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Boudica

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Everything posted by Boudica

  1. So now you're trying to rephrase your condescending post as a joke? Now that might be something that needs explaining. Anyway, the obvious didn't really need to be explained. One reason is that we had already easily and conveniently tested what we needed before you entered the discussion. But the main reason is that your contribution didn't really show more than that you weren't able to find anything related in the code. That is not the better or more exact way because... there could be something somewhere else in the code, right? How about instead of explaining the obvious you just focus on understanding the explicitly stated first? See how Freagarach contributed information about the code. Noticed any difference? Focus on how he introduced his post. That is a fun introduction, but doesn't call other people names and he only makes fun of himself. Then he references specific code parts to support his written point. Isn't it the opposite of just randomly linking the first file that had attack-move in it and acting smart about it? Take notes.
  2. Do you like labels a lot? If the fact that you make a false statement and I correct makes me a "quality control guy", then yes, I probably am a quality control guy. I was talking about the XML files (but also the code that works with them). And what is your point now? That we have to go through the entire codebase to make sure there is nothing that changes the unit speed in our case? And you are trying to push this idea as the best way to settle a debate? I was treating you nicely when I called that "bad wording" instead of just a bad idea introduced by a wrong statement. And I see you are now trying to make this about myself, while it was your suggestion that was just bad. Yes, insert some irrelevant quotes instead of any reflection.
  3. Nice tip, but not a good wording. As if you prove right there that it wasn't the best way to settle the debate. First of all, it requires both parties to understand the code. Second, you can't just take one snippet like this and post it as a proof. The specific values for speed etc. are composed from templates from various places. This snippet doesn't even define what the individual commands do.
  4. I must say I actually appreciate trying to support your point with a video. That shows you don't intend to spread misinformation. I briefly tested what you initially claimed, even though I was pretty sure I know what the game does. Well, alre already explains what is happening there. Perhaps the walking animation is a bit confusing specifically with these Iberian soldiers, but this really seems to be the walking speed. I also tried to test if there is a speed difference between units with and without resources, and I noticed no difference. So like alre said, the animation with a sword belongs to the attack move (when the unit pauses it's movement to first attack any nearby units or structures). And the carried resources are still seen in the bottom pannel and they even reappear when you order a normal move. The only time the resources get dropped is when you start gathering a resource of a different type.
  5. You didn't notice a different behavior. And no, it's not a bug when a unit with a passive stance doesn't automatically attack. It doesn't answer the question because you are making stuff up.
  6. You're right about the women because those are units with a default passive stance. A passive stance unit only starts running once it is actually attacked and hit, but the exact behavior also depends on the command it is following at that time. The attacking unit also starts running when hitting and following a passive unit. Other than women, healers are also passive by default. If you actually set soldiers to passive, they will act the same too. Anyway, you can still order a passive unit to attack an enemy unit (if it is capable of attacking), and the attack will take precedence over running away. When a unit is working on an economic task, it will try to run away when attacked but then return to that task.
  7. Thanks for the games, @vinme! BTW, I organized and zipped your replays, so that anyone can just unpack it into the replay folder and go. 2022-05-04-vinme.zip
  8. While I like these suggestions for improvement, reading all this just makes me want to play a nice regicide. I wonder how many times destroying a CC with the hero elephant has been done successfully. Almost every time I saw someone going for that, including myself, the elephant hero died in the process. It sure can work with good support from your allies, but that rarely happens.
  9. You are right. You could actually try killing the bear in this situation. Or briefly walk away with the majority of builders to let the bear out. When you place a building on a unit and try to start building, the unit tries to leave the space to allow the construction to actually start. One problem is that units like chicken or sheep move rather slowly, so it can take time for them to leave. Another problem is when the workers block the way out as is your case. Killing the animal will allow to start building over it, but you won't be able to collect any meat anymore. A bear is actually a great food boost early into the game, so it's mostly better to keep it if possible.
  10. I could imagine giving new players the option to become a "certified noob" and get a nice badge next to their name. To make this realistically work, we'd again probably need an automated hosting service. I kind of doubt a person would care to keep reviewing noob games, but I might be wrong. It might be a nice idea for a small hobby project to set this up. Remind me to look into this when I retire. It could kind of look like a special campaign game you could play in the multiplayer lobby when you want. A bot would keep track of your progress and make it visible to others in the form of badges or other. Sounds like fun to me. (Edit) A few ideas on how the campaigns might look like: Survive for X minutes on the Survival map. Gives you a bronze silver or gold Defender badge, depending on how long you can hold. The rush challenge. A small map with scattered groups of enemy soldiers. Your goal is to make a decent attacking army early and clear the map within a time limit. Get various Rusher badges, depending on how fast you can clear the map. The boom challenge. Get a Boomer badge depending on how fast you can reach a certain population number. The hunter challenge. Lure as many animals and gather as much food as possible within a time limit. I mean, just keeping track of these results would make nice additional leaderboards. I've often heard people boast about how fast they can grow or something, so imagine there is an official, automatically managed leaderboard for that. What do you think?
  11. I regret that I wasn't very active during the test playing. Anyway, I just gave the new release a try and... wow, the game is now so much better! So smooth, clean, calming and beautiful. You've really done a lot of work during those past two years. I usually had to get used to each new release, but this just one just instantly feels better. Also thank you for the auto-training feature. It's a lifesaver for lazy players like me. I won't longer throw games just because I don't feel like batching new units to be trained. I wasn't closely following the development, so I missed that there was this much going on. I'm quite amazed, honestly. Interesting, I did pacman -Suy on Manjaro and I can't still see it there. Anyway, I use the swap version, so running snap switch 0ad --channel=latest/beta did the trick for me.
  12. Thanks, fpre! I did that and tried rebuilding again, but the problem appeared again.
  13. Hi there, I'm sorry but I've encountered a problem with the build on Linux after I svn up'd to the recent version. make clean and rebuilding the workspaces didn't seem to fix it. It says that that enet/enet.h file is missing. I have previously installed libenet and it also built fine like two weeks ago. It seems I won't be able to join for some test playing today.
  14. I think your units were performing a dance dodge:
  15. That really fits! You are very likely to have to go save a Mauryan ally in a team game.
  16. Such savages! I wouldn't expect them to also be the Persian Immorals.
  17. Kushites seem to be people of puns. I see you started with relics, so it's Shanakdakheto who comes to mind. She slows down the gather rate for all enemy female citizens by 15%. I think you could say that... she moves the enemy eco... into Shanghai-da-Ghetto. OK, I'm out.
  18. I believe that if you watch some ValihrAnt's videos and reinstall for the fifth time, you're gonna make it. But as nifa and Nescio suggested, playing with multiple bots (some allied) can really be another interesting way to ease the difficulty and make the game more fun. Honestly, the bots can sometimes be better team players than some of the humans.
  19. Just let him pay for something he doesn't need if that's what he prefers. Maybe I should have charged for my advice too because it can't be good if it's free, can it? If I were Loki1950, I'd have to add: Enjoy the Choice!
  20. Thanks for the reply! I'm glad that the videos helped. ValihrAnt has many more on his channel, and watching other people play can be a good way to improve at your own game. I specifically value the fact that you are willing to abandon what didn't work in favor of something better. Trust me that there are some mistakes that almost all new players make, yet many are really stubborn and refuse to learn. You deduced very well that one of the main goals of the game is to grow your population as fast as possible. At some point of your growth, economy techs become worth researching, yet it's often a bit later than ASAP. Also you need to balance your growth with how your opponent is growing, so that you aren't in a position when he has many more soldiers and you can no longer defend. When you're talking about ranged units, they really are good at dealing damage. On the other hand, melee units are much better at taking damage and they don't die that fast. Having a balanced army of different unit types is consequently almost always a better choice. I'm just mentioning this because there are a lot of new players that make an army of only one unit type with the greatest damage, neglecting all other properties. The commerce thing you've mentioned is probably either trading or bartering. You need to build a market for either of those. Once you and your ally have a market, you can produce trader units to generate resources by automatically going between those two markets. You can actually also trade between two market of yours, the more distance between them, the greater the income. To start trading, you either set a rally point from your market to the other one before you train traders. Or you can just select the traders you have and right click the two markets you want them to trade between. You can also set the proportion of different resources you're getting from the trade after selecting a market. Bartering is just an instant exchange of one resource type for another, yet there is a variable fee you pay for doing that, so it's only worth up to a certain point.
  21. Hello, DanW58! All I can hear is that the challenge presented by the AI keeps you motivated to keep trying again and again. No, I understand what you're saying. There had been concerns about the Easy AI being too hard (that's why Sandbox was added), but then there also were concerns that the Very Hard AI is too easy. I'm not sure if anyone else has pointed out that there is a big difference between Sandbox and Easy. Maybe the distinction could really be tweaked a bit (which isn't very hard to do), but it might be hard to find what works well for a majority of new players. I think that an alternative solution might be to provide a better tutorial so that the newcomers really know what they have to do to win the Easy AI. I'm pretty sure that you'd only need to do one or two things differently in order to start winning against the AI. If you can post some of your replays, we can give you tips. If you don't want to do that, it's highly probable that the tips are contained in any of the following two videos:
  22. I suppose it's just a Google Translate plugin. It probably has little to do with the forum system itself.
  23. Wow, I didn't know my Spanish was that good.
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