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Everything posted by Deicide4u
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When me and my bro made women's fight
Deicide4u replied to AlexHerbert's topic in Gameplay Discussion
It's in the houses. -
Guys, I've found the ultimate fix to lag. It's simple, really. All you have to do is
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Batch Training (The Good, The Bad and The Ugly)
Deicide4u replied to Micfild's topic in Gameplay Discussion
You will never guess what I did. I've committed a travesty. Yes, that is correct. I have DISABLED batch training. -
Mythos_Ruler's Playlist
Deicide4u replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Sabaton - Crossing the Rubicon -
Not sure I agree with this. If I task my army to attack a house that has a bunch of other houses nearby, I want them to continue destroying other houses. Of course, we first need to make houses (even other buildings except CCs and Fortresses) much more vulnerable to hack attacks. In my mod, houses have 5 Hack armor, and are easily destroyed even by CS swordsmen.
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Very strong economy, 1500 elo player smurfing as 1100. 100%
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Civ: Germans (Cimbri, Suebians, Goths)
Deicide4u replied to wowgetoffyourcellphone's topic in Delenda Est
Yeah, they have the same damage as Kushite Axemen, -1 Hack resistance, but are faster and cheaper in Metal. Also, available in P2. They should get lower pierce armor, or cost more metal. The damage is fine if their other stats suffer. -
Civ: Germans (Cimbri, Suebians, Goths)
Deicide4u replied to wowgetoffyourcellphone's topic in Delenda Est
I believe that it's a nod to Norse Log Ram from Age of Mythology. Now, we just need their voices, too: -
You could ask on the Linux Mint forums. I think they endorse using Flatpaks there. I would also consider using Debian proper. It now comes with non-free firmware by default, and it's easier to use than ever.
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Whenever I start a game on a SVN version of the game, the textures (buildings, units, grass, etc.) start loading dynamically. This also makes random maps slow to load. How can I make the textures appear instant, like in a normal release? I've checked out only the "binaries" directory. EDIT: I think I know why. The release version comes with cached files inside the "public.zip" file. SVN version doesn't have these pre-cached files, they need to be cached on the fly.
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Civ: Germans (Cimbri, Suebians, Goths)
Deicide4u replied to wowgetoffyourcellphone's topic in Delenda Est
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Moats are a Middle ages thing. We have palisades, we have Roman Siege Walls and Army Camps. Traps for Siege Weapons? The best ancients had was a big rock to throw at the thing. I say, keep it simple.
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You don't have to fork 0 A.D. A "fork" is just another word for a major mod. We have those already.
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Starcraft 1 is full of OP units, in fact. That might be why it became "balanced", every race had some nasty OP units. I'd say Scythe Chariots and Chariot Archers were more OP than expensive Centurions. True, sadly. Definitely agree here. You can always nerf the most blatantly OP units. That, and the fact they're naked. As in, without armor naked.
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@Classic-Burger Will your Priests praise the Sun, as welll?
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You miss the point, they can do that. I can also "adjust" my attribute multipliers in Morrowind by spending gold on trainers for a skill that my character shouldn't be good at. It will be efficient, yes? But, is that fun? Again, you miss the point by looking at everything from your high-stakes multiplayer viewpoint.
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The hunting tech shouldn't change the berry gather rates. It should just improve hunting. Forget about multiplayer for a second. The game needs to be fun to play first and foremost. If the game is fun, players will discover strategies and counter-strategies. Fun games have choices that are risky, but rewarding. If you devolve a game to a literal spamfest where everyone can get everything in every match (we still don't restrict technologies per civ! AoE 1 had that in 1997), you lose a lot of replayability.
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Their argument is that you've now lost the opportunity to get the paired tech later in the match, should the circumstances change. You won't get that needed advantage. They don't realize that by losing one advantage, you have gained another. Using the old tech pairs as an example. If you researched "Iron Axe Heads" instead of the "Wheelbarrow", your Citizens now have faster wood gather rate, but lose the ability to carry additional resources. Your opponent chose the "Wheelbarrow", and now his Citizens chop wood slower, but can carry extra resources. This is just one example, but I don't see any game-breaking choices here.
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We are strictly talking about eco techs here. You can skip any tech to get more military, but is that really the best choice in mid to long term? Rushing is also an all-in strategy that basically skips techs. Phasing up fast, yes. Followed by immediately getting those eco techs that you ignored up til now. If you don't get them, you are way behind, no matter that you're in Town phase 1 minute before the enemy.
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RPG games have been heavily dumbed-down ever since Oblivion. In Morrowind, if you played fairly, you had a choice of mostly +2, +3 and +4 (if you were very lucky) attribute points per level up. But, players figured out that, by leveling up your Misc skills that don't contribute to leveling but still count towards attribute bonuses, you can always get +5 bonuses at each level up. So, there was a profound choice: you either role-play and have fun with the game, or you play a boring game with numbers. In Oblivion, you could do the same, but the enemies would get stronger each level up. This prompted players to go a step further, to limit the amount of level ups they do. What does this have to do with our RTS game? Well, if every eco tech is crucial, and every civilization can get every economic tech, what choice do players have? The most logical choice is to get all techs, ASAP. We can't really role-play in this game. Therefore, pair-techs are one way to make the player take a risk and have consequences for his/her actions. To force players to have a "strategy", if you will.
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...doesn't exist. It makes no sense to skip on any economic upgrade, as they are now. No choice this-or-that. It's just pointless not to get them, the question is only when. And, as a rule, we actually know when to get the most important upgrades. - Woodcutting Level 1 - either before or after Barracks. No question here, this is a must. - Farming Level 1 - After clicking to Town phase, or just before if you really need faster farming before Town phase. - Woodcutting Level 2 - Immediately after getting to Town phase. - Farming Level 2 - Immediately after getting to Town phase. - Metal Mining Level 1 - As soon as you put your first metal miners to work. - Stone Mining Level 1 - As soon as you put your first stone miners to work. - Metal Mining Level 2 - Just after Stone Mining Level 1. - Woodcutting Level 3 - Immediately after getting to the City phase. - Farming Level 3 - Do I even need to say it? Etc., etc... In short, economic upgrades in this game are there just to be there. Everyone gets them, it makes no sense not to, or you will fall behind. I believe that getting rid of the pair-techs was a wrong choice. And we absolutely don't need so many levels of economic upgrades in a game where booming is essentially the same thing as making military.
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0 A. D. is not a game about World War II. Ancient battles were fought in the open, or in and around stone fortresses.
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The former. Egypt map is especially detailed and full of various entities. The AI bases are also fully built up. But, that isn't the primary cause. AI scripts and pathfinding are still the biggest issues. I recommend playing 2vs2 games with "Normal" size maps, at most.