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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?
- Today
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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.)
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yu210148 started following Multiple Markets for Trade Routes?
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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.
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Age of Empires 2 Definitive Edition
Genava55 replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
- Yesterday
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Classic-Burger started following MarcusAureliu#s
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boudica_0ad joined the community
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Regicide is broken when playing against the AI
boudica_0ad replied to Deicide4u's topic in Bug reports
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. -
Yeah is strange, I also have Tahoe and have no problem.
- Last week
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joeybadz joined the community
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I have installed to try.
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Hi, benmorzi quit against HebrewHammercommands.txt Thx
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Snapping walls are nothing new. These things are called gates.
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vmateapk joined the community
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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
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Age of Empires 2 Definitive Edition
Classic-Burger replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
A strange the animation. -
does it solve your problem if you do it?
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I lile very hard, 2 Vs 2. If the AI attacks your ally first, it may become challenging indeed.
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No, I just selected the mesh and armature, rotated it, and then exported it.
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