Feldfeld
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Posts
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Joined
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Days Won
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Posts posted by Feldfeld
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Try this :
[hotkey.session.queueunit] ; > UNIT TRAINING 1 = "A" ; add first unit type to queue 2 = "Z" ; add second unit type to queue 3 = "E" ; add third unit type to queue 4 = "R" ; add fourth unit type to queue
etc.
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What are we even supposed to pick as biome ? And why would Jungle (or Savannah) be a problem ? The game won't be laggy with just 2 players and small/medium size and i suppose with the balanced map pack tigers are not going to be a problem ?
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23 minutes ago, Stan` said:
Thanks for organizing this event @Stockfish
Thanks also for the feedback on balancing the tickets! There are a many more to look at can you do so ?
@Feldfeld i'd like it if you could voice you opinion there
Please link me to the relevant patches. I already agree with Valihrant's changes that are extracted from his mod
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I'm more likely to enter this evening, I'll be studying this afternoon
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Well, there are 3 more events to go, nothing is pressing. I'll probably wait until rules are changed.
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The bans should be for both players and picks exclusive to 1 player. The order of the picks might have to be shuffled, too.
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in AOE2 you still have max 40 Units and can not by mass selection leave out workers, which is bad as you have to assign them again to their work places.
Yes you can. Hold Ctrl. Wish we could change the key though
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There were 4 full games before that one. Could send all of them in pm if you want
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1 hour ago, go2die said:
It is not complicated at all... Even now all data like gathered resources, killed units, buildings are stored in DB and with those data you can do really good magic. so from long-term perspective it has some value which is much better then nothing
There was this try :
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18 minutes ago, vinme said:
so is the actual range over a flat surface like mainland 70 or 79?
I think it's 79 but you can verify by having an archer shoot an ennemy tower
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I think that it is the mean elevation bonus over all directions. Towers (and other ranged units or buildings) can have a range bonus if they stand higher than their targets. For units the number displayed is the range bonus in the direction they are looking at, for buildings it is a mean range bonus over all directions. The height of the tower is considered in that calculation i assume.
Edit : note that it makes the range ring (aura) only approximately correct when elevation changes in the surroundings of the tower
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5 hours ago, wowgetoffyourcellphone said:
It's so goofy you guys getting so granular as to change a stat from 6.7 to 6.8.
Well, in a game like this, a very small change can have big consequences, especially when there is no counter system, the stats have to be near perfect.
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This tooltip value is a rounded mean of food gather rates from different sources (berries, farm, hunt)
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5 minutes ago, Alexandermb said:
One feature i haven't seen in any RTS since Warcraft 3 is Day Night Cycle. and by RTS i mean Real RTS not survival neither Turn based.
It exists in Empires Apart
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At 0:45 something that comes closest to gameplay
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Difficult to call it a gameplay reveal :D
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4 hours ago, badosu said:
I'll take a look at the source and work on the weekend to figure out how to make changes in separate commits.
Does the development team accept patches in.. well patch format? Since I use git I would be more comfortable just using my workflow and sending each patch separately.
Some should be pretty straightforward to be included in separate patches/commits, e.g.: loom 100% health, archer buff, slinger nerf, ele buff, etc...This is not straightforward because the reason the mod has to be broken in several patches is to organize them functionally in order to indepedently discuss them/ test their behaviour, meaning that a functionnality like the counter system will be spread over several files, but also that a template file can be affected by multiple functionnalities (patches), eg borg's counter system and base stats harmonization.
Edit : ah thought you were speaking about borg's mod, in Valihrant's case it's different since most of the changes in files are indeed independant from each other making the process much easier
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Very nice infographic. I might be able to play in the last 2 weeks or something.
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The ptolemies are the best civilization in multiplayer, just that they can be difficult to handle when we're not used to them/multiplayer.
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22 minutes ago, Stan` said:
what is the usual amount of units one use in MP
Typically, the units that are going to gather wood, here it would be the 4 men.
I think the tutorial could mention/emphasize the bonus of international trade, self trading just like that is often not worth it.
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Toggle in options
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I just did an example game in multiplayer :
Of course, it doesn't mean it's easy to pull it off, nor that it is worth it trying it but i just say it's possible
How to definitively change original hotkeys of the game
in General Discussion
Posted
Then you can try going to C:\Users\Odin\AppData\Roaming\0ad\binaries\config and edit user.cfg
Check if there already are entries for unit training, and if not, add the lines you had in first post (hotkey.session.queueunit.1 = "A" ; add first unit type to queue) etc