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  2. Hi @guerringuerrin, thanks for your answers! Tab indeed hides status bars, but still hiding only full bars would be missing, which would be my preferred setting. I see that alt + idle unit works, just not as intuitive as double clicking it I'd say (Edit: maybe double clicking could select all idle units onscreen). In your screenshot that button and the send flare appear together, while in my game send flare is on the upper left of the minimap, which I think looks better, not sure if that will change. I wasn't aware of the use of alt as offscreen modifier, I wonder if it would be too confusing to propose ctrl+alt+number to define battalions? I can explain an idea of how to make selections, formations, groups and battalions not totally mess up each other, and be completely functional at all times.
  3. Today
  4. Hey, @Thalatta! Thanks for sharing your suggestions here. I think some of them are very nice to have and I hope some day it will. I just wanted to share some answers about some of your suggestions that might help you. 2) if you mean select all of the idle workers you can achieve that by using the Include offscreen modifier hotkey (alt by default) and the Select next idle worker hotkey which i think by default is " . " but you can check it our on the hotkeys window. Mind that if you alt+double click, it will select all same untis including offscreen. To get the idle ones you need to use this hotkey combination. EDIT: Just checked. You can also alt+click this icon: 7) There is a Toggle status bar hotkey that covers the first part of this suggestions. I think is Tab by default. 8) You can achieve some of this with the next release of autociv mod. Also in the next release will be a Bird's Eye camera which set a top-down camera view. very nice to place buildings and develop your base layout. 15) Capture has been recalibrated for the next release and will be more difficult to achieve.
  5. > Maybe AresBot Basaltum (the hardest rock) ? To check the Pebble AI bot strength, could you please let us know how to install and use it and which version of 0 A.D. is compatible for this ?
  6. I like Pebble AI, it matches the comparitive weakness that Pebble has compared to Petra. I'll release the next version under that name, but I need to know what should be changed? Is it still too strong? Or maybe it is too weak? Let me know any changes you think about it, but keep in mind it is for novice players, and a HardAI (Maybe AresBot) is on it's way.
  7. These are all great ideas, I definently agree that these should be implemented (at least the first 7).
  8. Hi, I checked 0 A.D. around 15 years ago, and only lately had another go at it. I found it quite nice, with some interesting ideas. Lots of respect for the volunteers, it's impressive how it looks already. Obviously it still has many rough and suboptimal things, as expected from an unreleased game (and released ones, for that matter). In some ways it’s so good that I feel compelled to say that in other ways I think it risks missing the mark in making itself attractive to new players, for reasons I might tell later on (obviously I don’t mean to be mean). For now I just wanted to mention a few trivial things I noticed (maybe some are actually implemented and I didn’t find them), I hope this is the right place for this: 1) The loading screen with tips goes away too fast for me, it should say “press any key to continue”. 2) Many times I would have wanted that double clicking on the idle worker button would select all of them. 3) Many times I wanted to remove a few units from a selection. I think this could be done with shift+right click on the selection panel icons, removing a unit from the icon clicked, since just right click removes the whole icon from the selection. 4) Continue Campaign should appear only under Single Player, otherwise seems too redundant, and a bit confusing. 5) New Campaigns shouldn’t be allowed to have the same name as a previous one. 6) Many times I just wanted to Restart Scenario, instead of having to set up everything again, or to Load Game from one. 7) It would be nice to have the option to hide health bars, and better, hide full ones only. 8) I know about ctrl+D, but extending a bit zoom range (both in and out) could be a menu option. And I also found myself wanting to look a bit upwards, but it has to be fixed for gameplay since structures that should not be seen become visible. 9) Camera controls could be applied to the minimap if the cursor is placed on top of it. 10) On the left or right of the game speed button there could be a camera button with all the controls, including one to return to default view, which I don’t remember now if it can be easily done. 11) A visual representation that commands indeed were queued would be helpful. 12) As someone posted in this thread long ago: units should not remember where they were when receiving a standard command, and repairing a dropsite shouldn't be an invitation to gather. All these things can be easily instructed if wanted. 13) The way unit information is displayed doesn’t seem the most intuitive, too much text. It wasn’t evident for me which class structures were, to be able to change phase (one has to build almost everything anyway). 14) There’s no limit of Traders or Merchant Ships a given trading route can have, and there should be because those continuous routes look ugly, maybe could be fixed with a time the unit needs to stop for business, to space them out a bit, automatically limiting their useful number. 15) Capture is interesting but seems broken. Buildings are taken too fast, and then suddenly collapse, it’s unrealistic and not fun. I wonder if capture, garrison and occupy turret (which I don’t know what it does yet) could all be combined in one button, or are there situations where more than one is needed for a given target? I see removing the ability of capturing Fortresses has been proposed, but this destroys realism, as the post before mine states, surely better solutions can be reached. 16) Army placement is not good. Maybe something like Rise of Nations or Total War is hard to code? Where by dragging the cursor at the destination one can see and control the final positioning of troops (considering formation limitations). 17) (Un)garrisoning should be gradual, now it looks unrealistic, and could help with landings in small places. One could drag the unit icons on the panel to reorder them, meaning in which order they would disembark. Doing it in or near a port could make things faster. 18) Ships not taking into account the size of units they are transporting is a mechanic a bit dated. 19) The relationship between groups, formations and battalions is quite messed up. I like all these concepts but I don’t think the implementation is right. I have an idea for it but it would take me a few lines to explain, not the purpose of this list. 20) As pointed out recently, the lettering is way too small, it just doesn’t look good, “unplayable” was mentioned. UI scale is buggy, makes quality worse, and windows won’t fit in the screen. One shouldn’t have to install mods to fix something like this. Regarding that last point and what I said at the beginning, default settings should be friendly for new players. There are many things I can say about that, along with more suggestions (some historical for the Spartans), if this kind of feedback is wanted.
  9. Even though I'm not in charge here, my gut tells me not to trust you.
  10. @CheckTesterit was a joke that came up onto me, so I wanted to share a laugh. I look forward for this feature to be implemented. I also want a troll ai that does what I thought of. Trully it will caught people off guard, those whose used to it will get annoyed which serves the purpose of trolling. Man, my urge to troll is high....
  11. Why not. But this fail may be possible and without garrisoned champions on ram ship. Three ram ships also will beat one arrow ship, as I understand. The enemy may disembark units from the ship and give you a hard time. What does it mean ? This is war reality. When enemy have more units and use it with mind he will beat you any time. Try to find the solution! For example - sink his ramming ship with javelinners or archers. Small amount of distant units will sink one ram ship with ALL the champions for short period. Fastly! "The enemy will have more units and I will be defeated" — it is not the real reason to decline the feature. In case you lost the unique ship. And lost your shipyard. There are a lot of ways how to build new doc and new ship, even you have not gold and gold mines around. Just make a market and trade the food (or other goods) for the gold. By the way. The dock is also a market. But.. In other way. You may garrison some units to the trade ship as a garrison and capture any war ship without units. Only imagine... And this is also war reality. Defend your units. Be carefull! Use the tactics! Guard everything. This is real strategy!
  12. using rc2 from the way u told me to download 4 games between me and @diagonalo here: 0.28.0.zip
  13. Could u add a replay, and remind me which RC you are using? the healer discount was not intended to affect the champ healers, just the regular ones, good catch.
  14. Han vs 2 Very Hard AI (Random) on a feldmap's map(Normal size). 2nd try. First try got overwhelmed. I don't have the replay for it(used a deprecrated mod I made which I deleted recently, it was weird to say the least) If there is a texture like that in game, I would love to play it, black and white... just like a movie. This one, was my first as Hans after I got to familiarize how they work vs VH AI. on Isthmus of Corinth. I'm surprised I won it in 22min at first. Average game is around 28 minute(20-35). Uh oh, the summary listed the map lol.
  15. WITNESS: IMMORTAL HEALERS settings: mauryan ally, athenian ally with hippocrates made, german me with all temple upgrades (not hard to do if u have mauryan ally) REMOVES THE HEALER CHAMP METAL COST AND TRAINING TIME BY HALF. YOU CAN CAPTURE A CC WITH JUST 30-40 HEALERS AND THEY WILL BE IMMORTAL AS F! IMAGINE THIS WITH A BRITONIC ALLY TOO (-20% HEALER COST) ITS BROKEN AF They did not die to 40 spear cav, or 30 sword cav (done separately) and they only lost 2-5 healers I think in both the tests. Even against Seleucid champion pikes they do not die and killed them with their AURA (lol) credits to @diagonalo for helping me test with him
  16. I have just the emergency thing you need @real_tabasco_sauce
  17. In Rise of Nations, there was that civ which could make build whereever the f it wanted to.. some american tribe I forgot.. probably the incans.. and they were broken af!! the Germans seems to be that in 0AD where you can migrate so easily.. I suggest that you limit the max number of CC for germans to TWO or maybe ONE max.
  18. @Perzival12 Very interesting project! Let's give new bot the name - "Puer AI" (puer means Boy or child in Latin) - "Calculus" (latin. "pebble", small round piece of stone) - Pebble AI (pebble is small stone... and also opensource community brand for smart watch) I like mostly "Puer AI" and "Pebble AI" variants. Both starts from P (as Petra) and means small variant of something bigger.
  19. Note: The mod has been tested on version R29 for developers, but should be compatible with A27 and R28. Description: Adds 21 ranks for Support Units. When a certain amount of resources is gathered, the unit's rank increases. Each subsequent rank improves the overall gathering speed for all resources. The bonus and the amount of resources required grows exponentially. Example: Rank Bonus Amount of resources required for improvement 2 +1% 30 3 +3% 45 ... 21 +200% (approximately 15 minutes when gathering fruit, for other resources it takes 2 or more times longer). Ranks are not displayed in the unit interface, only the change in gathering speed. promotion-for-support-units.zip
  20. Ships! polished stone age and cooper age!!
  21. @real_tabasco_sauce @BreakfastBurrito_007 @guerringuerrin @Atrik @chrstgtr @borg- tl;dr; move Migratory Settlement and Wagon Trains techs to P3 and/or nerf them; Germans combine all the strongest CS and cav unit types so make some units more difficult to access I think there is one too many units in the Germans' barrack. All other civs have at most 4 units in barracks including merc not-including champs. Maybe remove the spearmen ? Currently they not only have sword-skirm as Romans and spear-sling like Britons but ALSO are allowed to make P1 clubmen which might be broken if they weren't so weak. Tbfh the Migratory Settlement tech needs to nerfed or removed because it goes against all territory mechanics. I capture a barrack in your city ? Ok, I don't even need to garrison it. I capture a tower, a house; have fun recapturing it ! All that in P2 for cheap. (btw it would be cool if capture could move backed to right-click by default as it's a common issue for nubs) There are some issues regarding the camp/wagons. I think @Arup said resistance/capture points are too high with the upgrade. I think the population bonus tech should be moved to P3. It's quite powerful if you use only wagons as storehouses which are already 25 res less than a storehouse/farmstead. Now you get a free 75 res house which makes spamming wagons and then doing Home Garden/Manors and delete them if you really need the small pop space a no-brainer. As for champ cav I'm not up-to date but here is my take. Lowering the health seems like a good idea but it might not be enough to stop them being banned in TGs. One of the principal issues is the comparatively strong Persian/Seleucid cataphracts. Nerfing the tech, speed etc. is fine but why would you make them +2 resistances ?? They already got the hero and the issue with champ cav is that they are too strong against infantry and melee for cav. Some might say this is making the problem much worse than it already is. Also it's nice you can now hit and run with your other spear cav but the cataphract will still win and survive with about 40% health. (also a minor nerf to fanatics would be appreciated so the 1300 player doesn't instantly die and the ecobot-spammer has to go P3 to win against him) On top of that the Germans now can pre-build small cheap champ building in P2 and then start spamming swords champ cav 1 minute earlier than the Romans. One should get rid off the champ building. There is already 2 other places where you can get log rams. Move the champ cav to the stables and do the customary unlock tech and the champ axemen to the barrack (to P3; but it's not really a problem with the high metal cost) and remove the spear- or swordsman there. Also pls buff archer so that @SenatorLEVI will return to the game. All in all if you liked your favorite broken civ the Gauls, you might also like this ... the Germans !!
  22. Yesterday
  23. I agree. I think people get offended over way too many things these days, but I understand why someone might be a little miffed if this was the portrayal. it's ok if we can't change it this release, but personally I think this should be addressed in the next one.
  24. @Gurken Khan: merged, but will probably not be added to R28 anymore.
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