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About Grigoris

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  1. There's already a thread about the cinematic function in the atlas editor. At the moment there's not really a guide into it. https://wildfiregames.com/forum/index.php?/topic/22770-regarding-the-cinema-function-of-the-atlas-map-editor/
  2. Actually siege units are here, that's nice, but not really implemented into gameplay (even Spear-Sword-Ranged-Cavallery is not really ready). 0AD is playable, but it's important to take care, that we players don't learn to play with unfinished concepts and try to keep them for convenience, because we just learned to use them for our advantage. These interesting ideas are giving some sort of solutions about walls and siege units Walls are now pretty weak and expensive, beside of blocking choke points and decorative reasons (mostly in singleplayer, in multiplayer not really recommended), th
  3. When you try to join a game with mod, if you don't have the mod activated, then it fails and shows you in a new window, which mod or 0AD version is used.
  4. After multiplayer game was launched, it loaded the game, but finally the connection failed (lost server connection, reason unknown). It seems to be a new randomly occuring bug after joining. It's like on defect-ticket #5163. Several times rejoining didn't worked, restart 0AD wasn't successful too.
  5. connection between "deleting building / status conquer bar" isn't obvious When building is conquered by exactly 50%, it's no more possible to delete it. That isn't very obvious (probably i mean logical ), then only delete button is disabled. It's more an anti-abuse-mechanism, it makes not really sense (?). allows to clean up few things: no more possible to delete buildings shortly before siege or loosing it by conquer (normally occupants can't go out without to die), no more need to mix conquering buildings and other elements of gameplay Disabled instant-de
  6. It could be a nice feature, to change the way of deleting buildings. There are some unlovely things: - buildings can be destroyed by one click without to get significant ressources, this leads to some weird AI-tactics (f.e. destroying buildings before loosing it), even humans use it. - connection between "deleting building / status conquer bar" isn't obvious - sometimes players are cut off from ressources and have a big (useless) city around their cc, but they would need every little piece of material to recruit workers Building needs workers, ressources, time, why not to m
  7. Alpha 24 XXIV Romans adapted many of Greece and other civilizations, it lead them to domination of the last ancient era, before Middle Age was born. Not many ancients books (and knowledge) survived those times But at least enough for the following age and peoples found other ways to live
  8. What about to add a new vision system (thought for night maps)? View range will there be bound to units or fireplaces, not specifical to buildings. Few units with torches could allow to increase view range (probably could be used one time later for to burn down buildings).
  9. Tribute wagon, more phases, that's all very inspiring Tribute right now is fast and direct, simple mouse-click (or touch on touchscreen). Tribute wagon is slow, can be lost by capture and takes some time for one way, but instead could multiply tribute. Since it would be a special unit, the number of wagons should be limited. To keep a minimum way distance, it should be bound to cc too. The special detail on tribute wagon could be, that tribute increase is influenced by phase gap of the civilizations. Mini civ could be a civ, which can't evolve to next phase. Let's say as a new gam
  10. Today i tried too to connect with multiplayer lobby, but the server rejected connection. It could be a ban, as seigneur described reconnecting problems too, or some technical issue, i don't know. @user1, @Hannibal_Barca
  11. I think it's self-explanatory A: "population limit" B: "growth limit" Right?
  12. Barrack spam is industrial warfare, no more ancient warfare. Just had a 2v2 game, everyone made around 2 barracks, except one player managed to build in short time 11 barracks It is a legal way to win, often ends with a clear winner or in rare cases as long stalemates (both opponents high recruiting rate), but this isn't really fun. In fact it's wasting ressources for countless attacks and hard to counter. Personally, i would like to see gameplay more to evolve over the ages (I, II, III). Less barracks would still allow a big army, but you can't outplay others just by citizen soldier
  13. Thank you for this thread. I like the cinema function very much and started playing with it around. For summary: How to make paths in atlas editor, see.. https://trac.wildfiregames.com/wiki/Atlas_Manual_Cinematics_Tab#no1 Red points are target nodes, green points are (viewer) position nodes. Delta time can be manipulated later in trigger. Adding single nodes in editor works fine with fn+insert, next node will be added to last selected node (possibility to add more nodes between existing nodes). Tip: move nodes only on ground (x-y, red/blue axis) for to find right
  14. I agree with Sundata, that city building ends up often in too mechanic-practical ways. Multiplayer games escalate pretty fast, there's no time left to build a city with walls (even wooden one). I think some reasons are because of the unit system: every citizen soldiers can be used as full soldier, you don't need really walls for protection from enemy soldiers. Walls won't help much a more "peaceful" developing city anyway. Nowadays in fights you got the winning majority or you loose (even against AI). City building can have really low priority, expensive walls can be destroyed by masses of uno
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