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  1. Today
  2. While you are right with respect to the current game, a roundtrip could even deliver more profit, as the total distance travelled could even be longer (profit relates to distance in game). Tried to establish such a roundtrip scheme but is does not seem to work. What appears to work (at least using trader ships) is to define a specific path to follow. I did that to avoid being attacked in that route, but it might be possible to maximize trade income by defining a longer detour. Did anyone check this can work? Or is the distance travelled just measured "as the crow flies" i.e. shortest connection between origin and destination?
  3. I think it'd be nice from a roleplaying perspective, but practically I'd just establish separate trade routes for each ally. (From the furthest points possible so they're as lucrative as possible.)
  4. Hi All, I was playing a game on a large map with multiple allies and established trade routes between my market and theirs. It occured to me that it'd be nice if I could select multiple markets for my traders and have them cycle between them. In other words, set up a market, establish an 'origin' (my market) and 'destination' (one of my allies) market but also have my traders stop in at my 3rd ally's market making a circuit so we would all benefit from the trade. I don't know what all would be involved in coding this 'feature' but I wonder if there's any appetite for something like this in the gameplay dynamics? What do folks think? kev.
  5. It is possible to quickly inflate the trading yield when selling one good for another. Here is the link:
  6. You might be curious, others might use it. One can generate resources and it is still used in games and ruins the time spend from 7 other people. I'd like to not bring that topic up so often and go in further detail. In the next alpha it is fixed.
  7. I'm watching the video and there is some shape that I can't decipher on the minimap even at the beginning of the game, on parts that haven't yet been explored. How come ?
  8. Yesterday
  9. Strong second to OP's post: I went looking for the 0 AD forum just to post about this topic! This AI behavior makes the bot mode unplayable, because the game never gets past a couple minutes. It's just like OP said: the AI will send an attack including their hero. The hero retreats when they get lower health, but somehow their aggro keeps getting triggered so they keep walking back toward your troops then walking away. The AI enemy hero always ends up dying. Interestingly, I only remember this happening within the last couple months (sorry for vague time range). This summer, the AI enemy hero used to retreat properly.
  10. Yeah is strange, I also have Tahoe and have no problem.
  11. Last week
  12. I would say @Vantha's PR for campaign UI would have to be merged so we could have some form of narrative, then if the mod author is willing this may be a good first campaign to work on polishing.
  13. Hi, benmorzi quit against HebrewHammercommands.txt Thx
  14. Snapping walls are nothing new. These things are called gates.
  15. It's a mod. There is no update for more than a year. It hasn't been included in the base game yet.
  16. This mod allow snapping walls to any buildings (or entities like mineral deposits), increasing drastically their potential utility by making sure to leave no gaps, and/or speed at which you can place them. Walls.. That snaps... I did my best for the behavior to be simple and intuitive, but there are still a couple compromises that were done. Also there are vanilla flaws with wall placements that I couldn't address. Compatible mod (can be enabled in MP) Works with other mods I tested that modify inputs (autociv, customtrainer, moderngui) SnappingWalls.zip
  17. does it solve your problem if you do it?
  18. I lile very hard, 2 Vs 2. If the AI attacks your ally first, it may become challenging indeed.
  19. No, I just selected the mesh and armature, rotated it, and then exported it.
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