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Showing content with the highest reputation on 2014-12-16 in all areas

  1. Maybe there should be an option in the game's settings/options page to set a global default AI difficulty, whilst still keeping the current ability to set the difficulty for each AI individually from the Match Setup page. So, when a player starts a new Match, the AI difficulty is set from the global default (rather than always being 'medium') but the player can then alter a particular AI to a different difficulty should they wish. Also, on systems with more than one AI installed (via mods or whatever) an option to choose the default AI used could also be of worth. It would save (particularly on maps with more than one AI controlled civ) having to set each manually one-at-a-time.
    2 points
  2. so i finally installed 0ad on my laptop (school semester ended) but am still becoming accustomed to it. a couple things are discouraging me from playing the random maps, one more than the other: first, the game is sorely in need of customizable hotkeys (i like being able to find idle units instantly); second, i think the AI needs some balancing. even considering that i play rather slowly, every game against the Petra AI that i've done so far has always ended rather quickly with a large invasion. this seems like the same kind of problem with Empire Earth where the AI just collects resources and produces units at an arbitrarily fast pace
    2 points
  3. update gloox to version 1.0.12 Changes: TLSOpenSSLClient/Server: disabled SSLv3 Source: http://camaya.net/gloox/changelog/ --- update libpng to 1.6.16 see:http://www.libpng.org/pub/png/libpng.html and http://sourceforge.net/projects/libpng/files/libpng16/1.6.16/ --- update libcurl to v7.40.0 due to "SSLv3 is disabled by default" and other bugfixes see: http://curl.haxx.se/changes.html --- update boost to version 1.57 Changelog: http://www.boost.org/doc/libs/1_57_0/libs/log/doc/html/log/changelog.html see: http://sourceforge.net/projects/boost/files/boost-binaries/
    1 point
  4. Thanks for the references Micket Here is a WIP for the auroch bull! Of course at this time there are still seams, I'll clean it after. And I think about adding opacity at the end of the tail, but maybe it won't be noticeable on a 128² texture... And also some highlights to show its musculature.
    1 point
  5. On the corral topic: Both corrals and farms cost 100 wood to build. a female villager in the beginning gathers around 0.5 food/second from gathering from a farm, so a fully saturated farm can bring up 2.5 food/second. Female villagers cost 50 food each, so to fully saturate a farm, you need to invest 250 food. In order to improve the speed of food collection, you need to research plow, which costs the granary, which is 100 wood, plus the upgrade, which is 200 wood and 100 metal. I believe this tech improves farming rate by making a fully saturated farm bring 5 food/second. A corral costs 100 wood to build. A sheep costs 50 food, and takes 35 seconds to make, however there is an upgrade for 50 food that decreases that train time to 27 seconds. Citizen cavalry can gather food from sheep. Citizen cavalry can gather around 7.5 food/second. A sheep has 100 food. So, it takes roughly 15 seconds for a citizen cavalry to complete one sheep, so in order to have the citizen cavalry constantly working, you need a second corral, which costs another 100 wood. As expected, you pay 50 food per sheep, so you do need a good food supply in order to maintain sheep production. If we tally it up, two corrals being working by one citizen cavalry gathers around 100 food every 30 seconds. Getting this up and running costed in total: 200 wood 40 wood (For citizen cavalry) 100 food (Citizen cavalry) 50 food (upgrade) A constant 100 food per 27 seconds. 1 population point. One farm in the village phase that is being worked by five female villagers earns 75 food every 30 seconds. With the upgrade, the farm can earn 150 food every 30 seconds. However, getting the farm to be more efficient than the corral costed: 300 wood 100 metal 250 food (For villagers) 5 population points. In the long run, two farms upgraded once can earn 300 food per 30 seconds. This is enough to sustain production from 6 corrals that can be worked by 3 citizen cavalry. This set up can provide 600 food every 30 seconds, for a total cost of: 1250 wood 800 food 100 metal 13 population +extra wood cost to support the population. In theory, this set up appears to be superior. I might test it out and see how it goes.
    1 point
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