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Eilat

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  1. I mean, can the AI be programmed to always do that, while the player will certainly do it?
  2. I mean, the longer the march, the worse this problem becomes. But anyway, the player won't be affected by it. I forgot to mention that the AI is the one affected, AI controlled troops are simply walking into their deaths in a single file.
  3. There's a problem with playing on large maps: the movement of units. Units have different movement speeds, and those that arrive first tend to attack first. Sometimes these units wait for those who arrive later to regroup, but more often than not, they don't. The result is a long line of soldiers charging headlong into death. Could this be improved by choosing a regrouping point and making the attack only begin when enough units are present?
  4. Merry Christmas everyone I want to ask if it is feasible to make flying units farther from the ground and have freer flight paths, such as flying directly or gliding regardless of the terrain? The style of flying units now is like walking without touching the ground
  5. There are a few instances where the AI doesn't pursue and destroy all remaining units, but instead ignores them. As a result, some units rebuild their civilian centers and rise again, sometimes even conquering opponents. Observing the population or territory graphs after battle is fascinating, with sudden drops and spectacular resurgences.
  6. I also want a multicultural empire where the conqueror can train units of the conquered. But is it feasible for AI to betray or rebel in the event of conquest?
  7. As a player, I'd like to share a few opinions based on personal experience. Battalions are interesting and well suited for large scale battles; however, for smaller border conflicts, they're probably not suitable. The same applies to scouting, and lightning cavalry assaults probably require more flexibility and speed than a tightly packed group of soldiers. Historically, it's also more suitable for Rome, Greek city-states, and some civ around the Mediterranean; I find it less suitable for other civ. Therefore, I think it would be more appropriate as an option rather than the default. I'm new to this forum despite playing this game for 7 years, so I'd like to thank the developers and the community for creating and contributing to this game. I hope you all find more common ground and further improve the game.
  8. Oh, you're the guy who revived HC, thanks! Looks like I haven't explored this game enough. I was wondering if there's a way to allow multiple players to choose the same color. You probably know how, right? Could you tell me which part I need to modify?
  9. Previously, I tried to make an AI player much larger, like increasing the population limit, making them build more clusters of buildings in different places to simulate an empire with multiple cities, but I could only modify the C++ files by changing a few values. I'm not even a programmer; modifying JavaScript files is beyond my capabilities.
  10. I’m actually not very familiar with coop-mode or Archon mode, so I wasn’t referring to those. As far as I know, those modes are about multiple human players controlling a single player slot. What I’m talking about is AI-only. Several separate AI players of the same civ, each with their own economy and territory, but behaving outwardly as one large coordinated bloc — sharing the same diplomacy and roughly the same strategic stance toward other players. The idea is simply to create the feeling of a massive empire without having to make one civilization overwhelmingly strong or unbalanced.
  11. I’m exxplore the idea of representing a large, multi-regional empire in 0 A.D. by using several allied players of the same civilization. Something similar to how some historical empires often worked for example, loosely coordinated regions within the Achaemenid Empire, the Habsburg realms, or other multi-centered polities that acted as one bloc toward the outside world. In gameplay, this concept could be interesting, but there’s a major limitation: even if the players are allies, each AI still makes its own diplomatic and military decisions. They may treat other factions differently, choose different war targets, or behave in uncoordinated ways. So the “empire” doesn’t actually act like a single entity. My idea: Would it be feasible to introduce an optional AI mode, separate from standard “ally” behavior, where multiple players could: automatically share the same diplomatic stance toward all other players, follow the same external military target or general direction of attack, and optionally share the same color to reinforce that they are parts of the same overarching power ? The goal isn’t to merge them into one player, but to let them behave outwardly like one unified empire while still being technically separate players. I’d like to ask the developers and AI experts whether something like this is achievable within the current AI system, or if it would require deeper changes.
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