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Posts
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Joined
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Days Won
52
Everything posted by Gurken Khan
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I never got why there's demos and tests in the random random maps. Maybe move'em all to Atlas?
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Poll: Should shipwrecks be gatherable only by merchantmen?
Gurken Khan replied to Gurken Khan's topic in Gameplay Discussion
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? -
0 A.D. Way Too Difficult After Latest Update???
Gurken Khan replied to bigsmit19's topic in Gameplay Discussion
@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. -
0 A.D. Way Too Difficult After Latest Update???
Gurken Khan replied to bigsmit19's topic in Gameplay Discussion
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 -
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.
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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".
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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.
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Planned Disruption - Migration to git and Gitea
Gurken Khan replied to Itms's topic in Announcements / News
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Planned Disruption - Migration to git and Gitea
Gurken Khan replied to Itms's topic in Announcements / News
@Lion.Kanzen same -
Planned Disruption - Migration to git and Gitea
Gurken Khan replied to Itms's topic in Announcements / News
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? -
Poll: Should shipwrecks be gatherable only by merchantmen?
Gurken Khan replied to Gurken Khan's topic in Gameplay Discussion
What about dogs and goats? (I have no idea if livestock would be able to pick up treasures without that tag.) -
Barrels and Shipwrecks - how to pick them up?
Gurken Khan replied to Erk's topic in Gameplay Discussion
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. -
AI stops attacking me and defending?
Gurken Khan replied to TheComm9600's topic in Gameplay Discussion
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... -
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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Politically I'm far to the left, so my understanding what decency means or what old-timey things or concepts are worth keeping may differ wildly from other interpretations; "conservative" in this sense isn't a political affiliation, regardless of the country.
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All parties in the know = not cheating Using it secretly = cheating Is it that complicated?
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Yeah, like decency and basic courtesy. Call me old and conservative.
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I don't do MP and I don't use any mods. Of course anyone can play the game how they like, but when playing against others I consider it poor sportsmanship if they don't make their use of mods transparent and consider anything but purely GUI cheating. I think ProGUI does this sending off units in three directions simultaneously and automating the batches; if the other players try to hide the use of that mod it's cheating. Don't know if you have any other recourse than just not playing with them anymore.
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I think not; deactivating and deleting are different things. Are you? Anyway, you can browse your filesystem and navigate to the mods folder. There you should be able to see the properties of each mod folder (right click) and delete them. Personally, I use a file manager (Total Commander):