Alekusu Posted February 24, 2015 Report Share Posted February 24, 2015 Unless I'm mistaken, elephants (and other passive-aggressive gaia animals) will focus solely on the first unit that attacked it, which means you can attack the elephant with one unit and then micro that single unit around in circles while the rest of your hunters kill the elephant.Hey Scythe,Yes, and actually I really like the fact that we need to micro while hunting these beasts (more realistic). I just didn't like the fact that it was unfair that with some civ you have to micro but with other civ you don't need to micro (because of the auto-range of skirmisher cavalry).But I heard this is gonna change on Alpha 18 and all civ will have to micro while hunting so it's good, no problem.Thanks for your answer. Quote Link to comment Share on other sites More sharing options...
iNcog Posted February 25, 2015 Report Share Posted February 25, 2015 It would be interesting if the Sharks would attack fishing boats hahaMother mercy please, noit's like jaws simulatoryou know that movie scared the @#$% out of me as a kid. never took a bath again. only showers Quote Link to comment Share on other sites More sharing options...
auron2401 Posted February 25, 2015 Report Share Posted February 25, 2015 You're going to need a bigger boat. Quote Link to comment Share on other sites More sharing options...
MasonMac Posted March 1, 2015 Report Share Posted March 1, 2015 I would like it if in a team with bots. You get commands. For instance saying "help" the bot will send all available units to the place where the code is detecting things getting hurt or enemys in that area. And if you say "stop" they cancel an attack. Another command is saying "send all units to (one of your buildings or enemys). I hope this gets implemented into alpha 18 Quote Link to comment Share on other sites More sharing options...
feneur Posted March 1, 2015 Report Share Posted March 1, 2015 I would like it if in a team with bots. You get commands. For instance saying "help" the bot will send all available units to the place where the code is detecting things getting hurt or enemys in that area. And if you say "stop" they cancel an attack. Another command is saying "send all units to (one of your buildings or enemys). I hope this gets implemented into alpha 18 It's not going to appear in Alpha 18 as Alpha 18 is just about out, but we'll see what the AI developer/s are up to for future versions Quote Link to comment Share on other sites More sharing options...
iNcog Posted March 4, 2015 Report Share Posted March 4, 2015 neat! 1 Quote Link to comment Share on other sites More sharing options...
auron2401 Posted March 4, 2015 Report Share Posted March 4, 2015 We got an spambotte over here! Quote Link to comment Share on other sites More sharing options...
Giotto Posted March 4, 2015 Report Share Posted March 4, 2015 Sorry if this has been asked before but I think the guard function or something like it needs to be expanded. It should be possible to have one group guard another. E.g 10 melee cav guarding 20 archers without running off to fight or staying in place when the archers move. Keeping them together can be an issue. Grouping them together doesn't really solve the problem as they still end up separated in battle. 1 Quote Link to comment Share on other sites More sharing options...
Giotto Posted March 4, 2015 Report Share Posted March 4, 2015 Or something where grouped unit's all move at the same speed as if in formation as they travel. Otherwise end up with cav arriving years before infantry. Spreading out of troops can be an issue. Getting your entire army destroyed while traveling from a to b because they're in a long line is frustrating. Perhaps something that determines how far away from the centre of the group soldiers can move, adjustable in game. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 5, 2015 Report Share Posted March 5, 2015 Or something where grouped unit's all move at the same speed as if in formation as they travel. Otherwise end up with cav arriving years before infantry. Spreading out of troops can be an issue. Getting your entire army destroyed while traveling from a to b because they're in a long line is frustrating. Perhaps something that determines how far away from the centre of the group soldiers can move, adjustable in game. are many things related to pathfinder , then relating to formatios then to related with planned features like Charge movement.I mean not all is finish and many features if are not working can be reworked.I Agree about group escorting system too. Quote Link to comment Share on other sites More sharing options...
Giotto Posted March 9, 2015 Report Share Posted March 9, 2015 Ok here's a new idea. Basically armies need supplies. Archers and skirmishers etc did run out of arrows, which does not happen in 0ad ATM. Obviously implementing a count for the number of spears a unit has is tedious and annoying for the player. However the fact remains units had to stock up on weapons etc (although they often took them from the battlefield). Perhaps you could implement a system which slightly increases or decreases unit attacks based on their relative position to a weapons stock building. Such a building would have a large radius from which all your units inside it would fight better. Civic centres would also act in this way. It could be built in your own or neutral territory quickly. The player would have to juggle between attacking with full force and leaving the weapons store open to a flanking attack etc or leave some troops behind to guard it (you could also send troops to smash the other guys). It would not add a huge amount more complexity for the player and would be another thing that's stands out about 0ad. Hope this post hasn't been done already, weren't about to read 147 pages of this lol. Quote Link to comment Share on other sites More sharing options...
auron2401 Posted March 9, 2015 Report Share Posted March 9, 2015 Well we've had the suggestion about a million times, i was recently so frustrated with the inability to balance ranged units properly that i considered that i make a reboot post on it (you beat me to it! D:)Generally i think the best way to do it would be the way warrior kings does it:Ranged units attack at max speed when supplied, when they run out of supply, they slowly regenerate supply (very slowly, like 1 supply every 10/20 seconds) But if they are nearby a supply caravan, they'll get 1 supply every 2 seconds. (which won't supply their max attack speed fully, but keep it up to scratch) 1 Quote Link to comment Share on other sites More sharing options...
iNcog Posted March 9, 2015 Report Share Posted March 9, 2015 1 population carriers. I kind of like the idea on paper, but it'd be a mess to implement in the current unit set, I think.Personally I'd start with some dps reduction and a big HP reduction and see where things go from there. It's hard to get these numbers right, for sure. Quote Link to comment Share on other sites More sharing options...
Giotto Posted March 9, 2015 Report Share Posted March 9, 2015 Oh geeze... Had no idea it had been done so much before lol. I guess what I noticed is that the team (from what I've read on the forums) cannot really agree about the balance between archers and skirmishers so was originally thinking maybe a second reload time. For example skirmishers who throw 5 spears with maybe a 1 sec gap between, not sure what it really is, then they have to reload and spend 2 secs collecting their next 5 spears from their feet(bit annoying having around 30 spears on ones back, they prob stuck some in the ground or whatever). Archers might get to shoot 20 arrows but have to get another set in 7 secs. Player would need to compensate for their troops reloading by using spare infantry etc. Meh, just thinking up stuff. Things like the one above could help balance troops. Atm it looks like you trade this for that but that leaves this other thing too OP etc. Not enough things to take into consideration maybe? Or could be too much, not sure. Either way good luck. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 10, 2015 Report Share Posted March 10, 2015 Suggestion: can persistmatchsettings also include game speed? Quote Link to comment Share on other sites More sharing options...
HeroesGrave Posted March 10, 2015 Report Share Posted March 10, 2015 As far as Archers vs Skirmishers go, I propose that Archers have longer range and higher pierce armour, while Skirmishers have weak armour (pierce and hack), shorter range, but higher damage.Hopefully as a result of that skirmishers will be used for 'skirmishing', and archers for long range support and/or defence. Quote Link to comment Share on other sites More sharing options...
FeXoR Posted March 10, 2015 Report Share Posted March 10, 2015 As far as Archers vs Skirmishers go, I propose that Archers have longer range and higher pierce armour, while Skirmishers have weak armour (pierce and hack), shorter range, but higher damage.Hopefully as a result of that skirmishers will be used for 'skirmishing', and archers for long range support and/or defence.Why should archers have high piercing armor? Skirmishers have a shield, so they should have high piercing armor IMO.Maybe I'm missing the hole point, but I'd go from the realistic point of view and do balancing afterwards.So:- Units with a shield have higher armor in general- Javelin range < sling range < bow range < (most) ranged siege engine range- Damage is hard to argue on because usually one hit can kill, so use this for balancing- Melee units should have higher armor and/or life in general to enable them to reach ranged units when massed (This is quite hard to argue for but at least shield bearing melee units - while not attacking - can use all their perception to defend themselves against projectiles - up to a certain size)In general I'm not sure if a "balancing discussion" will get us really far in the end.Statistically based anonymous multi-player unit usage would get us much further IMO, at least for the fine-tuning. Quote Link to comment Share on other sites More sharing options...
Daveywes Posted March 10, 2015 Report Share Posted March 10, 2015 I think there should be a blood on off switch. 1 Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted March 19, 2015 Report Share Posted March 19, 2015 (edited) Several unit tooltips haven't been properly cleaned up.IberiansChampion Cavalry SkirmisherMauryansYoddhaWar ChariotAll three heroesPersiansBabylonian Scythed ChariotPtolemiesNabataean Camel ArcherNubian Mercenary ArcherSeleucidsDahae Horse ArcherScythed ChariotThracian Mercenary SwordsmanSpartansSpartan Hoplite Edited April 6, 2015 by Zeta1127 Quote Link to comment Share on other sites More sharing options...
wolflance Posted March 23, 2015 Report Share Posted March 23, 2015 Suggestion on mercenary unit:Make them cheaper, but auto-consume certain amount of resource on a fixed interval (for example: 1 metal every 10 minutes, per unit). Quote Link to comment Share on other sites More sharing options...
auron2401 Posted March 23, 2015 Report Share Posted March 23, 2015 Too complicated, and what would happen when you run out?Everyone get's payed up front for the job. Much less complicated. Quote Link to comment Share on other sites More sharing options...
wolflance Posted March 23, 2015 Report Share Posted March 23, 2015 They 'desert' to Gaia, maybe. Quote Link to comment Share on other sites More sharing options...
auron2401 Posted March 24, 2015 Report Share Posted March 24, 2015 (edited) Still, too complicated.Maybe for custom maps, but for the main game, it's got enough going on, having to worry about how many mercs you will have to pay will make some poor peasants head explode.Anyway.I was going to make a thread on this but.. eh...Some of these have probably been suggested, but variously.And i thought I'd like to cobble them together into one post.Advanced before-game-start options.Some Suggestions:Start age - Final ageA resource density filter. (Different toggles for each individual resource + traders)EG:Having Wood Toggled to "Low" would make each tree be harvest-able for 100 wood, instead of 200 (or 200 if baobabs, instead of 400, etc.) But then you could also set them to Infinite.. I want Infinite metal mines to fund my mercenary armies! MUAHAHAHA! MUAHA! Wut?EG:2Setting Trade income to high would double the trade you would get from each trader, or low would halve it. (no infinite setting for trade. lol)Harvest Speed (0.5x>1x>1.5x>2x>2.5x) How fast resources are harvested by default. A Peacetime setting. Maybe with various toggles? EG:Option 1: Can't attack enemies for a certain amount of time. (can still hunt and attack neutrals)Option 2: Can't enter enemy territory for a certain amount of time. (but can still fight enemy)Option 3: Can't Leave friendly territory For a certain amount of time. (probably bad)A biome setting for random maps. EG: Mainland sometimes has the savannah biome (i think it's called?) Which annoys some people.maybe having the choice to set it so it always comes in grassland If people so desire? Edited March 24, 2015 by auron2401 Quote Link to comment Share on other sites More sharing options...
IsmaElGamer Posted March 31, 2015 Report Share Posted March 31, 2015 Nerf cavalry range units, problems of animation on bears and mastin dogs, load online matches saved Quote Link to comment Share on other sites More sharing options...
Dacian snake Posted March 31, 2015 Report Share Posted March 31, 2015 Suggestions for war animals:Maybe making the mastiff war dog available for macedonians (molossus war dog type), changing the war dog model for celts to a best suited wolfhound like dog, and adding it for romans, also changing the armour of the seleucid war elephant and making it bigger than the other asian elephant types, maybe adding some sort of camel cataphract variant for the middle Eastern civs. Quote Link to comment Share on other sites More sharing options...
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