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adash

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  1. In real life I see no problem why my building can't exist in enemy territory. Apart from logistics, about which this game does not care at all, I see no reason why my building should collapse on its own or refuse to be built once the stone, mortar and workers are in place. May be the game needs a more deep redesign in the whole territory concept - may be the territory needs to give an advantage or disadvantage, rather than an absolute limitation. For example, buildings will have +20% hit points and will cost 10% less, will build 50% faster when in home territory, and will correspondingly they will have -20% hit points and will cost 20% more, will build 50% slower when on enemy territory, but will retain their current parameters when on no-man's land. Should I submit my suggestion in another thread?
  2. Ok, I get the point. I still believe that at least Mill/Farmstead/Outpost do not have to be bound to the territory limits. BTW, can the Fortress/Outpost building limit be per city and not global?
  3. Mine is Alpha 7 - "10288 release" too, on Ubuntu 10.04 LTS, Quad core 3GHz Athlon CPU and after a while the game becomes too slow with many units. My Profiler shows initially some 10-20msec for both renderer and Interpolate, but after a while and after all bots gather armies, the Simulation update takes precedence with more than 100, and even more than 1000 at times. The map is Acropolis, default everything, 3xJubot and me, 150+ units each.
  4. They pretty much are such already, just enable certain buildings to be built outside of it, and enable the fortress to be the center of another territory. BTW, I do also believe that city centers lost their place to fortresses/castles later in time, but not exactly sure when.
  5. Fortresses were the backbone of the state, not city centers. Please enable fortresses to be built out of the blue line, so the ridiculously expensive and bulky city center is not required. Having a fortress guarding the mountain pass etc. was not uncommon during the time frame, AFIK. Outposts are pretty much useless if they can not be built outside of the are too. Having remote outposts near the border was used quite a lot too. Please enable outposts to be built outside of the territory too. Having all mines or lumber within the settlement limits was not too common, so please enable the Mill to be built out of the territory limits. Neither were the crops grown inside the city, so please enable the Farmstead to be built outside the territory limits too.
  6. I do confirm this bug still exists in Alpha 7 Geronium! Really, guys, why bother add new civilizations, new features, new units, new UI, if the game is not playable with more than 60 units per party?
  7. The most processor-intensive ones should be rewritten to take advantage of SMT (Don't shoot me, that's just my opinion). As you say, with the core created so long ago and with many basic features still missing from the game, reassigning developers back to it might be....difficult? The other route seems to be to optimize everything so that it will run any map with any number of AI objects on any processor made today.
  8. It's the latest Alpha release, Fortuna, I think, built on 10.Jul.2011. BTW, I think I saw 0ad utilizing only one of the cores in my SMT system. Shouldn't it take advantage of SMT, also having in mind that almost all new PC systems sold worldwide are such?
  9. Hi, guys, first post, I am glad I found the great 0 A.D. and that I could join the community! The performance issue seems to arise when a great number of units is moving around. I just did a quick test on Peloponnese: - Full scenario (six or whatever AI players) is totally unplayable. Disabling shadows and reflections gives no benefit; - Same map, no AI (players set to "Unassigned") - great FPS even with 128 static and ~72 units gathering resources; - Same map, no AI - horrible performance with 128 units being moved in a formation ("Loose" being only available for female citizens) and ~72 units gathering resources. PC is AMD Athlon II X4 640@3000MHz, 4 GBytes memory, kernel 32-bit 2.6.32-33.
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