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Showing content with the highest reputation on 2014-11-11 in all areas

  1. since latest svn, ai should be able to deal with saved games and this has been implemented in Petra. It is now in debug phase , so everybody is encouraged to test it and report bugs either here or on trac.
    5 points
  2. If the farms are automatically re-sown when they're depleted and it's done so for free, then why implement this feature at all? Besides giving coders even more work, that is. It doesn't add any necessary actions for players, since everything is done for free and automatically. The only difference is that instead of putting 5 villagers on a farm, I'll put 4. This changes nothing? I don't care about berries though since berries are an early game resource, they don't have upgrades for them in the mid to late game and they get in the way of buildings. Nietkb's idea of having farms needing to cost wood to generate back to full food is an interesting one, though the amount of interest it actually adds to the game is minimal in my opinion. A player like me will probably simply pay the wood each time a farm gets depleted every time. This adds a mechanical task, yes, but it doesn't add that much to the game itself, in my opinion. I personally think farms are fine, perhaps they need to have their numbers tweaked. If you want to make them more interesting, why not give them some interesting upgrades? Decrease their build time, allow more villagers to work on a single farm, increase their output, and so on? Give players stepping stones to set up a stronger economy. If you want to make other food sources viable, why not change the way Corrals work? Why not give villagers the ability to plant apple trees or olive trees? Either way, each and every proposition made in this thread is hours of work for the coders. So while it's fun to discuss things you always have to keep the coders in mind. Your changes are nonsensical in that they add a big workload for coders without actually adding much to the game. You'll notice I took the time to directly discuss your proposed changes before turning to you. Your subsequent posts in this thread are even more condescending than your original post in the thread I notice. "i was intentionally rude", "good answers", "zzzippy is childish", "no fun with less skilled people", "people won't listen to my ideas because they come from me". You're still a rude person and your ideas aren't really all that great. "i have mastered A17 in a week" is a joke, if you even knew how RTS games work at all, you'll realize how vertically stupid that comment was. There is no mastering an RTS, period. The meta-game in any RTS is constantly, constantly evolving. Go beat the likes of borg, wesono and tau every game and then come back and tell us how you've mastered the game. Until then, keep that ridiculously arrogant attitude of yours to yourself.
    4 points
  3. 2 points
  4. Me warning auron about his tone doesn't mean you are allowed to say whatever mean thing crossing your mind about 0 A.D. players, Qwerty. Also, I really dislike when I read "I know I wasn't polite". Everyone here should try to think twice before posting, or we will lock this thread where interventions have been harsh since the beginning... Thanks for understanding, and please edit some posts above!
    2 points
  5. turn 14 200endturn 15 200cmd 1 {"type":"walk","entities":[7079,7080],"x":620.8948974609375,"z":839.1896362304688,"queued":false}endturn 16 200endturn 17 200endYou see the commands in this file already like in the example above (here you see a move command for two units). The hashes are generated in multiplayer games and are a checksum of the game state or parts of it. You can't use the hashes for anything else than checking if they are equal. They are used to detect out of sync errors in multiplayer games for example. The AI doesn't send the commands like human players in case you were looking for that. Commands.txt is generated during the game in real-time, as well as the hashes.
    2 points
  6. Not at all, imho. Think they are too weak vs pierce damage. Arrows can not take a building down, not at all, but 40 archers kill a building in seconds.. Also think that siege engines exist for a reason ... Btw, "units", what do you mean exactly? Also hack_dealing units (roman swordmen are pretty nice siege_units, eg)?
    1 point
  7. That can be changed I suppose? I mean, upgrades can be easily added and about obstructing building placement: isn't that the case of every resource? Or is it poor placement of the bushes by the map designer? But you'll be rewarded if you invest some time in finding a good strategy, rather than paying the amount of wood every time it empties. (that's the idea behind it) Think of something like field rotation where 1 field is being gathered and the others regenerate (that would be a possible strategy). Some math (or the charts mod) is needed to calculate/determine the effect of such regeneration concept but in itself it can add some depth to the economy.
    1 point
  8. I actually got the same idea yesterday and I think it could really work! I think however of using the same approach on farms, with one difference however compared to the indefinite resources (like bushes and fish): the farms do not disappear when they reach 0. Instead the farm regenerates back to full resource capacity (unless you ofc. keep on gathering with a large amount of citizens) but with the option to the player by using a ability that instantly turns the farm to full capacity at the cost of a certain amount of wood (rather than building a new farm, which has the same effect).
    1 point
  9. They have a separate folder. So you need to look to something like units/new under the actors tab.
    1 point
  10. Hmm, sounds interesting. Perhaps for a mod or a "nice to have" ticket?
    1 point
  11. I believe you're not very well-informed about Scythe's Balancing Branch (not surprise branch), Qwerty. It has been tested over a couple of months by a couple of skilled players (not me) (but I believe you will find them in the SVN lobby rather than in the A17 lobby). Nonetheless I think it would be a good idea to revive the Design Team (which seems to be rather dead since Michael and Alpha123 left). That team doesn't need to consist of the best players (although competitive player input is a must) around but rather with of the guys with good and clear ideas.
    1 point
  12. Don't we have a read before posting thread ? Adressing those issues there would allow a single link posting instead of tiring members don't you think. Moreover the first post was not that nice either and this game is a part of each member of the community.
    1 point
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