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Obelix

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Everything posted by Obelix

  1. I am able to reproduce this situation in A27 RC 1 on this map. The construction elephant may enter the Wonder, the Stoa, the temple and the Agora (1st CC) but not the Klerouchia (military CC, 2nd CC). In the latter the game still shows the 'entry icon'.
  2. I would not consider above described situation as a bug, but as a feature. I recommend to discuss this in the forum "Gameplay Discussion".
  3. Batch training for ministers works for me in Alpha 27 RC 1. I did this by holding shift and then clicking on the train symbol.
  4. I am able to reproduce this situation in A27 RC 1. This happens only in the case, when you are playing the Han civilization and you have placed a minister in one warehouse. Because then the game shows you the cheaper technologies next to the technologies without discount. In this case I wouldn't consider this as a bug.
  5. Hey Delfador, thanks for reporting this bug. To be able to reproduce the situation it might be helpful to name the map you were playing on.
  6. Would you please name the files (at least a sample)? Thank you very much!
  7. That's the normal 0 A.D. Alpha 27 Release Candidate 1 I played there. I hadn't reach city phase despite having played for 15 seconds. I know speed runners can get to city phase faster ...
  8. In Saharan Oases (4): When right-clicking on the icon of the Kastasta (the goat) the game produces an warning, when it's not already conquered a.k.a. still in gaias hands. WARNING: Unrecognized phase (phase_city)
  9. Did I understand correctly, that Sevda and Helicity were sock puppets of @Yekaterina? I'd be very disappointed of you, Yekaterina. Behaviour like this separates communities.
  10. Unfair: 'Sorry, we can't show this content because you do not have permission to see it.'
  11. 5 civilizations have camels as traders, the rest have donkeys or sth. like that. Which can climb stairs? Well ... I will not propose implementing new trader classes ...
  12. When searching 'Bosporan' in the project management tool trac, I got no search results. Therefore I guess there are no plans.
  13. There was a similar bug report (#6422) in the past which should have been fixed.
  14. You are referencing those two files: You_are_Victorious!.wav and Dried_Tears.wav. Let's call it a change request ... but where to start? Both files are referenced by /ps/trunk/binaries/data/mods/public/gui/common/music.js If I understand correctly in case of a victory or a defeat, there should be a shuffled play of the corresponding playlist (lines 72 following and 76 following). Well ... both have only one track each-so they are shuffling a dice with only 1's on their sites till the end of time. We would need either new/more tracks for each of this situations to have a real shuffle, or as @Arvensis suggested a change in the lines 131 or 135. The last might be the better idea. But at that point, my phantasy's coming to an end and the coders have to get active.
  15. On maps with few ressources one thinks twice whether sending their wounded ships directly to death or giving them a second chance by repairing them. Got back here when finding out there's a new ticket #6777 for this feature request by @Langbart.
  16. Yeah, I found sth. that makes me eager to learn more in this matter: Line 276 Thank you very much!
  17. It's been nearly five years and I still don't understand this behaviour. Had a match with six PetraAIs with the last release of the game and once I built a market and many established routes with me, one of them was annoyed by another one trading with me. So she declared war on her. In the meantime, I got the chance to know a bit about the code, but couldn't find any snippets. May you be so kind and direct me to one? Thank you very much!
  18. Relevant suggestion, but ... Even though the comment section of both sites is synchronized, I found it a bit enerving, to have to search for it and to have to realize they are both the same. I would have appreciated an URL. Here for everyone else: https://www.moddb.com/games/0-ad and https://www.indiedb.com/games/0-ad per above: https://www.youtube.com/watch?v=cDcSXqlDcbA&lc=UgyAAw44faDgLNCEpbx4AaABAg (comment is highlighted)
  19. FYI: Ticket was closed by @Langbart yesterday, because of being a duplicate of #6025 and #3684.
  20. Das kriege ich ständig hin. Mein Weg: Gleich am Anfang mit allen checken, wer mit dir neutral sein will. Alle die das nicht wollen oder 1000 von den falschen Ressourcen wollen, wieder auf Feind setzen (manchen zahle ich 1000 Food oder Wood). Bestenfalls drauf achten das Nachbarn neutral sind. Dann rund um die Entwicklung in Phase zwei mit einem Fernkämpfer-Kavalleristen das neutrale Lager erkunden und schauen, wo er schon an Märkten baut. Dann in Phase 2 sofort Markt bauen, mindestens drei Händler entwickeln und los zu den neutralen Märkten senden. Nach spät. 5 Minuten hast du eine 50/50-Chance dass sie sich sofort mit dir verbünden wenn du es anbietest oder wieder 1000 von irgendwas wollen. Manchmal kommen sie recht schnell auch schon auf dich zu.
  21. Die Technologie heißt im Spiel „Handelsvertrag“ und bringt ein Plus von +10 % für Handel mit Allierten, nicht neutralen Spielern (Übersetzung). Handel mit Neutralen ist im Übrigen meiner Erfahrung nach förderlich für spätere Allianzen. Allerdings habe ich noch nicht danach im PetraAI-Code gesucht. EDIT: Vielleicht ist es doch internationaler statt Verbündetenbonus: https://github.com/0ad/0ad/blob/20889b937a48064e8dd803b102d2e009bbaee191/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json Ich versteh den Code aber nicht.
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