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Showing content with the highest reputation on 2016-02-04 in all areas

  1. Battalions could work if the citizien-soldier concept is gone. Individual units for economic roles, and battalions for war. But CS concept is a core idea of 0 a.d... (I don't like at all)
    2 points
  2. If you mix concept, it will be watered down and a mess to control. No game I have play has adequately to my satisfaction had a mixed system. It always felt disjointed and unnecessary with added complexity. So, I think the game should either have battalion or not. You can always have match start with extra scouts and hunters or something so you can have your fun microing a unit to spear a boar. I can very easily see each player being able to train individual units like foragers or scouts for those roles, but then that are their only roles. They don't swap into and out of battalions and add steps that make the concept feel tacked on.
    2 points
  3. Lion, maybe something messed up in your svn ? can you for example remove the simulation directory in your public one, and then do svn revert -R .
    1 point
  4. 1 point
  5. The web server should rewrite http URLs into https. This is apparently done by the forum, but this is not enough and causes some issues, e.g. the meetinglogs dir but also some links on the forum sometime wrongly behave.
    1 point
  6. Crossroads (4) A forest map with numerous road junctions. The woodlands are rich in natural resources and is suitable for foraging and hunting. This map was created using the technique that I discussed at, Map overview (Reduced fog level in the map overview screenshot to help visualize the whole map) Screenshots Thanks to niektb, crossroads.zip
    1 point
  7. I've done an autobuild, so could you try with r17731 ?
    1 point
  8. Hello, I play the game quite often and it's already really, really good and guarantees lots of fun. From time to time I see some things which could be improved: I.e: - recently I ve build a Karthago harbor and surrounded it by walls, partly in the water and transformed a wall into a door, but the ships (fisherboat) wont pass through, the door it not opening for them. - Getting troops on board is a pain in the @#$%, coz the ships and the troops are somehow not sychronized, means the troops walk to the place where the ship is and the ship steers to the place where the troops came from and so on they "dance" around. Especially when there are hindrances like other ships or buildings at the coast. It's tricky to handle that. a small feature would be: GIving the harbors a switch wether they support fishing boats or not, (it's a millitary harbor or not?) coz since it is currently under control of the AI it cause a lot of traffic jam and finally piles of ships often stuck at one harbor, Thanks and keep up the good work
    1 point
  9. I think the boats should stay put, and then the units are the ones that have to try and find the boat, that way the units should move exactly the same as when you garrison a fortress for example, that would make loading troops much easier.
    1 point
  10. If on windows, do you recompile yourself ? if not, there was no autobuild since 10 days, could be the reason.
    1 point
  11. Actually, that might be a nice idea. Specialist units like certain hunters work like early "hero" units, that are individuals. But I still think women should be trained in groups. Foraging and stuff was always done by groups of people, not single entities.
    1 point
  12. Also make sure you have no mods enabled and no changes in your 'user' mod. Try to revert to r17653 (the revision before the last one modifying TerritoryDecay.js (see TerritoryDecay.js log))
    1 point
  13. Maybe we could go with 2 resource types maximum for first phase units, and then more resource types for higher-level unites where appropriate?
    1 point
  14. You can also use git for both if you want - this way, you won't need to learn both SVN and git. http://trac.wildfiregames.com/wiki/BuildInstructions
    1 point
  15. the last time nobody answer... obliviously I can Niektb
    1 point
  16. I agree with the idea of making battalions a more late game feature. That's when you have the most units and things begin to get unmanageable.
    1 point
  17. Why? What's the point? Every unit in 0 ad can fight, and you'll have 30-50 units as single units early on. After any fight its just impossible to properly redistribute them to gather resources again. It's the most annoying "feature" that this game has. Whenever it gets to a fight I just get annoyed because I know I have to redeploy every @#$%ing soldier to the resources. Why not just go with 3-4 battalions instead? Women are trained in 5 person batches and you can send 1 batch of women to a resource spot. So you micro 5 units instead of 25. Why is it necessary to have single units? On top of that, how do you want to balance the costs? when you unlock city phase suddenly all your units you can train cost 10 times more resources because you suddenly train them in batches. This just makes everything confusing. It should be straight forward and streamlined. Battalion sizes ofc can vary with the city phases, e.g. lategame you can increase your battalion sizes with upgrades and what not. But pls no single unit -> battalion unit transfer. Also, certain battalions and formations can and will be unlocked by teching, or maybe with increasing squad experience. Musicians and officers can be upgraded on each battalion individually, yes.
    1 point
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