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Deicide4u last won the day on December 8
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Question, if I install the current release candidate, and it happens that this candidate is the same build as the real release, how compatible will it be to the "real" release?
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Hello @Bob F., welcome to the forums! I'm glad we've got some senior gamers, it's always nice to hear. The most important hotkeys a beginner needs to know are the control group hotkeys, idle worker hotkey, batch training modifier and the production hotkeys. Control group hotkeys: - CTRL + any number from 0 to 9 - sets everything currently selected to the control group number - any number from 0 to 9 - recall the control group from that number. Idle worker hotkey is a period (.). Batch training modifier is SHIFT by default. Production hotkeys are z, x, c, v, etc... You will learn other hotkeys as you play the game. I've been playing for a while now and even I don't know all of them.
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I will bring up another point in this discussion, and that is the absolutely insane way that damage reduction works in this game. Just take a look at this post. An unit with 6 armor will have 47% damage reduction. So nearly 50% of all damage will be absorbed with just 6 armor! I think we all agree that this is most military units after a couple of upgrades. Most champions go above this value into 10 armor (65% DR) or more. It's no wonder that most players try to maximize high burst damage, using hard-hitting ranged units like javelin throwers and slingers. It's ultimately a product of the game's math. Another thing to consider is that many units have both hack and piercing armor at similar levels, so it doesn't matter which type of damage they take, they will have the same DR. Warcraft 3 has a similar system, but it also has proper counter system, so it is less noticeable there. EDIT: Here is the table for Warcraft 3.
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The only reason people do this is because you can defend well with CS and use them as the backbone of your economy. CS gather 3 resources better than civilians, so there is little stopping people from just massing them and then gradually switching to champions when they bank on resources, as you've said. Let's see how you'll turtle when forced to expand and make actual military units...or risk the opponent out-booming you with better eco units.
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We're not talking about the balance here. We're talking about what happens when one player loses a lot of his units, either defending or attacking. Does he, assuming he has the necessary macro skill, have a chance at coming back into the game? As things stand now, he doesn't. That is snowballing.
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The current release (A27) already made some strides towards this, by increasing the melee damage. Units need further diversification with pikemen having more HP but lower damage, spearmen having average HP and average damage, while swordsmen have slightly above average HP and good hack damage. Or we introduce counters to shift the current meta away from mass ranged units with melee meat shields. Needed to be done a long time ago. CS can already build and repair, in addition to fighting. Why do they contribute to the economy more than civilians? Where's the logic here? Some upgrades to specific unit lines can't hurt. For example, in StarCraft, there is a huge difference between an un-upgraded Zergling and a Zergling with both Metabolic Boost and Adrenal Glands upgrades.
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You're talking about the coop-mode? Something like Archon mode in StarCraft 2?
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New major update, focusing mostly on cavalry. - Cavalry can no longer hunt. Use infantry javelineers to hunt animals. Infantry meat gather rate increased slightly to compensate. - Cavalry javelin throwers are no longer trainable by any civilization, except by the Iberians. They keep their cavalry javelineer champion, but he is not very effective against units. - Civic centers can no longer train cavalry. Build a Barracks or Stable if you're Persian. - You can no longer build bolt shooters. This was done because their model is ugly and looks ridiculous when moving. I'd done the same with the Catapults, but you need some ranged siege options in order to break fortified positions. - Jubot AI removed, as it's very buggy and has poor performance. - Roman Army Camps can't build Rams anymore. - In addition to cavalry javeleneers, Hellenes can no longer train Slingers. Reason for removing the mounted javelin throwers is because they are not balanced enough. They need to hit hard like infantry javelins, but they are also much faster. Hit and run tactics don't work very well because of the "phantom strike" bug on units that are moving, so they are exploitable. An exception was made for the the chariot archers, because they are at least expensive. Cavalry can no longer hunt for the same reason as above, and because it sometimes takes too long for a single javelin to hit an animal. The opening post is updated to point at the latest version.
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This makes sense in a tactical RTS without ships, like Praetorians. If you allow building bridges, what would be the point of building a navy, then?
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For me, it was TES IV: Oblivion. Leveling system is the combination of worst parts of both worlds (Morrowind's and Skyrim's). Map is dotted with places, but they are all the same thing, just a labyrinth of leveled monsters and leveled chests. The game's world was generic, with only the snowy region even remotely interesting. The game looked like a poor imitation of Gothic 2, just with massive and barren world.
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It had them. Introduced in Alpha 9, but subsequently removed. Ironically, adding hard counters to 0 A.D. will make it more like Age of Empires...which is something you seem to argue against
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Maybe it's better to focus on smaller changes first. Like implementing a "special attack" mechanic by giving some units either passive or active special abilities. These are even described on some documentation pages, but they're still not implemented. Perhaps the most famous is the ability of Hastati to throw pila at nearby enemies, before going into melee.
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@Classic-Burger Please don't spam 4 posts in a row, there is an Edit button. Also, back when forums were the golden grail of internet discussions, that was called post-farming. Another thing, you should calmly collect your thoughts before posting anything. For example, you are constantly calling 0 A.D. a clone of Age of Empires. While that may be true in general part, it's a fact that this game has some unique features not present in Age of Empires. Features like Citizen Soldiers and capturing, Even the lack of a feature can be feature. For example, the lack of clear unit upgrade paths. Once again, as an author of this thread, don't spam post. It looks really bad and it makes me scroll more.
