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  2. I think it's better to convince @wowgetoffyourcellphone or @real_tabasco_sauce
  3. This South Parka episode sums it up pretty well (I couldn’t find the actual episode, so here is someone talking about it): https://m.youtube.com/watch?v=bbu-1fSB__o
  4. Today
  5. They plan to take over the world. First, they will simply post adds. Then, they will begin to take on a human form. Before long, half of the world’s population will have been replaced with bots and adds. Eventually, they will be finding OUR posts and pointing them out to other bots…
  6. Thanks, will do when I'm infront of a machine that isn't my phone. I wonder if the logic of the patrol mechanism could work for this. I don't know how the resource acquisition would work though. Haven't thought it through that carefully.
  7. Here is a link to his profile. Try sending him a PM. He’s the 0ad project leader. https://wildfiregames.com/forum/profile/12287-stan/
  8. Forgive my ignorance, but who's Stan and how would I get in touch with him? Kev.
  9. I didn’t even know this hot key existed, thank you!
  10. Hey, Sci-Guy42, if you still care, can you update this campaign for A27? A25 is pretty outdated.
  11. Unfortunately many. Too many. Far too many. And for what? Seriously.
  12. 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.
  13. Excellent point! Forgot about it completely - thanks for reminding ! So far I always did that manually...
  14. Man, this is the fourth bot I’ve found. How many are there?!
  15. That sounds like a good idea. You should talk to Stan about adding that to the game.
  16. Focus fire. It's in several buildings that shoot arrows.
  17. 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.
  18. 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.
  19. 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.
  20. Yesterday
  21. 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.
  22. 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?
  23. 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.)
  24. 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.
  25. It is possible to quickly inflate the trading yield when selling one good for another. Here is the link:
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