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Posts
2.402 -
Joined
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Days Won
51
Everything posted by Gurken Khan
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The voice sounded good. I can't judge the original comment, but the English translation largely made no sense.
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Vulkan - new graphics API
Gurken Khan replied to vladislavbelov's topic in Game Development & Technical Discussion
I had an unsuccessful try with Vulkan on a27 RC with an incompatible driver and the game automatically switched back the backendrenderer, no GUI necessary. Did your game not do that, or did you not give it the chance to do that? -
A kind of easter egg that does not affect gameplay.
Gurken Khan replied to Delfador's topic in Gameplay Discussion
No. -
Strange things going on with the Roman army camp
Gurken Khan replied to Vantha's topic in General Discussion
Another way is to garrison them in their production building; when I'm building up my CS cav and don't have immediate use for them I always get some XP in them. (Plus you don't have idle units on the map.) -
Strange things going on with the Roman army camp
Gurken Khan replied to Vantha's topic in General Discussion
I bet they're advanced rank, the second rank of units. Usually you train basic rank units (one chevron above the health bar), then there's advanced (double chevron) and elite (golden triple chevron). -
Improving the AI
Gurken Khan replied to Yekaterina's topic in Game Development & Technical Discussion
I wouldn't know the difference (at least not in detail). But since the title of the thread is broad enough: - learn to ring the friggin bell; currently when an AI player is being raided they're good at garrisoning soldiers (when defensive buildings are in sight), but they happily leave out the women to be slaughtered. -
Improving the AI
Gurken Khan replied to Yekaterina's topic in Game Development & Technical Discussion
@hyperion There's an eleven years old ticket: https://trac.wildfiregames.com/ticket/1468 -
Awful. I guess this thread is less about recommendations but just any stuff we find about 0AD.
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Improving the AI
Gurken Khan replied to Yekaterina's topic in Game Development & Technical Discussion
Could you maybe teach the AI the difference between geographical distance and walking distance? I think it's related to what @alre posted above. This also plays a role for efficient resource gathering. On maps like Cantabrian Highlands it's especially egregious. I specifically built a farmstead for my hunting cav at the bottom of the ramp, but this stupid no good for nothing rider still rather travels twice the distance to the CC. -
I suggest that buildings which have an aura have that aura displayed when laying the foundations, like towers' (nominal) firing range is displayed; with pyramids for example I would really find it helpful if I could see what area they cover.