Grautvornix
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Everything posted by Grautvornix
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Love it! If I may, could I suggest one more mod: something that compares the mods and mod versions available on mod.io with the ones actually installed on the user's PC and then indicates what has changed. There was once a mod for that but it is not updated unfortunately.
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Newbie Questions - I can't beat Easy AI as Romans
Grautvornix replied to Satevis's topic in Gameplay Discussion
That is an effect we might propose for 0AD as well - like in settlers 4 where often used paths across the grass become dirt roads in the end. -
Well, possibly you can define an automatic benefit for that ally? IIRC, some heroes provide allies with benefits in some cases. Possibly the same mechanism can be reversed to provide these benefits automatically from certain civs to yourself? Nevertheless, it sounds rather complex.
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Newbie Questions - I can't beat Easy AI as Romans
Grautvornix replied to Satevis's topic in Gameplay Discussion
In Single player mode, I typically start assigning my civilians to building a farm behind the berries and after that assign them to harvest the berries. The farm is initially used as a food dropsite only, but in the future (when the berries are depleted) I can build fields around the farm (up to 8). While doing that I let the CC produce 1 + 5 more civilians and assign them to the berries. When the berries are almost empty, I assign 5 of my civiclians to building one or two fields for the 10 civilians to work on. As soon as you have enough supplies research teh framing upgrade in the farmhouse ( I typically ignore the whisker basket for gathering as this technology will be researched only after the berries are depleted). Meanwhile, the cavalry scout is sent to hunting chicken and sheep or goats (whatever is avaliable that does not run away so fast) to keep up initial food supply. Later on the scout is sent hunting deer, camels, horses etc. The initial citizen soldiers are sent to cut wood, potentially also with a dropsite next to the forest, ideally such that it can be reused for stone or metal as well in case there is a mine or quarry next to the trees. try keeping walking distances short and upgrade woodcutting (in the dropsite) technology early. With the initial food supply (that needs to be keept continuously flowing) I keep spawning civilians and send them for wood cutting next to the storehouse (wood supply needs to be continuous as well). When I have reached the initial population limit (20), I use a few of the wood cutters for building one house either next to the CC or next to the planned array of fields (later on, this is intended to from a closed ring of houses around the array of fields protecting farming civilians in case of an attack when an alarm is raised. Meanwhile we can produce three pikemen that can build and man a small tower next to the CC providing some extra protection. Ideally such, that the defense coverage of the tower also covers some other buildings or the field(s). Later on more ranged infantry and civilians can be produced for woodcutting. Don't forget to build a few more fields and put civilians on them for farming. Also produce more houses. If possible, try arranging woddcutting with citizen soldiers such that they operate next to the potential direction of attack so they can delay an incoming attack and provide the necessary time to ring the alarm in the CC and teh farmers and civilians can seek cover in the houses and the CC. -
Two different bow types, posibly appropriate to the social status of its respective owner (higher ranking officer on a horse has a more valuable weapon thatn the "ordinary" archer. Looks like some sort of bamboo). Would they have been protected by the same armour?
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Superb! Tiny little observation: the lower bowstring of the lower image does not end at the bow but at the ring at the bag or arrow holder or whatever it is.
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Could we also introduce a tech that enables collection of a certain resource? "Mining technology" "Iron Ore processing technology" (possibly with a dedicated building?).
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Vassals! (Work in progress) Downloadable
Grautvornix replied to LordTriggers's topic in Game Modification
@LordTriggersI like how you solved the capturing without having to fight the army first - there is no army initially (spawning only after the vassal has been taken over if I understand correctly). When someone else tries to capture the Vassal, i.e. their CC, their (your) army needs to be fought, right? -
oh yes, indeed! But you can use DE in SP, of course.
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But.. roads need to be built and this will require a (flat) building you can walk on and follow - an issue for pathfinder, I believe. Prticularly when you need sto follwo a road as far as possible (how to force pathdiner to folow that road?) and at a certain point leave the road and go at your target. And what happens at crossings? I believe all this is easier said than done. When this challenge solved, we can also introduce building/using/destroying bridges (but I am starting daydreaming again) I wish I would be any good at programming...
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Thanks a lot - this allows the map creator to define and highlight fertile areas! Does the aura exist only if the farmstead was captured and then only for the owner? (I guess so). The opposite would then not be possible I am afraid, i.e. having an abandoned/dried out farmstead indicating non-fertile areas, e.g. in the desert. Certainly this dead farmstead would not be a desirable target for capturing and would work only if auras were active independently of ownership. I just keep thinking about dried areas in the desert where farming does not make sense, hence fighting over fertile areas and water could be a game element (--> see discussion water as additional resource).
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Vassals! (Work in progress) Downloadable
Grautvornix replied to LordTriggers's topic in Game Modification
Fascinating! Two slightly different approaches for a similar goal. The two of you should joint forces! -
Vassals! (Work in progress) Downloadable
Grautvornix replied to LordTriggers's topic in Game Modification
Thanks! that sounds ultra cool! -
Vassals! (Work in progress) Downloadable
Grautvornix replied to LordTriggers's topic in Game Modification
thanks @LordTriggers! Interesting concept! Here are a few question to better understand: Vassals will belong to gaia initially, I presume, so will not be friendly.Trying to capture therefore means first killing their army and then capturing their CC, but wouldn't they just belong to the conquering player's territory? Or will they stay kind of "allied"? Can anyone else captrure them after you had done that already, i.e. if you don't watch out, they might be allied with your opponent again? Looks like they deliver their resources to their owner (which would be normal after capturing their CC). Will their stats count in the players stats (e.g. with respect to population cap)? Sorry for the ignorant questions, just trying to get a grip on your concept. -
Superb! Wasn't aware that we also have a Minoan Civ. Is that intended as part of Aristeia or as eye candy? EDIT: Stupid me! Reading helps....the entire thread is about new ideas and this is extending your previous post that I even already read. Apologies for the confusion this has caused.
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In some rare case I also try to recover from my last remaining units to build up a CC and population again - so would not like to give up if I still have units available. But that is a personal feeling...
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ships Naval Boarding - seizure of ships
Grautvornix replied to CheckTester's topic in Gameplay Discussion
The discussion is starting to get REALLY interesting now! -
Thanks for the comprehensive answer! @Thalatta Indeed, there are many different playing styles - from competitive MP to relaxed SP (my favourire as an elderly guy). My intention was to start a discussion on naming the various playing levels and referring to them in a way that does not discourage people from trying out the game. Probably too much concerns as everyone should be able to find out that there is an easier setting if a game is too difficult as a beginner when set to "medium", same as there are means to make it more difficult (increased diffulty setting, more adversaries, higher speed, less resources etc.). Just, when initially "opening the box" default setting should be such that people can apprecviate the beauty of the game and its historicaly-appealing gameplay while challenges increase slowly.
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@Deicide4u your are right, an this was really not an important suggestion. The issue seems to be (according to some messages I've seen over the years in this forum) that newbies for this game overestimate their capability (like - exaggerated - "Easy is for kids, I have played many RTS already and will manage a serious challenge") an then don't like the game as the AI is perceived too hard. I agree that one should learn to play first. The game - while it should be challenging - should be fun as well for newcomers.
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Should we provide multiple models of Kurgans and have a random selection which one to build and show? Or provide the user with options? Or build a fresh one (with bpepples and let it "decay" over time of game into a grass covered kurgan? I don't know....
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"Medium" in 0AD (= "Normal") I believe is intended for players having reached some intermediate playing level. Newbies are really recommended to start with "Very Easy" or "Easy" otherwise it can become a bit frustrating quickly - and that's what the game says. Although the classification is correct, there is a bit of "affecting the player's pride"and not everyone can stand this (I know, grown-ups should be capable of taking a defeat in "Easy", but we should also aim at creating a "fun" experience). We might rename the levels to be more inviting, as e.g. "Very Easy" might be felt as embarrassing, especially for experienced players of other RTS. Can I therefore suggest to rename teh levels to something like this (just a proposal) : Very Easy --> Beginner, Easy --> Intermediate, Medium --> Advanced Hard --> Professional Very Hard --> Advanced Professional We might add a note somewhere (in the tutorial or in teh help text or tips&tricks?) that if you are mastering "Very hard" you should be ready to go for multi player with human opponnents and will find adequate challenges there. I'd be interested to read your opinions!
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@AlexandermbGreat stuff!!!!! For the Roman Army camp, however I am not sure, but I would believe that they might not have taken the time and effort to implement paved stairs but rather wooden stairs. What do you think?
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Great stuff! Very clear interface. - Could that be extended with a "compare" view? (we typically have discussions on actual stats for unit 1 of civ A vs that unit 2 of civ, or these questions "how do I counter xyz") Could this be integrated into the "Learn-to-Play" section? If any possible accessing the actual valid stats in the very game version it is called from? (so whatever balance changes are introduced in the future , this view would always be correct)
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0.AD Really Fine Game, But i have some problem
Grautvornix replied to Luigi's topic in Gameplay Discussion
Me neither, for me it is the magical mix between building something beautiful and functional, and win the war. And I do enjoy SP session for hours sometimes. -
Agree except for capturing gates.
