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Gurken Khan

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Everything posted by Gurken Khan

  1. Agreed. Native + anglicized name, code querying native name.
  2. In general I agree with your above post, on this point I don't; if I spawn at the coast I always colonize it, just for the wood. Wood tends to be a little too sparse on the mainland for my taste. Any opinions regarding those? I never played Survival of the Fittest, I believe it says that it doesn't work with AI players. I'm too dumb for Jebel Barkal. On Danubius I think the Gaia ~cities are enough to chew through, as I consider the Gaia armies and flotillas materializing out of thin air complete BS I don't play it anymore.
  3. Shouldn't every player have access to the water on this version of Unknown? I assumed so. savegame-1623.0adsave
  4. I almost always expand; map's gotta be tight from the beginning if I don't. What I really don't like is scarce or no wood, it's soo sluggish; but I felt it was unnecessary to explicitly agree when you didn't rank those maps high.
  5. I usually don't play it; not a fan of that restricted basin, the paths to useful terrain are often painful. Meh. Both positions can be painful. Sometimes there's no wood for miles, sometimes the back position is extremely limited by a body of water. I actually like those, except the ~Istanbul spawn points; just the other day I re-rolled for another spawn point and then played Marmara. I like Fields of Meroe and Wild Lake. (I assume "spam spot" is supposed to be "spawn point"?) I don't see the problem with FoM. Hellas I look at the map and then decide if I want to play it (~50/50); sometimes I think the terrain is just BS, not a fan of that one Gaia siege unit. Scythian Rivulet I also look at the map and count trees, access to wood is very unbalanced; same goes for Volcanic Lands. I like Mediterranean (although it has issues) and Red Sea, never felt like the later had an issue.
  6. I never got why there's demos and tests in the random random maps. Maybe move'em all to Atlas?
  7. No. I've collected sea treasures in a27 RC. I think some look like ship(wreck)s and some like barrels, depending on the map. Weren't you able to collect them?
  8. @zyli I'm gonna go ahead and disagree with you on a couple of points. If someone has problems defeating one AI I wouldn't propose to play against three. I've never encountered an AI player that sends units "immediately". Starting with medium resources I have to expect uninvited visitors around the seven minute mark; playing against teams that can be a coordinated attack. I'm on a27 RC but I don't think that AI behavior was changed much; the behavior depends on the selected behavior (balanced, defensive, aggressive - can be randomized). Personally I find ships to be a pain in the averywhere, don't think I'd recommend it for newbs. It's a kush temple, not a wonder. I never had two wonders. I don't think the AI takes it into consideration. Did you mean nobody is going to be a threat because you have such a big army? You'd have to build a wonder, develop that tec and then build your huge army on top; again, nothing I'd recommend for newbs. If you want to make sure your AI opponent puts up as much resistance as possible leave them unbothered for a long time; this seems to be a recipe for that. I never encountered an AI even starting to build a wonder on medium difficulty.
  9. Hi @bigsmit19, welcome to the forums. Sorry to hear you're not happy with the game. Maybe if you uploaded a replay people would be able to point out more exactly what you could improve. A few thoughts. I find it pretty predictable which route the AI is taking, so I try to have a "welcome center" expecting them; like you described with having a temple where the fight happens. You can also use buildings to warp your soldiers into favorable positions; garrison your melee fighters and release them right in front their cav, save your ranged fighters from their melee and release them on the far side etc. If you pull the slider for wounded units to a ~50% threshold it's much easier to save them. I would advise against fighting around fully garrisoned CCs etc. If you select the building and hover the cursor over the sword & shield icon you can see how many arrows they're firing; move out of sight and they will ungarrison. I like to have ten healers with me, if I pull my wounded units behind them I can save a lot of them. To protect my women they're generally working towards the back of my territory and have houses near them, a ring of houses around the fields etc. Having the loom greatly increases their chances of getting away, sometimes I use a "conga line" to save them (have them run to the nearest house, unload that house towards the next etc.). HTH
  10. Shouldn't Perikles with his Scholarship and the Arts perk give buildings an aura overlay? I believe other heroes with comparable (research) perks do that.
  11. Aren't they supposed to have a lower gathering rate? Anyway, I always go for five (in the beginning). If you'd want to spread them out you'd need a lot of space and a lot wood.
  12. Have the experiments been conducted? Can the map be overhauled? To fairer seeds? I think the wood placement is total BS. Speaking of res: These are three different things, if you couldn't tell at first glance. I think the rock doesn't look rocky enough, the metal not metally enough and the clutter too minerally. Edit: Oh, and all the "eye candy" bushes can go. I don't like them anyway, why would they look like wood when they aren't; makes this confusing map even more confusing. Best replace them with actual bushes. Edit2: some more BS One of these logs is actual wood, the other "decoration".
  13. I believe it works as intended, only worker units are on the idle list. There are hotkeys for finding idle warriors, I think they should catch idle champions.
  14. Can "Development" in the site menu now go to gitea? Can https://gitea.wildfiregames.com/ get "FAQ" and "wiki" links real biggly and obvious? Edit: Could the redirection on https://trac.wildfiregames.com/log/ps go to the gitea version?
  15. Hi @Hundi1905, welcome to the forums. You could look at the FAQ: https://gitea.wildfiregames.com/0ad/0ad/wiki/FAQ You could zip and attach your log folder to your reply; here's how to locate it: https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths HTH
  16. My marked peeps here are idle because they try to reach the dock on the other shore; alas, they can't. I wish units were disregarding unreachable dropsites; especially when viable alternatives are available. savegame-1567.0adsave
  17. What about dogs and goats? (I have no idea if livestock would be able to pick up treasures without that tag.)
  18. Hi @Erk, welcome to the forums. Clearly you did not try everything. You have to send a merchant ship; I didn't figure that out on my own either, and I don't like it too much.
  19. I rarely saw an enemy just giving up, sitting and waiting for my coup de grace. In my experience the enemy has lost most if not all of their soldiers when I reach their CC. There might be some rebuilding effort, but with most of the population, production buildings and dropsites gone it usually won't amount to much; you can see in the replay if they even had any means to fight back. Basically it's gg for them once I get the CC. Since way back in AoE2 I usually play with one ally against four enemies; teaming them up will greatly increase their resistance. With everything randomized the games will vary widely, how much I have to help my ally, having no invited guests vs. fighting off four armies simultaneously...
  20. If I understand it correctly there's a signed version and an unsigned; so it would disallow the secret use of one variant and not disallow the mod in general. It's hard for me to believe you don't see the difference, and that you don't understand that people don't want to play against players who are secretly using scripts and whatnot.
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