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Gurken Khan

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Everything posted by Gurken Khan

  1. Playing with three teams of two, on Guadalquivir two teams get crammed on one side of the river, while on Ratumacos the players are spaced out evenly. I like the latter much better.
  2. I just noticed this only happens when I select Imperial Academies and captured buildings together; otherwise Imperial Academies do have production hotkeys. Still won't let me set a rally point. (Besides that I don't want to use a ctrl grp for them.
  3. Two more Han related things. 1. As the Ministers can enter all (?) buildings, I really would like all buildings to be able to set rally points. I always send my units into a specific direction from a building, but with farmsteads and storehouses I can't do that. Would it help if I considered that additional micro which would go against the design document? 2. If I'm not mistaken the civs have different chances to be selected when playing with a random civ; do we have a table somewhere showing those probabilities, and where do the Han range? I think ~half the games I started with random civ in this version was with Han, that would be quite a high percentage.
  4. I noticed my ally's traders didn't switch routes when I had a new, more profitable market. Aren't they always supposed to? savegame-0877.0adsave
  5. Glad you found it! Did you delete it from your downloads? I just go to my download folder if I need to reinstall. (But maybe I just don't clean up enough...)
  6. TIL units have production hotkeys; unless they're produced in the Imperial Academy. When I capture barracks and stables (and research training champions there) those very units are assigned hotkeys, even the chariots I'm not allowed to produce there. Personally I think it's nice that I can train champs in captured buildings, although it seems odd that I can't produce one specific unit there. And probably it's not intended to work at all, but I paid the research cost!
  7. I ran into a problem making a batch of Imperial Ministers. So, nice that the game realizes I'm only allowed three more and it won't let me increase the batch size above that, but it won't actually let me produce that batch; when I shift click nothing happens. It lets me produce three, one after the other, but that's not how it should work. savegame-0872.0adsave Edit: After trying to increase the batch size and changing to another building, the batch size there was increased; maybe something like the game registering the increase but not showing it or whatever could play a role... Edit2: Had another look - if I land on '3' properly it will produce that three Ministers batch, if I scroll the batch size up in the single digits (still shows 3) it will still produce it; when I reach the '10' position it won't.
  8. The fauna seems pretty tame in this iteration, aggro and following distances are generally reduced, from what I can tell so far. I would have liked something halfway between a25 and now. And ofc a much longer following distance for eles, so one can kite them again like in the good ol' days.
  9. Maybe the description of the Laozi Gate could also be specified. What 'Humans' get healed? Own/allied/all including enemies?
  10. Right. And why are we using them like natural written parts of names? I never see Brutus with a diacritic anywhere else, unlike for example José or René, where I'd say that's just how they're spelled. Still not a fan of grass hiding stuff. I think the AI could use some tweaking regarding docks and ships. I played Wild Lake with five AIs and none of them were using any. (Only saw one foundation of a dock as a desperate last attempt before extinction.)
  11. Can anyone tell me what those ~thingies above half the U's are? We have a lot of that stuff, but whenever I look something up I never see it anywhere else. +20% territory influence and -50% techcost; that's a mighty mighty artifact! There's a wrong space at the beginning of the last line. Caledonian Meadows still is prone to have relics out of map.
  12. IIRC that error isn't that rare on that map. Might be a good time to look at it. Or to remove the map from the list.
  13. With boars it's all chill now? They don't attack and don't get auto-attacked?
  14. These Britons houses seem wrong. Also I really wish the Fortress map would be reworked to give every spawn point starting minerals. Ditched this game bc no metal.
  15. @Eric I'm on Win 8.1, your paths might be different; maybe try C:\Users\JohnDoe\Documents\My Games\0ad\ https://trac.wildfiregames.com/wiki/GameDataPaths#VistaWindows10 points there. Or just search for 'mods' on your HDD. Or maybe @Stan` could help; maybe someone could also update that trac page.
  16. ? You know it's under 'Settings' in the title menu? If the game won't let you access that I recommend deleting all mods files. Probably something like c:\Users\YOUR_NAME\AppData\Local\0 A.D. alpha\binaries\data\mods\ Just a few days ago I found out that after uninstalling the previous version and installing the new an old mod could still stop the new version from running.
  17. I meant the colored stripes at the sides. Thought they were player color...
  18. The color on the sail looks off. Isn't it supposed to be the player's color?
  19. When I saw it I assumed it to be a feature... Would it be hard to animate the text? I'm thinking like text boxes in XCOM2, where if a text doesn't fit into a box it would slowly scroll and after it hits the bottom it would jump to the top again.
  20. I (and others) like the skirmishers. Some people like the mace men as very mobile demolition crews (due to their crush dmg). @Stan` I don't think this is the right thread for this discussion.
  21. Oh. I guess I'll just have to accept it like an act of god or something then. And adjust my implicit assumptions of what can be done to numbers in IT.
  22. Yes, I know. (I've posted that before, too.) Is it not possible to round the numbers ???
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