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Everything posted by Palaiologos

  1. Correct, when testing the stronghold placement option, the mapgen(?) seems to place the teams at different distances (as shown in the provided mini-map) even though both game instances were run on medium map size. The thinking is that the player that would be positioned along the map border would be disadvantaged compared to the other positions. @Jammyjamjamman believes it has something to do with the randomness of math calculations? Not quite sure... Also, ran into an error after enabling the mod and restarting the game and entering into mod selection.
  2. @BreakfastBurrito_007 Find these ideas most interesting. Perhaps iber/kush monument ranges could be increased or have an additional mil/eco benefit or even increasing the amount of monuments one can make? Roman temple of vesta (medical treatment & loyalty) has 2 ranges of 40m + 75m for example. Always felt like the range for the kushite large pyramid wasn't substantial unless playing defensively or in rare instances where a stalemate occurs along enemy border and fighting is more localized to holding that border position.
  3. Probably just for personal preferences. Constraints due to the amount of "land" on some of the naval maps would be one reason. Having 5 merchant ships with 15 land traders garrisoned in each ship wouldn't be the best use of pop limits but +300% "profit" is substantial.
  4. If you have a sea merchant trade route going between two docks and make land traders, you can set the rally point of the land traders market to one of the merchant ships(while en route) and they automatically are garrisoned into the selected ship. Where/how it is determined that the ship will stop its course to load the traders, idk. But it is automated to that extent.
  5. Hi, how exactly does this work? Haven't had any luck. "execute an order now" So, it is similar to the auto-queue function whereas so long as the resource for the house(or unit) is available then woodcutter(s) will proceed to build the house, complete it, move to previous task & continuously do so as deemed necessary just from using the hotkey? pushorderfront = " " ; Modifier to push unit orders to the front instead of replacing. Total confusion... Thanks in advance.
  6. lol! thanks man! (look at these lazy b%$tards) cheers.
  7. ERROR: JavaScript error: gui/lobby/lobby~autociv.js line 117 Engine.GetGUIObjectByName(...) is null @gui/lobby/lobby~autociv.js:117:25 onLogin@gui/prelobby/login/login.js:48:9 onTick@gui/prelobby/common/feedback/feedback.js:27:34 __eventhandler1259 (Tick)@__internal(15) Tick:1:1 (Using @Langbart boonGUI mod as well.)
  8. Yea...... well....... you see........ . . . . . I got nothing (a25 looks great though)
  9. The error from the "unexpected crash". And we also were able to confirm this during the game as well. (Who was attacking with how many and where, etc.) My files should reflect, unequivocally, chrstgtr 2021-06-16_0004.zip 2021-06-16_0002.oos.zip 2021-06-16_0002.zip
  10. That I am familiar with, but where exactly are players suppose to be able to view the different biome choices that were removed since they can no longer "preview" them on such a map as mainland for instance? Only reason for bringing it to ones attention with ... Kind Regards
  11. Stay humble. "This removes the fancy mainland biome switch" - Was good while it lasted. "it's annoying when it's missing one biome" - justification. "I don't plan to merge large changes to the previews for now, so this diff is going through regardless." - fine, fine.
  12. rev. 25794 When cycling through the different biome choices, the actual biome image no longer appears in top right map preview unless under the selection of Gulf of Bothnia (frozen lake, late spring/ winter) & Persian Highlands (spring, summer). Every other map under the 'Recommended for Multiplayer' remains as the Subalpine image.
  13. cd 0ad ~/0ad$ binaires/system/pyrogenesis https://trac.wildfiregames.com/wiki/BuildInstructions#Testing rev. 25782 - get OOS first turn replaying replays. (only caused by diff revisions assume) setting origin/destination markets seems bugged, made 5 traders, set them in motion, moments later, only 3 would continue route, other 2 would have to reset upon each idle. through the course of the match, it did not correct.
  14. @Stan` @wraitii participants marcaurel, yekaterina, nagasushi, palaiologos mainlog.html oos_dump.dat oos_dump.txt interestinglog.html palaiologos - host @nagasushi - initiated oos (doesn't appear to have a forum account)
  15. What exactly is "it's"? More specifically... Comprehend what your alluding to... Exactly. 95% of the bartering choices performed during competitive multiplayer games consist of exchanging the surplus food/wood > shortage stone/metal. So the 'selling' advantage provides benefits to the respective allies? Should be more like 20% > 25% given how the markets are manipulated in such manners as they are now. Glitchy in which context? Diminishing marginal utility? "Exploit it" - This implies a negative connotation when this bonus is MEANT to be exploited for that very reason. If anything 20 > 25% / 20 > 30% because it is not as though every 5 seconds players are bartering 100/500xyz down to 1xyz which would ultimately just render the bonus itself pointless.
  16. Secondary Bows + Secondary Swords upgrades did not enact a weapons switch when attacking from distance or up close. (could be confused as to how it works) Unlock Champions in Barracks was not necessary as champs were already unlocked after entering City Phase. Battering Ram and Stables icons.
  17. I should have stated more clearly. Rhombus* or a rotated square. "Selection circle" - Thought this was what @alre was referring to... Anyway, not sure that other players would agree if they were given a distinct, defining shape. Always felt Mercenaries were sort of a unique unit however, especially with the suggestions/opinions made by@wowgetoffyourcellphone
  18. Yea, on second thought it might probably be overkill, but at the same time a person couldn't possibly collect + act on the intel (if having whole map revealed for a specific duration). Assume your meaning an enemy cc and not your own. No reason for an additional strip around ones own territory. What outposts are (were*) used for. Good idea. What is the matter with espionage levels for each phase though? Slight pay increment for p1,p2,p3. Like Dakara says "just guess/save resources". Preferable to briefly observe enemies movements/building locations/resource counts than expanded vision of ones own territory. Not how espionage works. :)
  19. Why not just reveal the whole map for a certain duration rather than targeting specific units. Espionage levels for each phase. Delayed pay now/capture intel both nice ideas.
  20. 1) Cool idea, like it :) 2) Your a psychopath :) 3) " " Logger Killed when Struck by Top of Falling Tree, which was Felled by an Adjacent Cutter " " https://www.cdc.gov/niosh/face/stateface/wa/98wa076.html - How would a situation such as this work? We would lose our own units due to lax occupational safety hazards? (also ties into 1)
  21. Sorry about that, did not consider those to be popular videos. Those "popular videos" covered everything and more, quite extensively (to a history noob like me at least)... Was fortunate enough to even discover them on Youtube. They were from a PBS NOVA 3 part series (This long-running, award-winning documentary series focuses on science - the speculation, history and researchers associated with it and its many applications.) on chariots that I watched from 2013 (they were the gold standard when it came to historically accurate documentaries?). First noticed the thread, immediately came to mind and thought would be of help and interest. Apologies if it implied being used as a sort of go-to definitive source. :) Agreed 100%. Thanks. Yes, I see what you mean. Only in china? Too costly presumably, no? Bad joke. Suppose you've never ridden a highly trained endurance racing horse. :) Wouldn't even want to imagine the physical toll on the body being in a chariot, let alone a solid wood wheeled cart moving at such speeds over even the slightest bumpy terrain. Awful... Sure. Rather genius of the Chinese to even consider up-to 38 spokes. Think of the high failure rates of a 4/5/6 + spoked wheel.
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