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Posts
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Joined
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Days Won
51
Everything posted by Gurken Khan
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If CCs had an aura giving buildings bonuses towards production and research there'd be an incentive to make the city center more urban. Until then I'll keep going rofroh (ring of fields + ring of houses) around my CC.
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meh. With max overlapping you could've fit more fields there. And no ring of houses around either...
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Please do not belittle the work of icon creators. But seriously, longer pikes, broader swords and bigger projectiles could be represented on screen.
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I have issues with defensive stance, too. If for example I want units to build sth and not do some random attacking afterwards, I'd put them on defensive; but instead of just hanging around the building they're running back to some former position. I guess it's supposed to be where they were when I gave the order, but the behavior seems inconsistent; if I don't want them to run back I have to give additional orders or avoid defensive stance...
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The Term Citizen-Soldier is Problematic
Gurken Khan replied to Thorfinn the Shallow Minded's topic in General Discussion
Just a side note, thought you might find it interesting: https://www.archeotravelers.com/en/2021/08/18/new-discovery-in-pompeii-the-tomb-of-marcus-venerius-secundio/ (Former slave rising up socially, organizing plays in Greek, nice tomb.) -
@Ceres Some 'Ceres' liked the suggestion.
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- building hotkeys
- visible corpses limiter
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Yes, please. I've asked for it before. There's a reason why I put'em on aggressive, and that reason is I don't want them flee!
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- building hotkeys
- visible corpses limiter
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A25 Feedbacks from testing
Gurken Khan replied to Yekaterina's topic in Game Development & Technical Discussion
Didn't houses have an 'occupied' flag? In any case I would like to have them. Speaking of those flags: I think it's really wrong that buildings show the flag of the original builder and not the current owner. Who would fly the flag of the enemy after capturing a building? -
Resource regeneration
Gurken Khan replied to MirceaKitsune's topic in Game Development & Technical Discussion
As @Stan` wrote, I guess it's a deliberate decision; some maps with scarce or even no wood have the description 'tough to play'. There's a bunch of maps I simply don't play because I don't enjoy those 'hunger games'. As for realism, the coasts of Italy were full of forests, but Roman fleet... -
Maybe also allow players to type in their own names?
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I recently had a Wild Lake map with India biome which I eventually abandoned. With the oh-so-ineresting terrain (cliffs) and the shrubs I couldn't build sht, with the biome I couldn't see sht, and I guess tigers were spawning (couldn't find them on the map in the replay) and I lost a bunch of women (didn't notice any attack alarms). What a joy to play. Not.
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Suggestion: Add Judea as a Faction
Gurken Khan replied to Lightning38's topic in Gameplay Discussion
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A25 Feedbacks from testing
Gurken Khan replied to Yekaterina's topic in Game Development & Technical Discussion
When I set a route with more than one rally point I often get a funny projection of the supposed path: My guys went straight to the metal and didn't go around the 'turret', but why does it look like they would? -
Currently fish are jumping; maybe one has to know where they are, look closely and wait for it, but eventually a fish will jump. Any feedback to my earlier suggestion to add a second layer of water?
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ANYONE MAINTAIN 0AD OFFICIAL PPA?
Gurken Khan replied to bubblebut's topic in Game Development & Technical Discussion
Poor Scuzzlebutt. Well, if it comes right at ya, I guess you have no choice but to shoot it! -
Well, hm. On one hand I could imagine different regions of a civ differing in their advancement. On the other hand I think it would be difficult where to draw the line, like are techs and units of later phases are universally available or only in certain regions? And how would you balance that? I don't know if it would add enough to go through all that.
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I'm absolutely no fan of the new resource distribution on Corinthian Isthmus. I never liked this mixture of berries and wood; I think it just makes microing your workers more pain without any real gain. (One of the reasons I dislike Belgian Uplands, besides it being an objectively terrible map because it is so massively unbalanced.) Hunting opportunities seem unbalanced. I had a handful of deer available, but not exclusively, while my neighboring enemy had >a dozen sheep conveniently available where no one else could reach them. The two 1,000 lumps of stone are too few and usually in my way around my CC, and I don't enjoy to make it a p3 priority getting access to more than 2,000.
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Ah yes, the famous ancient goldfish-fleets...
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If fish are visible in shallow water against the ground, would it be possible to add a second layer to deeper waterbodies to make fish more visible?
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More fish jumping - and their splashes make the selection ring visible! btw now it doesn't say 'Tuna' for every fish, but usually 'Fish'; maybe there's a nicer solution...