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Deicide4u

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Everything posted by Deicide4u

  1. Perfection. If anyone wonders, this is from Alpha 9 Ides of March. Yes, swordsmen had a charge attack.
  2. Or learn by just reading the tooltip that says that Light Cavalry does bonus damage to monks?
  3. I actually agree with you here. The game had some tips in earlier alphas that had listed counters for every unit, but never descriptive text like in AoE2 games. Also, we had this in early alphas. The gather rates, in particular, were shown just as "Bonus in gathering food" for females and "Bonuses in gathering wood, stone and metal" for male soldiers in the tooltips. Maybe we can return to those days of showing the bare minimum of stats, but told the info in tooltips? In any case, it needs to be consistent with the overall UI design.
  4. Going by your logic, we don't need to show anything. Let's just play the game blindly and have fun, ey?
  5. 1) Does the number beside the sword icon show the current total damage, or some derivative stat like DPS? It should show all damage types, because of the way damage reduction is calculated in 0 A.D. Example: (sword icon) 3.8 (arrow icon) 6.0 On mouse hover: Damage: 3.0 + 0.8 hack / 5.0 + 1.0 pierce This way, we can also show upgrades cleanly, without cluttering the UI. 2) Movement speed stat is redundant here, no need to show it on combat stats. 3) The icons that are showing resistance levels should look a bit nicer. Too much blue. Perhaps it could look better like this: (gray armor icon similar to AoE2 or AoM) 4/4/15 On mouse hover over the armor icon: Resistance: 3+1 hack (34%) / 3+1 pierce (34%) / 15 crush (79%) You don't need to know it by the time you've learned the game. But new players need to know, and even one of the veterans didn't know about the hack damage of halberdiers. So, more obvious display of stats is desirable.
  6. 0 A.D. had a pre-planned roster of civilizations, that was fulfilled by Alpha 9. Starting with Alpha 10, Hellenes civilization was split into Spartans, Athenians and Macedonians. Additionally, the team decided to include more civilizations. Original civilizations are: Hellenes Celts (split into Gauls and Britons in Alpha 11) Iberians Carthaginians Persians Romans
  7. The old 0 A.D. start screen/menu (alpha 6 Fortuna).
  8. I don't think that building of the source is required. The only thing that needs to be done is to modify the hero unit templates and restrict the training limit in a JS file. I see there's BuildLimits.js file, but I need a similar one for units.
  9. I've installed Alpha 9 in order to better understand the game's code and core gameplay loop from a simpler perspective. I realize that this version has many issues, one of the most glaring ones being able to train more than one hero at a time. And yes, having no phases or technologies doesn't bother me. How can I limit the amount of trainable heroes to only one?
  10. Give Iberians "embassy" like structures, that will train Lusitanian and Celtiberian units. A good reason to make them more unique.
  11. Sure you were. When you bartered 500 wood for 1352 food, did you stop to think how this might be suspicious? No, you kept bartering 500 wood for obviously large amounts of food. So, I call BS.
  12. If the art guy says it isn't going to happen, it isn't going to happen. Feel free to close the "bug report".
  13. That's sad. But that problem has a solution. The moment it happens, you just collectively let a 4v1 on the cheater. Until he's out of the game, everyone is on cease fire.
  14. I...can? How hard it is to have a pretty tree that doesn't have huge treetops? We aren't playing real life simulation game here. EDIT: Age of Empires 2: DE trees, as an example. We are 3D, so just grow them a bit. I am not saying that they should look exactly like that, but older tree models from A23b looked better, IMHO.
  15. I know the mod she uses, but that doesn't address the issue. Only obscures it. Also, I want to look at the pretty graphics
  16. Yes, but if you get rid of the stats there, how will you know your real gather rates after all the upgrades? The stats written on the popup window don't show real gather rates, only the base ones. I got you, but if we remove those stats from there, we'd then need the popup window to show the real stats with all upgrades listed. As in Age of Mythology. The discussion is off-topic, so maybe we should move this issue to a separate thread?
  17. See the image. Art on some of the trees should be corrected, as to not block the view as much. It's making it vary hard to guess where the base of the tree is, or where or when a storehouse needs to be placed. Bug: The trees are blocking the view of the ground beneath them. Desired state: Trees should not block the view. Map: Lake with Temperate biome. Also affects all random maps with the temperate biome, maybe some others. Version: 27.1
  18. Again, popup window shows only base stats, including base gather rates. Those can be upgraded with economic upgrades. Yes, they do. Each damage type is checked against its resistance type. If an unit does 10 hack and 10 pierce damage against an unit that has 50% hack and 40% pierce resistance, the unit will take: 5 hack + 6 pierce = 11 total damage.
  19. Yes, we need more straightforward access to units stats, optimally with upgrades. The popup screen only shows base stats for an unit, and you have to hover over a very small sword and shield icon to see real stats. I like how Age of Mythology did it. Clean and to the point. Doesn't take a lot of screen space. Of course, it also shows attack and damage in a similar way to AoE2.
  20. Halberdiers have more hack damage than most other spearmen line units. You can kill rams with them if sword cavalry is not around.
  21. Han and Kushites also have way too many unit classes to choose from. So, you need to know on which units to focus your limited resources. Romans and Spartans, on the other hand, you know what to train from the start of a game.
  22. Persians as I don't really like cavalry and archer civilizations. My playing style revolves around masses of strong melee units and good siege, because I like to destroy buildings. The easiest? Romans, for the above reason.
  23. The solution is to implement a proper target priority system. Targeted unit gets far enough away? Stop. Enemy units nearby? Attack them instead. The main question is: how much is "far enough away"? Alternative is to reduce the target priority on enemy heroes to a minimum. That way, you'd have to manually target a hero 99% of the time.
  24. Iberians VS Carthage on Corinthian Isthmus. Back and forth, until I finally broke his defense. IberiansVSCarthage.zip
  25. Now for something a bit different. The games here will be played in A23b, with the intention of highlighting AI differences between this and later versions. I struggled a bit in my first recorded game, mainly because of a lack of worker counters and Call to Arms. The AI is much more difficult, though. It simply doesn't stop making units. Anyway, enjoy the game, assuming you can watch it RomansVsSele_H.zip
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