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Gurken Khan

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Everything posted by Gurken Khan

  1. Generally people appreciate if their shooters have some accuracy; but as said above: So the question now seems to be to how to exactly implement some randomization, to make it counter dancing effectively while still having the shooters hit satisfactorily in other situations.
  2. I guess 'profit' in '3. profit' was wrong. If the service handles the sales etc and the money for the merchandise would just go into some specific account at SPI, would that be ok? Here are some examples: I think probably the best known is spreadshirt/spreadshop https://www.spreadshop.com/sell-shirts-without-inventory https://www.merchify.com/ is another Just for reference: I found the American Apparel 2001 Fine Jersey Unisex T-Shirt (White) they charge at 18$ listed on cheapestees.com with a regular price of 15$. (Even if we find a non-commercial way, we'd have to get the T-shirts somewhere...) http://www.galloree.com/ is yet another one I thought they look promising, but they appear to only have white mugs... https://www.mylocker.net/ also mentions the possibility to 'set up a custom apparel shop in our site' (for fundraising), but I haven't found any further information on their site... hth
  3. If the proceedings are handled correctly (through SPI?) I don't think there would be a risk for WFG's status. I know some ~projects (small businesses, youtubers) make some money extra by setting up a merch shop with one of those services. I believe it's actually pretty much as easy as '1. upload some graphics 3. profit'. And while I totally dig the non-profit mode, I can't really see a volunteer making t-shirts in the living room then packaging and mailing them, thus 'accomplishing the same' as those services in regard to range and quality of the products, and don't know if it actually would be cheaper. Anyway, all I'm saying is I believe it's worth looking into, also in the interest of the 0AD fans; and since money doesn't seem to be of urgent concern and people also have other stuff to do, I don't expect the team to jump hectically to this.
  4. Hm, yeah. I was thinking more of t-shirts and mugs n stuff. Logos etc might be good, but depending on what the community comes up with, it could also be landscapes, classicist motives, medieval, ~fantasy, FOSS related, geek humor, pandering to bronies...
  5. I believe there are a lot of companies who'd be happy to handle all that. A very brief search brought this up, for example: Merch might be worth looking into, I think there'd be people buying. And if there's a chance for some bucks without risk...
  6. I appreciate the makers' aim at historical accuracy, but really the ~historic names are just some flavor for me; probably more so if they were in a writing I can't decipher. Regarding the pic above: I don't know if any of you actually read the full number (I sure wouldn't), but if you see the picture the second time you probably won't (because you know it doesn't contain useful info); I believe at every point in the game there are enough other (and better visible) clues to a building than the ~original name, so people simply won't look at it if they don't want to. In short: I don't think display options should be a priority. I think it's fine if we keep all buildings' info consistent, including keeping our ~reconstructions - until a native speaker tells us better.
  7. Exactly. Usually I use one or two units to build houses, with ptolies it's more like five to ten. If instead of working the higher build time I had those additional units chopping wood I'm not even sure this 'free house bonus' is beneficial at all.
  8. Nah, I have it on Win 8.1. Most common advice around here is to turn off GLSL and post processing in the graphics options; chances are you'll be fine just trying that.
  9. Hello @hades11and welcome to the forum! I know your error; it has been speculated it could be memory leaking. Unfortunately I don't really have the feeling that there's a solution coming, so I basically sit it out and just hope the next alpha at least will have autosave. :/ Klugschiss:
  10. I don't think @faction02was suggesting arbitrary/different colors, but that each player can assign any (existing player) color individually.
  11. Two things I'd consider 'basic' which are missing: - fallen wildbeest (even dead they always appear to be standing) - lioness portrait (if the units appear different by gender, I think the portraits should go along)
  12. Depends on the river? Like the lower end of the Thames (where I recently wasn't able to release a (medium?) warship), I think should be ok. Anyway, I'm no fan at all of the guesswork involved. ('Will I be able to use ships on this river?' 'Will my ship be able to pass if I erase this dock?'...)
  13. 'A bit too small' sounds much too weak for me. The ships are ridiculously oversized and frequently can't reach spots I really think they should be able to. One example where ship size and map/world size totally don't match is 'Mediterranean'; the size of the mare nostrum is ok for one or two fishing boats, but a warship can't reach the Adriatic Sea or the Levant or pass the Strait of Gibraltar. And while pathfinding is a general issue, I feel ships manage to be the dumbest moving units of all. And single ships are bad enough, but if you have two that are crossing paths or want to go by each other...
  14. I'd especially like that for walls. I think it's often painful trying to properly align them, especially along mountains or shorelines.
  15. I just tried it ( to make sure): quicksaving doesn't add an entry in the list for loadable games. I strongly support the wish for an autosave feature!
  16. Are you blushing already? They even have loincloths I can't see on @Genava55's references...
  17. I think that's fair, as the unit can't attack either (right?). I was afraid several times my freshly promoted units would die, because they wouldn't go where I told them when they were doing their vain prancing; so I'm actually glad they're invincible. Or we could just get rid off it completely.
  18. @SundiataSorry, I didn't get the whole ~timeline from your posts. Also I was aware of administrative issues at wikipedia, but I didn't know this ip-stuff was one of them. I've been banned some place because of my ip, and of course I was annoyed but I didn't take it personal. Anyway, I hope it's now resolved completely and you won't be bothered by it anymore.
  19. And that's perfectly fine! I just can't stand my units dying because of some stupid !"ยง$% I would've done differently if I was there... (Which on turtle I mostly can.)
  20. I take it as an 'implied' dedicated ~tower guard. So he's there, hence the sight, he can shoot a bit, but in case there's a real attack you either need real fighting troops there or the tower will be lost. And ofc that poor guard can't hold the tower if he isn't supported from the surrounding territory anymore...
  21. Ofc options are fine for whatever, but 'Defensive' also has its issues, at least for me. Especially when I forget units are on defensive, and they will abandon some battle to go back to some position I told them to go several commands earlier... 2. One of the many reasons I play on turtle-speed. The units are so dumb, and usually too incompetent to kill the fleeing unit anyway; even cavs chasing pedestrians... *rolling eyes* 3. Perma-death for heroes is fine for me. 4. I dont do MP, so I don't really have an opinion on dancing. Seems pretty lame, though.
  22. How exactly is that different from 0AD? Besides that you can pay for sentries to add firepower, you can also put 'dedicated' units in the tower. I often do that on 'hot' borders, for firepower, capture prevention and repairs.
  23. I'd suggest just trying that, before you're lamenting over spilled milk which actually might not even be spilled. AFAIK those ip-bans aren't very precise and I guess the handling is automatic, so maybe it doesn't come down to bad character traits of those admins. They even told you several times to create an account/log in to avoid being caught up in a banned ip range...
  24. Yeah, well. So we don't have mines right now, only pick-axes and dropsites; if the community will be happy with the introduction of actual mines I guess I'll be fine with it. Among the aforementioned dropsites is the CC, which also serves as a hospital, maternity ward (clone lab?), barracks, stables, archery range, bunker, research facility... I don't think I wanna argue now on how comparable the CC is to a 'town hall' or 'community centre'. I just wish you many games full of happiness about your town building and gathering situation.
  25. Sure, not the stone-age, but with those few people and only one building in the beginning I wouldn't call them fully established either. I probably only wasn't clear enough about what I meant; ofc there's no problem with being able to adjust the map size. I normally play with randomly picked maps, and then, of course, if I don't know what map is going to come up I can't make preemptive adjustments. Probably should change that approach anyway, guess I'm currently missing out on naval maps... Just put up an extra storehouse. Anyway, I'm fine with blue cav being able to hunt anything, including chickens. I don't know if the suggestions in the OP would add much to the gaming experience, while it certainly would change the current eco. And while the current eco might be full of inaccuracies and peculiarities, I wouldn't really know where to start or end or really make a meaningful suggestion.
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