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Posts
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Everything posted by Gurken Khan
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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.
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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...)
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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!
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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.
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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.)
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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.
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@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.
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? 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.
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Hows the game
Gurken Khan replied to thankforpieOfficial's topic in Introductions & Off-Topic Discussion
Splendid. -
Known Problems (Please read before posting)
Gurken Khan replied to quantumstate's topic in Help & Feedback
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.