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Deicide4u

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Everything posted by Deicide4u

  1. I appreciate your enthusiasm. But, you should learn mostly by yourself, else you won't spot when ChatGPT gives you bad or incorrect code.
  2. Roman army after destroying the Persians in Syria. Alpha 13 version. The AI was relentless, there was a base trade and if I didn't had siege, he would have pushed me back. I lost the game before.
  3. One of the best official introductions of the game. I really like the aesthetic and simplicity shown in this version. Unfortunately, the lag is clearly noticeable.
  4. Hip-Hop music is just a perversion of rap music, which died together with Tupac Shakur. EDIT: To clarify, rap was becoming too socio-political, especially in Tupac's lyrics. That is why the music industry decided to devalue rap and replace it with perverse, immoral and idiotic lyrics of hip-hop.
  5. The above is from the discussion. I don't see any issue with the previous system of simple calculations. The upgrade effects should not be uniform across the board, else they lose a lot of value. In ancient and medieval times, good equipment on a soldier meant the difference between life and death. Modern warfare shifted more towards external hardware (tanks, planes) and use of precision technology. A basic shell from WWII will kill anyone if it strikes near. Very good analogy. The Forge upgrades improve the quality of your soldier's weapons, allowing them to do more damage to material that they otherwise couldn't touch before (such as plating on rams). In reverse scenario, armor upgrades improve the armor strength, but that armor still shouldn't save your soldiers from massive burst damage. Got a chuckle from this one, but the man has a point. Armor 90% of the time deflected the damage, it didn't absorb it. It is too random for a RTS game, though. The current system of exponential armor acts like a HP multiplier. This makes it indistinguishable from simple HP % increases. I am 100% positive that it won't be changed. Just wanted to say my opinion on this, however late.
  6. @Atrik, can you tell us your secret sauce? How do you do it?
  7. Yes, Fork A.D....in pure C! Who needs classes and constantexpr or whatever, right?
  8. Was there any discussion on the forums for this major change? I can't seem to find it and the link leads only to the commit.
  9. One of the games used to test the Community Mod changes. Please note that this replay requires that you have the Community Mod enabled. I've tried out Persian cavalry. They did well, it's just that the AI seemed a bit too easy this time. PersVSPtolo.zip
  10. Murder Holes are a must if you intend to build any. Without that tech, they are just a nice decoration. Ah, I haven't thought much about using walls. Mainly because I prefer Forts with Murder holes. A reflex passed over from AoE2.
  11. Except the Forts and CCs, as their armor was not touched. I agree about the champions, it's just that they are expensive and take a lot of time to mass. Now that my enemy can't just mass towers and be safe, I can rely more on CS armies to do the job.
  12. After a few rounds of testing, I've noticed that I'm staying in P2 for much longer now. There is no longer a rush to go for p3 just to get siege weapons. CS armies are now more viable as you don't need a strong capture attack anymore to do major damage to the opponent. A buff to base building capture point regeneration further underscores this shift. Armies that have troops that do crush damage (like Persians with their Cavalry Axemen) can sometime even skip going into P3 altogether.
  13. Both laptop display and external monitor are 1920 x 1080 EDIT: I've found a cause. It's the scale used to adjust the UI set on the Windows side. Check the image below: When the scale is at 100%, there is no mouse cursor input lag. My guess is that the game isn't calculating the offset resolution (only absolute numbers). Other possibility is that this feature on Windows side is simply buggy. @real_tabasco_sauce, FYI. EDIT2: To clarify, the issue is not whether you have an external monitor or not. Scale set in Windows display settings is what's causing it.
  14. @Stan` @real_tabasco_sauce The mouse cursor "lag" on Windows is completely gone for me when I play only on the external monitor connected to my laptop via HDMI. If I duplicate the screen, it lags. So, a viable workaround is to get an external monitor and rearrange the multiple displays to show only on the external monitor display. GUI scale option can be used to adjust the UI. EDIT: It is not external monitor, but the scale set in Windows display settings. See below.
  15. To get 20 elephants, your opponent had to spend 4400 metal, in addition to all of the metal used to get to the City phase and research some needed upgrades. Also, try a combat demo of 60 javelin throwers versus 20 slow elephants. Thanks for the mod, though. That's the beauty of open-source.
  16. I think this will lead to micro plays where someone sends one melee unit into a line of ranged units just to shut them down. If the opponent is distracted by macro, he will most likely forget to reposition his archers, leading to justified frustration when he finds out that 50% of his army just stands there while the other part dies. It's too unforgiving. Melee units already got a buff, while ranged unit damage was nerfed. Also, you can easily kill ranged units using melee cavalry.
  17. I am not involved with the team, so this is me talking out of my backside. I believe it makes no sense to push for Steam until the game gets a decent single player campaign and fixes lag in the late game (it's getting there).
  18. Of course they would, every army in the ancient world had diverse military units. The challenge is to stick to what differentiated them one from another for gameplay balance and sheer fun factor. To give examples from the game: 1) Giving Persians more cavalry choice because they were renowned for it, 2) Giving Romans great sword infantry because they were feared for it, 3) Giving Spartans one-man armies early, and Leonidas, 4) Giving Gauls crazy units because the French always were a bit on the goofy side
  19. You will need to download the source tarballs from that page and follow the build instructions for your distribution. Build instructions page
  20. They look cool. But yeah, they are almost useless in MP. Maybe train one or two for the fear factor.
  21. Train javelin throwers, archers. Elephants are very slow, so you can micro and focus fire them. They are also very expensive and available only in the City phase.
  22. Just had a very frustrating game on Latium. The FPS was bad in late game, but the input lag was worse. I should cap the population size to 150 and see if that helps. I wonder if that will break Petra? Would also need to disable shadows, as keeping them on Low quality is still too much. @real_tabasco_sauce, changes from the Community mod helped to reduce the need for siege. Now Barracks, Stables and Arsenals are much easier to destroy. Fortresses and Civic centers still require siege weapons, but that is by design.
  23. I'll install it now cleanly using the mod downloader. I did that manually the first time, maybe it messed some thing up. Looking forward to testing it a bit more. I took a glance at Age of Empires 2 and Age of Mythology building defense values. In both games, the buildings are very resistant to arrow fire, but still vulnerable to melee units. Fortresses in AoM have 40% hack resistance. The castle in AoE 2: DE has 8 melee and 11 pierce armor. In other words, if you don't have an army to supplement your defense, the buildings won't save you. EDIT: No hanging so far.
  24. @real_tabasco_sauce, thanks. I've tried it already and the changes are good. I'd even reduce the hack resistance a bit more. Some random maps had issues with hanging during the map generation, so I'll wait until second point release to try it again.
  25. Honestly, the settings screen is already too crowded with options. Being able to configure things is good, but the expected behavior should be set in and by the game, not in some settings option. Unless it's really necessary and useful (like the default batch size). Just to give you guys an idea, I'll list an example from Brood War. To destroy a Protoss Gateway in mere seconds, only 10 Zerg hydralisks are needed. 500 Shields + 500 Hit Points = 1000 health. On default MP game speed, 10 Zerg Hydralisks dish out 10x10 damage per 0.8 seconds to the first 500 shields, then 10x9 damage per 0.8 seconds to the 500 hit points. So, you have about 15 seconds to save the Gateway.
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