Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Unfortunately many. Too many. Far too many. And for what? Seriously.
  3. maps with random player placement use a clustering algorithm to divide spawning position between teams, so, if you make yourself a lot of enemy AIs in one team, you will not spawn in the middle of them, but on one side. make it a small map and you will have the chance to start immediately to harass and dominate the neighboring AIs while also having to prepare for attacks from further AIs. This will make for a game full of action.
  4. Excellent point! Forgot about it completely - thanks for reminding ! So far I always did that manually...
  5. Man, this is the fourth bot I’ve found. How many are there?!
  6. That sounds like a good idea. You should talk to Stan about adding that to the game.
  7. Today
  8. Focus fire. It's in several buildings that shoot arrows.
  9. Another problem is that call to arms lets the units target buildings. It can be additional work to switch the army to "attack move, units only" after using call to arms.
  10. I have taken the reflex to do it manually... but sometimes I waste precious time, a stupid mistake. But sometimes it is better to build a warehouse than to join another. And I don't know which keyboard shortcut used... that also plays a role in the decision Speaking of little-used shortcuts, there is one that allows you to concentrate fire in the city center with a targeted icon.
  11. Can only agree that it is underrated. You can roughly estimate, moving 100 CS who were gathering, they'll carry 500 resources on average. These are resources you lose AND that you will give to the enemy as loot once your army dies.
  12. Yesterday
  13. I’ve noticed that many players — even some pros — send their gatherers straight into battle still carrying resources like wood, stone, or metal. There’s a great option called “Call to Arms”, which makes units drop their resources at the nearest building before joining the fight. It saves time and keeps your troops lighter and faster when responding to attacks. I really recommend using it — it’s one of those small settings that can make a big difference in real games.
  14. 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?
  15. 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.)
  16. 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.
  17. It is possible to quickly inflate the trading yield when selling one good for another. Here is the link:
  18. 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.
  19. 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 ?
  20. Last week
  21. 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.
  22. Yeah is strange, I also have Tahoe and have no problem.
  23. 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.
  24. Hi, benmorzi quit against HebrewHammercommands.txt Thx
  1. Load more activity
×
×
  • Create New...