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Posts
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Days Won
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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
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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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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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.
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It's ridiculous that the player name doesn't get prohibited but then Rating gets banned for mentioning that player. Edit: @user1
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[Feature Request] More control over garrisoned units
Gurken Khan replied to LetswaveaBook's topic in General Discussion
I don't actually care too much about the specifics now, as I feel anything showing more details than currently will be an improvement. If it were only groups of the same kind being shown, like women, inf1, inf2, cav1, cav2... that would be something. When I garrison for healing I go for 100% health. If feces are hitting the fan it's different, ofc. But especially then I'd like some more info on who I send out. Generally I think the GUI could make better use of the available space; one random example is playing with min resolution and in the stats, if you use xxxxx/yyyyy resources, it will break it into two lines but cutting the characters off, even when there's plenty of space horizontally and vertically. -
[Feature Request] More control over garrisoned units
Gurken Khan replied to LetswaveaBook's topic in General Discussion
With a scroll bar. -
Garrisoned turrets have not vision range.
Gurken Khan replied to Gurken Khan's topic in Gameplay Discussion
I think it's just wrong and vision should be added again. (All other points aside.) -
[Feature Request] More control over garrisoned units
Gurken Khan replied to LetswaveaBook's topic in General Discussion
I think if they all had their mini-healthbar you would see pretty quickly which units you want to ungarrison. The current average health shown just doesn't help me much; if I have two women, two inf and two cav, they will have different healing times. Sure, I could guess, but... -
[Feature Request] More control over garrisoned units
Gurken Khan replied to LetswaveaBook's topic in General Discussion
If I could see individual units I would ungarrison them individually; still much better than the current situation. ('Stable') -
Garrisoned turrets have not vision range.
Gurken Khan replied to Gurken Khan's topic in Gameplay Discussion
And then you have holes in your wall? I can respect some balancing concerns, but currently turrets seem terribly useless. And why won't they even grant sight to garrisoned units? -
[Feature Request] More control over garrisoned units
Gurken Khan replied to LetswaveaBook's topic in General Discussion
Yes. I've suggested this before. Maybe it could be done by expandable list/toggling showing group/individual units. -
Garrisoned turrets have not vision range.
Gurken Khan replied to Gurken Khan's topic in Gameplay Discussion
I don't know why the manned turrets have no sight at all. @Stan` Do you know, or who might? -
@davidsrsb Do you have a replay? And maybe the log files? https://trac.wildfiregames.com/wiki/GameDataPaths @Stan` Split?
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Basically living scarecrows: put'em on a field to increase the harvest a bit. I don't really see a reason why healers especially would increase harvest. My main reason why I don't like the idea: the position of my fields is in the back, the position of my healers is at the front. Personally I don't think healers are OP, reading that they're hardly seen in high level games seems to support that. I deal with the food cost, but I wouldn't want them to cost more metal; the tecs already require metal.
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...but also I'm not playing with a handful of noisy kids around me/in voice chat.
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Then I will count that as a 'no'.