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Everything posted by Deicide4u
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Of course they are strong. They are also very expensive to train. Also, your civ has it's own champions. The players that are left alone to boom will naturally dominate the late game. This booming tactic is also much more reliable in team games. Your team needs to figure out who is the boomer, then harras him. On the contrary, capture should be restricted to few normal buildings. You first complain how capture is broken (which it is in vanilla), then you complain how it's not intuitive or default in this version. My opinion is that you shouldn't be able to capture certain key buildings like Fortresses and Civic Centers, but that is another discussion. The Community mod is now available for A27, and it addresses some points you mentioned.
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@Genava55 Ancient Egyptians are not the same people as the people that currently live in modern "Egypt".
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We can do both? Germans (Cimbri) are almost complete and will most likely be introduced in the next release.
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Thanks, but Stan already said that those portraits are only available for few civs. Yes, this is the part that all proponents of modern looking graphics ignore. Real world is messy, and the more you want your game to look like real world, more cruft it will have. A lot of short-sighted people play video games, and they often get lost in little superfluous details, become unable to follow what's happening on the screen.
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Sadly, alpha 13 has many issues, one of the game breaking ones being: AI stops working after loading a saved game. Also, had a crash 15 minutes into one game. So, back to Alpha 27 I go! Here's Leonidas with his champions after destroying some Indian people on Death Canyon. I play the game at around average quality and no shadows (because integrated GPU), yet the models still look great.
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Well, you would also port any bug fixes and hardware enablement code so that the game would run on modern systems well. I can't share the alpha 27 screenshots as I don't have it installed right now (I have the configs backed up, so it's easy to re-install). But, you should be able to start a game and compare. Here are the Spartans, Oasis 11 scenario. I might share more screens later when I get a chance to build up a town.
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I've tried Alpha 13 mainly because of the old damage and armor calculation. However, I was more impressed with the older art style, especially the unit icons and resources. I've got to admit, I prefer the older icons and art style. Spartan unit icons in alpha 13 are superb. It's also much more clearer what is what. If you fork alpha 13, apply some polish to the GUI, fix bugs and rework the balance around that version, you'd get a release-ready game. After you add some new civilizations that were released after, of course.
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Thanks for the suggestions, they might help others who have the same issue. I've already downloaded the mod manually before posting the thread. @real_tabasco_sauce, Random map Gulf of Bothnia crashes the game when using the mod. Winter biome. Tried Coast Range, arctic biome, and it works. Maybe some other popular maps crash.
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I am running alpha 27. When I try to download mods using the mod manager, it errors out: I ended up downloading the mod manually (the fixed Community Mod). Does anyone have the same error?
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And where is your ally and what's he/she doing? The complaint is oddly specific. I don't think camels are any better for raids than any other cavalry. In most cases like these, it comes down to micro, APM and resistance to pressure. People under pressure make more mistakes, that's another reason to rush. If the enemy is rushing, he isn't booming. So, it comes down to how much damage he can do to justify his military investment.
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That's the purpose of walls. Also, you wall off the most vulnerable positions to force the attacker into a more favorable position for your army. I rarely build walls in any RTS, but I would be very frustrated if my opponent walled off his base. That means I have no viable entry until siege weapons become available. Walls are not built frequently in 0 A. D., and that means they need some changes to make them more affordable. The recent changes to building armor by @real_tabasco_sauce in the Community mod will also make them more desirable.
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Sometimes, the stupid bots give us welcome surprises while necroing old threads. 0 A.D. in 2021st was so sleek and to the point. Way less cruft and much more recognizable buildings. Now I have an itch to install some older version.
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Help > R0.27 cursor lag / mouse stuttering
Deicide4u replied to dmzerocold's topic in Help & Feedback
I have this same issue. I'll also try to disable borderless full-screen and report if that helps. EDIT: Not sure, I can't see much difference. -
Which makes Murder holes actually useful. Yet, I wonder how many people research it?
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That's because building and holding a Wonder is one of the available win conditions. That's balanced by build time, more than a cost.
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Yes. 20% more population, plus a really good unique technology for every civ. I like Wonders as they are, as I don't build them anyway
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It's better to avoid the "this specific unit is good only against that other specific unit" hard counter situations. Spearmen and pikemen should be strong against cavalry in general, not just against melee champion cavalry. It's a historical fact that the best defense against horsemen was a long spear. It's also a fact that cavalry obliterated archers on open fields. Most other (semi)historical RTS games reflect these facts by giving attack bonuses or armor weaknesses. If cavalry are really a problem, a simple solution would be to improve the already existing counters.
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Hey @borg-, thanks for the replays. I wanted to comment on your macro game against stockfish on Mainland. Just curious about some things, as a noob. 1) You did not research any carrying capacity upgrades. Not even Baskets. Why? Is it because of drop-off frequency? 2) Out of the entire Roman combat unit roster, you've trained basically only 2. Swordsmen and Skirmishers. Some bolters and Siege catapults later. Why no champions, not even unlocking them? 3) You've ignored all tower upgrades. Makes sense not to get them, honestly. 4) No healers whatsoever. I guess they are a junk unit, after all. 5) Maybe I've missed it, but why no Army camps? I probably have more questions, but these will do for now. Thanks again for some great games.
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Just don't give them the ability to swim? We don't have to be 100% realistic.
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I think the real question isn't "Why are massed Champion cavalry so broken?" The real question is: "Why did I let my opponent mass expensive Champion cavalry in total peace and quiet of his turtled-up base?"
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Maybe near the lakes and ponds? But, it would be just a re-skinned chicken anyway.
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I've found this old, yet interesting thread. Might be a fun (re)read.
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I agree with borg, champion cavalry should remain strong. We should, however, either increase the "Unlock Champion Cavalry" tech cost (it's very cheap now), or make champions be trainable only from Fortresses (like unique units are only trainable at Castles in AoE2). And to avoid Fortress spam, increase the cost of it.