensate his losses. An early victory can decide a game even more.
  3. I would be interested in what speed is your default speed and what do you play most of the time. For me it is 0,1x "Turtle". Otherwise I can not cope with controling the entities and preventing them from doing stupid things fast enough. What is your approach?
  4. I experienced that when as romans I lost an sentry tower even with 3 citizen soldiers garnisend in. The upgrade simulates one more garnisoned in. I think with other civilisations it is the same when you loose a cc. In some games I experienced that enemy buildings around a conquered CC do not alter their belonging, no matter how long I wait. Altough I can't set up a demonstration at the moment.
  5. This explains what I experience. So do people not save their games, when they present an replay here? I often split a game in lot of small sections just using 0AD als stopgap.
  6. You need to garnison your Tower to prevent them from beeing captured by a moving border. It would be nice to get a warning if a Building is affected. And in the begining of the game to prevent an watchtower from decay often 3 men garnison is not enough you also need the sentries upgrade to rescue them. When there are enough buildings close enough together they protect each other from decay.
  7. There is the map Editor. It would be an simple task to design a map with less resources. Design some szenarios with less resources an you can try out the effects. There is the migration map for example. If you do not succeed to gather enough resources and manage to travel to the "continent" you will soon have sevre resource scarcity.
  8. Getting a high population fast is rather a issue of resource gathering, batch production and getting multiple training facilities. The gathering speed of A.I-bots is changed when you change the heavyness of an opponent. When I am right an medium opponent gaters as fast as a human player. more easy ones gather slower and more hard opponents gather faster than entities of human player. But with good economy management it is usually possible to outperform an A.I bot in population. Otherwise it would be very hard gaming against an opponent with more entities gathering resources faster than you. If you set them to agressive instead of balanced according to my experience they attack erlieer in the game but with less entities. A defensive opponent Attacks only with a big buntch. My experience so far.
  9. Hallo, usually when I load a replay one of my games in Singleplayer against A.I.-Bot my entities does not move in the Replay, while Bot Entities do work. Only when the game is really fresh, when it was not saved and not interrupted from the begining the Replay does work. I can not see any influence of the Regenerate Cache button. Game versionis 0.25, but it was the same in 0.25. My system ist ubuntu 20. Is this normal behavoiur? Or is there something wrong with my installation? F. PS: Interestingly it seem in multiplayer mode it seems human players Entities do work, while A.I-Bot entities are freezed.
  10. It is not unrelated. It is the same happend to me. Altough It was not the stupid AI Ally, it were my own stupid folks, which are too keen to destroy anything. I was busy avoiding them to fight a new building lot, but was not aware half built construction site also gives them loot revitalizing an otherwise already eliminated enemy.
  11. For me it was something courious, the enemy getting loot, when I destroyed his half finished house. I was fighting him down, and not having resources so that I can take his civic center with a small unit. So it puzzled me where he was getting resources from to train a garnison. In replay I saw it was this loot effect. I already learned there is no point in destroying not yet build construction sites. Now I neet to take care that my people do also not attack half built ones.
  12. I think it is true for woman. Watching their movents for a while I can confirm this. For men it seems to me to be somewhat different, but it seems to me they respond with running to an attack. So they run fast in the fire area of an enemy tower, but leves only slow when I call them back. Putting them to passe seems not to make any difference.
  13. Yesterday I realized, when I destroy a house which is in Construction albeit half built: The loot goes to the owner of the house not to me. Is this on purpose? It enabled my enemy to train new units, If i knew that I would not have destroyed the construction lot.
  14. Thank you for this information. So it is not really controllable. I thought they also run, when attacking something.
  15. Hi, after playing 0AD for a while, I still have not found out, how to make a unit run instead of walk? It is so annoying when your Base is under attack and you loose your entities, because attackers run, while your people move like on a sunday afternoon walk, and do not reach civic center fast enough.
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