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Deicide4u

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Everything posted by Deicide4u

  1. From watching "pro" players, you can tell what sets them apart from others. 1) They never stop producing units. 2) They keep their resources low, always. 3) They have fast enough APM to micro while keeping tabs at home, even when there's lag in the late game. 4) They don't waste resources on tech that's not useful enough. @borg- doesn't even research "Baskets". 5) They prefer massive amounts of CS to training champions. The reason is that champions don't justify their cost in matches between the two good players. Champions also can't work. 6) They balance out their economy to avoid floating too much resources. 7) They make liberal use of barter. 8) They expand only when the supply of critical resources gets low. 9) They build only enough production buildings that their economy will support. Another reason to avoid training expensive champions. 10) They seldom build Temples. Healers are not that useful unless they're upgraded, which is too expensive. Others can fill in the blanks, but that's the gist of it.
  2. Well, I've never bothered to ask such question, you got me a good laugh. No, the trader doesn't have to unload from the ship, he should remain inside to provide the trade bonus.
  3. It increases the yield of the merchant ship if a trader is in it. Trade between allies is more profitable, but you can trade between your own docks and markets, as well.
  4. True, you spelled it "0 ad". Irrelevant, since the game is well recognized, even by Google's AI.
  5. @mod_3d, when will the most up-to-date version be available on mod.io? Also, the 0.7.3 version has a bug on most standard maps. The AI will not make a house and get pop-blocked forever.
  6. Isn't "Ascendant" related to the fact that each civilization in the game is depicted as they were at the height of their power?
  7. Beginners should be able to play against other beginners, not people who've played this game for years. For that to happen, more people have to play multi-player games. The MP player base is low, that's the core issue. How do you attract players? You do that with more SP content, that is both challenging and fun. Once people start having fun with your game, they'll be more inclined to try MP. You can't do this in reverse.
  8. The full name of the game is "0 A. D. Empires Ascendant". This is the first part, from 500 B. C. to 1 A.D. Typing "0ad" in google also shows good results for me.
  9. I was thinking of starting a new topic, but I'll just necro this one, instead. I hope you'll forgive me. I think we should take another view. In AoE games, there are concepts of gold and "trash" units. Gold units require gold, a valuable resource, and are usually more powerful and/or unique than units that cost only food and wood. On the other hand, trash units don't require gold, but are highly focused on countering specific classes of units. They aren't general purpose units and are usually weaker than units that cost gold. Spearmen line - good only against cavalry. Skirmisher line - good only against archers and cavalry archers. Light cavalry line - good only against archers, Monks and undefended siege weapons. In a way, CS are our version of trash units, without the elaborate counter system. Champions are our version of "gold" units. They cost a lot of Metal, they are stronger and more valuable than "trash" CS.
  10. Found the scene, at last: HBOs Rome Season 2, episode 6.
  11. Hey @mod_3d, I've tried playing your mod and watched your AI play one game against Hard Petra. Some impressions: 1) I've played against Mauryans, and they made no siege whatsoever. Some elephants only. His attacks were tickling my forward Fort, until I went out and crushed him. 2) The bot heavily prefers making a lot of citizen soldiers, to the detriment of nearly everything else. While this means that he will have a huge army, it will be fairly weak by the time I arrive. 3) The bot expands late, hurting its map control. I usually don't make a lot of CCs, but I had 4 of them while the AI had only 2. 4) In the AI vs AI match, the bot played as Romans. While his boom was much better, he got stuck in the late game, failing to finish off his opponent and amassing a huge stockpile. It just kept making CCs until I quit. All in all, the bot is much better in early to mid game, but Petra is still more stable in the late game. She is also more threatening, because of the siege engines she likes to make. Thanks for making a cool bot for us. It microes very well.
  12. I don't think it will die. A lot of players likely wait for more popular mods to be available for a27 to jump back in. It's just been too long since the last major release. Also, a good way to improve the gameplay is to add more Maps and scenarios while we wait for an official campaign.
  13. I see this as an absolute WIN! EDIT: You guys might as well ban the building from multiplayer. EDIT2: I'm out of it today. This is trubute, not Market barter.
  14. You have to kill the horse, as well as the man So, even more blueprint-modelled units. We should strive more towards civilizational strengths and weaknesses, not just slap the same stats on everything and give them a different model. For example, Roman infantry gets more hack armor and HP because it was that good. However, their cavalry was not good, so they get a small nerf. Spartan spear infantry is stronger (yes, I know we have a tech for this. But, so do the Athenians, who were philosophers) and faster, but it has weaker rams or something. Also, economic bonuses should applied more liberally, to support the civilization's strengths.
  15. The AI logic was historically and it still is one of the bigger performance bottlenecks. This is related, in part, to the fact that most of the game's logic is still single-threaded. Pathfinder got its own thread in alpha 25. Sadly, this means that your "6 hyper-threaded cores" won't help you much. They might even be worse than a standard 2-core PCs of the past. This is because modern hardware design is focused on having many slower CPU cores, while older design retained fewer, but faster CPUs. So, your CPU clock speed is what matters the most, followed by the GPU memory (if you want high details on everything).
  16. This is the most important thing. Your GPU overheats and crashes the system because of excess render cycles that are just wasted energy. Especially if you have more than adequate hardware. You can't even notice more than 60 frames, this isn't a FPS game.
  17. I'm not sure if it's placebo or not, but the patch release is much more smoother and performance is now better. No more lag in the mid game, only some in the late game, and that is bearable when compared to the initial release. This is only single player, I'm sure multiplayer is more noticeable.
  18. Rule, Britannia! BritainVsSele_H.zip
  19. One very special game played with the new 27.1 RC. RomeVSKush_M.zip
  20. Wanted to ask, are those changes removed for CM 27.2? I saw that the building armor is also back to the vanilla values. Agree that the changes were good.
  21. It takes 50 food and 8 seconds to train one woman, not counting batch training. It takes 150 wood and 50 seconds (25 with 2 builders) to make a new house (not counting the factions with small houses, that are also easier to capture). In the meantime, you are most likely housed and can't train anything until you build a house. You can spam women easily. Your women will be safe inside the CC most of the time, anyway. The topic is mostly geared towards walls as a means of solid defense that will take forever to breach (similar to AoE).
  22. It works in this game because of the CSs, but... ...what if it's not? Sometimes you train a bit too many women, and you need some kind of protection. Building palisades is your best bet in the early game, but because trees don't have proper collision, enemy can just sneak in through the forest. The solution is to surround open side of the forest with walls, which is more expensive. Walls don't build fast enough, so you need more builders to make it before the enemy rush. Making towers is a better option, but you need soldiers to man them or they're useless. Walling with houses will expose them to the enemy, who can just use capture->delete tactic to cost you both population and 150 wood per house. Both of them vital in the early game. BTW, why do houses need on average 40 seconds to be built? It's frustrating, especially considering there's batch training which makes you build houses almost continuously.
  23. Do you wall in often? What is your solution to walling off wood lines? How many towers do you usually erect to support the boom? Any tips to wall in effectively in 0 A.D. are also welcome.
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