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Grautvornix

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Everything posted by Grautvornix

  1. Frankly, for my simple SP gameplay, capturing is quite a convenient and fun strategy as it enables getting a foothold in enemy territory and also get resources (=new troops) from nearby.
  2. In DelendaEst there is the additional concept of slaves (with a limited lifetime due to the hard life they are forced to endure). Could that be the additional working unit you are looking for?
  3. Personnally I prefer a full crew (I know that while for towers this makes sense, for fields, the efficiency degrades the more workers are on a field). But this is not about providing for best efficiency but to assign workers automatically to populate a building or field.
  4. Well, I have seen a lot of discussion also on game balance. Each time new features are introduced, the game may need careful re-balancing. Changing a great game appears quite delicate for me. Hence it is a super idea to have a communiuty mode for trying out things and introducing new stuff only after thorough testing.
  5. Did you try the other sound volume sliders (ui volume, action volume, ambient volume, etc.) ? Frankly, I often play completely without sound as the constant voice confirming an assignment is abit too much for me. Sometimes I enable a bit of the very nice soundtrack music in the background, however.
  6. If you simply select(left-click) the field, you will see in the center part various stats including the number of activer wokers out of the max number (next to the hammer symbol), e.g. 4/5. Same for any other resources (e.g. mines, trees, stone quarries). Regarding the "overflow" I usually assign wokers to one filed and with the "shift"-key pressed (next task) right-click on to further fields, one after another so that excess workers would go and work on the next field if one is already full. I have to admit that this is probably not very elegant but it works.
  7. (Don't get it - is there an automatic swearword correction? I meant to write da_mn_ed but it corrects me to "darned".)
  8. Apart from the definition - wouldn't it be good to just anounce for each players which mods are being used in a game? Cheating means also using an advantage and not visible/usable for others. (This is obviously still leaving headroom for covert cheats buried into something else, but I am afraid that tehere is no such thing as abolute protection) I'd like to propose putting all the energy that goes into such discussions into gameplay development instead .
  9. You are certainly right generally - but it may depend also a bit on the actual situation - if that catapult is going to destroy your defense tower, wall or fortress in no time, it might be important to suppress that first.
  10. I believe this occurs only as kind of "loot" when destroying your enemy's buildings (and killing some enemy soldiers as well) plus when you kill someone carrying goods (workers, women, traders, ships). This is oit particularly recycling as I believe it is not related to the original cost of a unit/building.
  11. Absolutely - and I do appreciate that! This threat therefore may be not particularly useful anymore
  12. Sorry to add my twocents, but this might indeed be one of the reasons for so many disagreements in balancing causing some changes back and forth and back again: MP vs SP. I have to admit that I like the proposal to add a fundamental switch if the game is played MP or SP.
  13. Well, as far as I know elephants, rams, bolt shooters, cavalry, champions, fanatics. Depends on the civ. never paid so much attention to catas as they are slow and I believe relatively easy to destroy. (My main concern is actually elephants. Only javelineers or slingers?)
  14. Thanks, looks cool! Would be nice if this could be available in mod.io from within the game (I know I am lazy )
  15. But I believe this information is collected anyway when enabling feedback.
  16. Win10 (soon Mint, I hope) and Win 11.
  17. Yep, you are right! And probably difficult to implement if used in SP with AI. Lets put this into the bin.
  18. "Many posts on the forums should be ignored because they’re made by people who have absolutely no idea what they’re talking about. " @chrstgtrAre you suggesting to ignore proposals unless they are coming from an expert? (Point taken - I know my suggestions a shooting mostly into the blue and are not realistic to implement nor historically solid, but I though this might trigger discussion and thought processes). Personally, I'd thought however Wow knows what he is talking about...
  19. In some other games, spies could be developed into assassins able to damage or destroy a building or hurt/kill someone important. Would it make sense if you trained a group of, say, 5 to 10 spies that are available do a little "revolution"? Guided by you within the enemy territory they would have limited time to carry out their mission (e.g. 10s) before they are revealed. (a similar mechanism existed in Settlers V I believe. There, it was an element of strategy and suspense. Main purposes was to destroy bridges, but this is not possible yet in 0aD). Possibly too much of a change in gameplay and too much coding needed - also for the AI.
  20. But - I believe the proposal was not to do that by default but as a research technology (addon at later stage with individual cost per tower (e.g. stone).
  21. Sure, but this could be a way to increase the value of walls without changing their resistance to attacks. Not sure if walls are popular element in the current version as they are relatively easy to attack and destroy. Garrisoning troops does not add much defense as far as I have seen and these troops are still quite exposed and get killed quickly. Walls also do not reduce attack range of an enemy shooting over the wall thus hitting everything that is in range inside a wall ring. I'd like to use walls more to deny access to a valley or protect farms or markets or to simply protect a CC. Certainly an element of turtling... I believe, a good wall system with towers and fortresses was effective to some extend (e.g. troy) until siege engines were refined. Attacking would mandate having adequate siege equipment and not a few (strong) cavalry etc. taking down a wall element.
  22. Just some thoughts: Bolt shooters might be a good counter, but they are too slow. So, should heavy spear cavalry be better or pikemen? Somehow I don't like that slingers seem to be a good counter. Is that realistic at all?
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