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Posts
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Everything posted by Gurken Khan
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Elephants Too Strong Against Stone Walls
Gurken Khan replied to Thales's topic in Gameplay Discussion
You know you can save and resume single player games, right? -
Elephants Too Strong Against Stone Walls
Gurken Khan replied to Thales's topic in Gameplay Discussion
I don't think modern slingshots help us discussing ancient slings. This I found interesting. The whistling bullets, and for the larger projectiles the mentioned speed of 100mph / 160km/h. @Thales I guess the answer is yes, you should use slingers. -
proposals for formations
Gurken Khan replied to alre's topic in Game Development & Technical Discussion
Yes, I'm aware. And I know it's only a tech demo, but 50 units taking >1 min to kill 1 unit... That's just not enough blood per second to quench my thirst. -
proposals for formations
Gurken Khan replied to alre's topic in Game Development & Technical Discussion
I think it looks terribly inefficient and ineffective. Maybe it would look different if firing at a (more static) group. But if the damage is lower than a regular attack, I don't know if I will be interested in that feature. -
Elephants Too Strong Against Stone Walls
Gurken Khan replied to Thales's topic in Gameplay Discussion
My favorite episode is where - oh, I don't actually have a favorite episode of that kind. But if the slings and the projectiles are known I guess it doesn't take too much speculation to measure their range and velocity. And if it actually becomes comparable to a .45 it is easy to imagine they actually do damage, and of course make the beast uncontrollable. Yeah, and if the linked source above is correct (Scipio, Caesar...) then it's also historically correct. -
Elephants Too Strong Against Stone Walls
Gurken Khan replied to Thales's topic in Gameplay Discussion
According to https://www.wayoflife.org/reports/the_power_of_the_ancient_sling.html the projectile could reach or even exceed 100 m/s. (It says 'catch'.) -
proposals for formations
Gurken Khan replied to alre's topic in Game Development & Technical Discussion
@Ceres 'Attacking an area (of ground) to apply splash damage', I believe. -
@Ceres Gibt's in DE was mit Stoff? Könnte 'Dyeing' gemeint sein?
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proposals for formations
Gurken Khan replied to alre's topic in Game Development & Technical Discussion
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You probably have something like an integrated GPU (Intel?) and another (NVIDIA?). Do a right-click on your desktop, select the menu for the non-integrated GPU and tell it to run 0AD (pyrogenisis.exe) with it. If you have further questions you might also upload userreport_hwdetect.txt
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Addition of Han Chinese to 0AD
Gurken Khan replied to Yekaterina's topic in Game Development & Technical Discussion
Just out of interest: a texture would cost more performance than animated water? -
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I had to check: yes, in some. Could be just me, but when I try to check or figure out sth I tend to go to the structure tree; so I think the classes should be included in those tooltips as well.
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yup. I still don't think it's super obvious, but I guess you can help ppl only so far. Don't know if the building classes are in the tutorial or the manual. If you'd find a way to explain your [II] (in tooltip & info), maybe that would help ppl more, dunno.
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I frankly don't care. If there are (sufficient) people who find it useful I won't mind it. I guess. Although I don't see the benefit. I know what phase I'm in and I see what I can build either way; the rest is grayed out, either way. And since it will show stuff like towers it doesn't do anything to make the phasing up requirements more obvious.
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@maroderlol, you're right. I was looking at the structure tree, didn't realize where that graphic was supposed to go.
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Don't know what's happening, but at the marked area flashes emanate that sometimes go over the whole screen. Edit: the units must be selected to see the effect. Guess sth with the ridge. It happened again that after uploading the save it was unreadable for the game. (I then have to dl the save and overwrite my local save...) savegame-0225.0adsave
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@Ceres To be honest, I'm somewhat skeptical about your approach. You didn't answer my question from my previous post: The reason I asked is that I don't think we see the problem the same way; specifically I'm not sure if putting the [II] thingy on seven of the twelve icons will make it easier for players to understand the requirements for phasing up. In the discussion for the ticket you linked you wrote which is somewhat different to how I see it. You can put a [II] on the barracks, but one doesn't need barracks to phase up! Regarding marder's proposal: I think the phases and the buildings available are already clearly shown and separated. I'm not sure what it would improve if they were shown in columns instead; and in my opinion the phases would definitely have to be indicated. The core of the problem, as I see it, is that the classes of the buildings are not obvious. My suggestions: 1. include the 'Classes' line in the tooltips for the buildings 2. explain the requirements for phasing up in the info (as in my previous post)
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It seems to me that the variations have a bigger influence on instantly recognizing a metal deposit or not; so rotation or not doesn't matter to me at all. Which doesn't mean I'm against variations, there's been progress on making metal recognizable. Edit: What would help me more is if the colors for animals and metal would be more distinguishable on the minimap. I really have a hard time telling those apart; I have to memorize the location of the metal deposits to not keep checking if it's game.