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  1. Gurken Khan

    Gurken Khan

    Community Members


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      184


  2. implodedok

    implodedok

    Web Development Team


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  3. Itms

    Itms

    0 A.D. Project Leader


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  4. elexis

    elexis

    WFG Programming Team


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Popular Content

Showing content with the highest reputation on 11/20/2018 in all areas

  1. 2 points
    Evolution of trireme in 0 A.D. Closer look at another bake Need to finish the ram better detailed, and add more details if its desired.
  2. 1 point
    When you click on "save", you get the savegame. The replay still doesnt know which savegame relates to which replay file - with the patch above you can load them by hand. When you rejoin a multiplayer game, the server sends you a savegame which is loaded into memory and forgotton.
  3. 1 point
    UPDATE: Initial faction commit Champions Cavalry Infantries Auxiliaries Non-combatants
  4. 1 point
    Hi and welcome. AI is a bit hard for newcomers even as normal. Try to start with very easy AI and Balanced or Defensive. Also you can look into matches recorded from championship https://www.youtube.com/watch?v=sTTBK04liGQ&list=PLa048WBrsGokdLvWWAKNmwRoBnixlv5EO. It is PvP but basics are the same. For start you can even set ceasefire for your match to prevent AI attacking you too soon. Have fun
  5. 1 point
    Hello & welcome @Raulillo! Don't worry, there's a learning curve! Personally I'm still playing against very easy AI (usually 2 vs 4 enemies). Enjoy the game & the forum!
  6. 1 point
    Update. Speed and cost penalties for equipping units+ some capes fixes.
  7. 1 point
    I'd still be interested in replies to my previous post! How about a category 'support' for the Units Statistics? I have plenty of space for an additional category, and that way the numbers for 'Lost' would add up. Ofc that still wouldn't account for the three units I captured... Is there also a category missing for the buildings?
  8. 1 point
    Another idea is that you can train light, medium, and heavy versions of most types of units (affecting speed, armor, attack, cost, etc.), depending on your tactical needs and overall strategy (and the amount of coin in your purse; if you're low on funds you can still train light troops to hold the enemy at bay until your treasury can be refilled). Only light is available at first and you have to unlock medium and heavy options at the Blacksmith by teching different armor and weaponry options. Would take a little GUI work, but not bad; imagine clicking the swordsman icon at the barracks and you see the 3 swordsman options quickly slide up. And while I think this should be moved to the Gameplay Discussion forum, I don't think Empires Ascendant is going to change much in this regard, so whatever you want to do will probably have to be part of a mod. Unless your goal is to join the team and implement some of this stuff into EA.
  9. 1 point
    Shields up! New animation for testudo. Fixed relic mode, ships and one error from guiinterface. And yeah, slingers have their lock too. I moved garrison action to lower priority so order should be drop resources (if you have some) / repair (if is damaged) and then garrison (if you can)
  10. 1 point
    I'm afraid I fail to get the point. I assume y'all know how to un-select certain units from a selection; so if I wouldn't want my healers at a target, I simply wouldn't tell them to go there. Me, I want my units to do what I tell them, including the healers when I tell my army to attack sth (for the reasons I stated above). I'm usually not too happy with 'decisions' my units make, and I don't want my healers to make their decisions like 'hanging back' or RATM'ing me here.
  11. 1 point
    Yes. Firstly, if I tell them to move somewhere, I want all healers to go all the way to that location. Currently a lot of healers go a lot of the way, but quite frequently they all just stay where they are (if part of a selection), or a few will stay back or stop walking somewhere on the way. Unlike you I want my healers to move up to the target with the rest of the selection; if I didn't want that I'd not tell them to do that. If, for example, I want to capture a CC, I want these 'support' units to actually support my soldiers and heal them while they're at it. (Which also decreases the length of a 'healing session' after such an attack, which I feel can be quite lengthy even though I typically roll with ten healers.) True, the healers might be shot at, but I do it in turtle speed anyway so I can micro healing if necessary. Currently I just try to discipline them by repeating orders, which - thanks to ctlr groups - isn't that much of a pain. I don't know if maybe their behavior according to their stances should also be adjusted, I didn't feel like 'aggressive' or 'defensive' had the effect I anticipated. (So 'stand ground' it is for me/them.)
  12. 1 point
    @Lion.Kanzen Thanks for your answer. I'm aware it's an alpha. I just took the 'feedback' part of this sub-forum's title as an invitation to give, well, my feedback. Without trying to blame anyone for anything or making demands. And if this thread gets some views and maybe someone remembers some ~issue when it's convenient...
  13. 1 point
    I think walls in-game are a pain, too. I often find it hard to tell with the terrain if I really close the passage. Or at some angles the wall will 'red-out', showing me that I can't build it and I have no clue what's wrong with that angle; or starting point, or whatever's the friggin problem. It's also 'great' when I didn't actually block the passage and then try to find some solution that's somehow connecting to the existing wall and on valid terrain. Or the 'fun times' when some part of the wall has been shot out by an enemy and I try to build something connecting, sometimes having to try to re-do the same exact angling and stretching of that fathertrucker. Them walls can really make me grumpy, so I usually save and - if not already at it - slow down to 'turtle' before I build one. Not exactly what I'd call 'comfortable'.
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