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Everything posted by Deicide4u
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Again, I don't think I care if my basic units needs 1 more XP to become advanced. I need to know if it's already ranked up or not. There can never be "one true way" to play the game. "Idle" units wouldn't be idle, they are training.
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Something like when hovering over the garrisoned unit icon. Showing the unit experience doesn't mean much, as all I need to know is if the unit reached the desired rank or not. On single unload, send out the units with the highest rank first.
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One of the smarter plays of the AI. Sparta VS Macedonia on Mainland. SpartaVSMacedon_M.zip
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There's no tooltip that's showing the current ranks or experience. But, it takes more time for cavalry. Units can go straight to elite rank, depending on the time spent inside the building. You can build multiple Barracks/Stables and use them to house troops. That's not very efficient in the early game, though. But, neither is training CS just to rank them up.
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Units die too quickly: Melee units have too little armour
Deicide4u replied to Seleucids's topic in Gameplay Discussion
After playing alpha 23 and alpha 22 for a bit, I'm glad that units got their armor lowered. Pikes with 10H/10P armor were nigh unkillable. This is without upgrades and aura bonuses. -
Another vanilla replay (no mods enabled). Rome vs Maurya. Quite an interesting map. RomeVSMaur_M.zip
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Citizen soldiers (CS) are currently good for only two things. One of them is collecting resources other than food. The other is dying before becoming good at combat. Not a lot of your CS survive until the Elite rank, when they truly excel, both at fighting and at fashion. Of course, you can train them at the Barracks and Stables. But, those structures can hold just 10 units, and often it's better to just let your CS gather resources. Also, you can't exactly tell which rank your CS reached while in the buildings. So, how can we train them quicker? One way is to make "Rigorous Training" an aura around your Barracks and Stables. This aura will provide faster training to CS, but only if they are idle. Another idea is to dedicate special "Training Grounds" areas, either buildable by females and CS or provided scattered around the map as neutral structures. This way, we can award players that use these units primarly for map control and combat.
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Does anyone research this tech? Is there a point to it, besides interesting historical trivia and an additional spearmen unit for the Spartans?
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Adding storylines to scenarios and campaigns
Deicide4u replied to Vantha's topic in Game Development & Technical Discussion
That mockup looks straight from Age of Mythology. It's awesome. The overall graphics style also reminds me of Titan Quest a bit. -
CS carrying resources while walking around the enemy base
Deicide4u replied to Deicide4u's topic in General Discussion
Yeah, I do this when I need to defend. I was mostly commenting on some of the pro matches I've seen -
I found an old ticket, maybe good for some development nostalgia: https://trac.wildfiregames.com/ticket/952
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They don't have to fight, they are there to defend you or enforce map control. You can't with CS infantry, they are useless in small numbers. You can rush only with cavalry that's fast enough to hit and run. Even then, the cavalry CS dies too fast unless it's ranged. I am trying some novel strategies, they might work. We'll see.
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Without it, the citizen soldiers would be very bland and weak. It also introduces a fun mechanic of visual changes when they go up in ranks. You can also train your units to elite rank by garrisoning them inside Barracks or Stables. This offers a different style of play (quality vs quantity). Useful if you're going for traditional "female only- villager" economy. Just make sure you have enough buildings to house at least half of your army, then rotate when needed.
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Here's one TG. It's myself as Sparta and one Seleucid AI vs 2 AIs, Kush and Carthage. Community mod is required. It was pretty easy, and my ally trained only 2 champions. Yet, he demanded any excess res I had. I was basically bankrolling him the entire game. Slow and relaxed game. EDIT: Stable first was an unintended mistake, but I decided not to cancel it. Sparta_SeleTG_CM.zip
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How do the Kushites compare to the other civs?
Deicide4u replied to tigerionblack's topic in Gameplay Discussion
Well, you need to plan the pyramid placement. Mercenaries mace men replace much of siege, cost metal, are fragile and useless against anything else but buildings. They start out weak in the village phase, with only spearmen and archers. One building trains only mercenary cavalry, pretty useless. Good champions are trained at the temple. Pretty complex unit roster is what I'm getting at. -
How do the Kushites compare to the other civs?
Deicide4u replied to tigerionblack's topic in Gameplay Discussion
Yeah, just move the stone miners a bit closer to the pyramid. I like the sound they make when you select them. Eerie. EDIT: On-topic, they are a bit too complex for me. I like to play more standard civs, like Romans and Spartans. -
bot PETRA_Expert.More active bot, compatible with A27.
Deicide4u replied to mod_3d's topic in Game Modification
Sadly, this is one of those complications that arose from the current CS system. Bot can't differentiate very well between women and CS units. The number of women you need is variable depending on your strategy, but it shouldn't be more than 50. Especially in 200 population games. -
bot PETRA_Expert.More active bot, compatible with A27.
Deicide4u replied to mod_3d's topic in Game Modification
This needs some testing. In earlier alphas, there was a minimum range for ranged units. They would have retreated even though they had overwhelming advantage over their attackers. And so the minimum range was removed. This change will have a similar effect. You could fool the AI by rushing in with a couple of melee cavalry units, effectively nullifying his ranged DPS. While you destroy his melee with the rest of your army. -
This can be a great compromise. I already avoid using elite soldiers for work. For example, the elite Spartan Skiritai Commando is used exclusively to build. This way, we're keeping the CS system in the game, but downgrade it just enough to make pure eco booming possible (also, a more risk-reward gameplay). We already have mercenaries who can't gather resources, so this is also not a precedent.
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Adding storylines to scenarios and campaigns
Deicide4u replied to Vantha's topic in Game Development & Technical Discussion
Let's first create a campaign. These extra features can be added (much) later. For starters, I'm fine with a classic list of inter-connected scenarios. -
Hi @imperium, thank you for creating this huge map. I'm using Alpha 27, with no mods. When I place these two files into Documents\My Games\0ad\mods\user\maps\scenarios I am able to select your scenario. However, I'm getting an error upon start. What is the compatible 0 A.D. version for your scenario?