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Posts
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Everything posted by Deicide4u
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Again, more knowledge comes with experience. You should slowly switch all of your females to farming by the time you click the Town phase. CS will gather enough wood if you keep training them after your 30th-40th female citizen.
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After some experience with the game, I retract all my statements above.
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Move champion units back to Forts / Special Buildings?
Deicide4u replied to Seleucids's topic in Gameplay Discussion
The more I play, the more I think that Forts should just be very strong defensive structures. -
@george One easy solution is to re-order an attack move for your army from time to time. Unit AI will prioritize attackers.
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Mason, lumberjack, merchant, a blacksmith (profession, not a building). Fishermen in the coastal areas. Probably a lot of other things. Women did mostly knitting, some farming and some other stuff that would be inappropriate to talk about.
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Sparta VS Han, Hard AI. SpartaVSHan_H.zip
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I commend you on getting all that metal with female only economy. But, it should be easier in a team game if you get a lot of traders. Plus, your ally can send you his excess metal. Anyway, CS have an inherent advantages - low cost and fast training time. 60 Roman Hastati cost you only 600 metal, which is pennies for such a fighting force (that can be buffed by Centurions and later turned into Legionaries).
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It might be possible, but it is not really optimal. I'm not sure which champions or CS are we talking about? If it's Persian and Seleucid spear cavalry, yeah. 40 Spartiates will also decimate pretty much anything. Anything else will hardly beat a full, balanced CS army. Please, hold that thought. While watching the Age of Empires 2 DE casts, I've noticed an absurd situation of people having 100 or more Villagers and almost no army. Like literally 5 Scouts and a few Pikes or Archers. The games were either decided in the Feudal age Scout Cavalry rush or they turned into a turtle boomfest that we here all know and love. Which often ends in the trebuchet or bombard cannon wars. So, for all intents and purposes, we should do our own thing. At least it leaves a bloody mess once two huge armies collide. Also, let's not introduce some new thing that will need to be balanced for years. We have experience with rushed changes, already.
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Playing and having fun would be the best rating you'd ever have.
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Hey @Dakara, I've edited the poll and added A21, as it is indeed a major release.
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Now that there will be no more alpha releases, it's time to declare the best alpha release we had. The poll mentions some more significant alphas with major changes (but not truly old ones). You're free to vote in the comments for some other version. I personally love A27 as I've been playing it the most, but will vote A23 as the last "old-school" version of 0 A.D. It has a specific feel that some later alphas lost. Even the artwork is "more serious" to me, personally. Why I believe A23: Ken Wood stands out as the best release so far: 1) Much leaner on resources and disk size, 2) Artwork that stands out more, has that gritty feel that makes you want to stare at the icons, 3) Fortress produces "unique" champion units for most civs, while others have a special building for them, 4) Much tougher AI, that will end you if you're not careful. This is perhaps a consequence of it being able to produce champions earlier, without having to research a tech, 5) Named in honor of one of the founding members of the game, 6) Unit dialog screen introduced, allowing for more descriptive entities, etc.
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Training Times (Or Why the Fastest Click Wins)
Deicide4u replied to Thorfinn the Shallow Minded's topic in General Discussion
True that, it's an REAL TIME Strategy game. Time is important. Can't really agree with this. There are some issues in the early game that can be addressed, but the strategy is there. You can't just spam random units and win, no matter what APM you have. In the end, your army composition matters. Is a very different game, where attrition warfare can make the matches last for hours. Infinite resources are generally a bad thing. 0 A.D. has infinite food (from farms), but the scarcity of other resources makes sieges and area denial possible (hence more strategic depth) . It is technically possible to have infinite resources in 0.A.D. using long trade routes with lots of traders, but that is a very late game thing offset by the high opportunity costs. I don't know. The last time I checked, Seleucids were still there. -
An epic battle against a Hard Roman AI. I won't spoil much SeleVSRome_Hard.zip
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While I'm in the minority that believes the change was good, attacking buildings without siege or a good number of elephants is currently a waste of time (in vanilla version, not Community mod).
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While logically sound, this is not really reflected in the gameplay and the current meta. Most of the time, you're just spamming mass CS until you or your enemy wins. Also, let's not forget about the CS cavalry. AoE is not open-source. It is also rather bland with every civilization feeling the same. I'm talking mostly about AoE2 here. AoE3 and 4 are not my cup of tea. They are not treated as such. Often, they are your only army, even in the late game. I'm forced to train soldiers, even though I don't need to. Soldiers cost both wood and food, but I need wood for stuff at the start. When the AI suicides his army, he suicides his eco, as well. Etc. Will do.
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A wise man once said: He was right. Fine. I might try this one day.
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Sorry, maybe I wasn't clear. You shouldn't be allowed to both boom and grow in military strength at the same time by training one type of unit. You either train an economic unit, or you train a military unit.
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The main point is this: You shouldn't be allowed to both boom and grow in military strength at the same time.
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IMHO, auto-queue should go.
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Link to the original, if anyone is interested: https://github.com/0ADMods/millenniumad It's obviously out of date.
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Mythos_Ruler's Playlist
Deicide4u replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
0 A.D. OST - Ammon-Ra One of my favorites. -
Community Mod, if the change is approved by the main balancing/gameplay team. Otherwise, other mod or as an addition to "Two-gendered Citizen" mod. It would encourage earlier raids, as CS are now bad at collecting wood so you are forced to make pure eco citizens (who are weaker) if you want to boom. You'd still have to mix eco and military units if you want to play it safe, it's just that now you are hurting yourself economically while doing so (as you should).
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It also boosts the gather rates by 20%? I remember seeing higher gather rates for economic citizens on the Structure Tree when I tried to "glue" it on A27. An icon next to the Female Citizen? But, that will just confuse people. We can just reuse the mod and lower the CS gather rates for food and wood. Maybe even for all resources if the testing phase allows it.
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Thank you all for your input. The thread was opened to discuss the current meta and find a way to add more choice in the early-mid game. I propose just two changes for now, so you can ignore the drastic changes mentioned in the OP post. 1) Add a new male economic unit (Male Citizen). Give him the same gather rates as the current ones for CS. 2) Lower CS gather rates for food and wood by half but keep the stone and metal gather rates for now. We can discuss further changes once these get tested. AI should also be adjusted to train this new male citizen and avoid using CS for food and wood (use CS only for mining).