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Gurken Khan

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Posts posted by Gurken Khan

  1. 3 hours ago, wowgetoffyourcellphone said:

    @Gurken Khan, can you identify the behavior your wish to see for healers?

    Yes. Firstly, if I tell them to move somewhere, I want all healers to go all the way to that location. Currently a lot of healers go a lot of the way, but quite frequently they all just stay where they are (if part of a selection), or a few will stay back or stop walking somewhere on the way.

    Unlike you I want my healers to move up to the target with the rest of the selection; if I didn't want that I'd not tell them to do that. If, for example, I want to capture a CC, I want these 'support' units to actually support my soldiers and heal them while they're at it. (Which also decreases the length of a 'healing session' after such an attack, which I feel can be quite lengthy even though I typically roll with ten healers.)

    True, the healers might be shot at, but I do it in turtle speed anyway so I can micro healing if necessary. :)

    Currently I just try to discipline them by repeating orders, which - thanks to ctlr groups - isn't that much of a pain.

    I don't know if maybe their behavior according to their stances should also be adjusted, I didn't feel like 'aggressive' or 'defensive' had the effect I anticipated. (So 'stand ground' it is for me/them.)

     

    • Thanks 1
  2. 9 hours ago, (-_-) said:

    Seems like this is the result of a known bug. The AI cant be deterministically serialized.

    I don't know what bug that would be. And I'm too dumb uninformed to understand your second sentence. :)

    Does the AI play a role in replays? I would expect a replay to do just that, replaying what was recorded, and that no 'decision making' would be necessary for that.

    Besides that I sometimes don't even have a replay of my last game, maybe that would explain at least a part of what I consider 'rubbish replays'...?

     

     

     

  3. @wowgetoffyourcellphone Hm. Don't think I had much of that. What I'm encountering quite frequently though is a few units thinking my orders weren't meant for them, although they were part of my drag selection or a ctlr group; healers not going where they were told are a classic, but I also had other units staying back for whatever reason...

    And I guess you meant that you don't have citizen-soldiers in DE? (Sorry, haven't checked it out (yet).) In a regular (vanilla) game I don't feel I'm in a position 'to dump the citizen-soldier thing'...

  4. @stanislas69 Thanks. And yes, I'm getting 'some' hours out of it. :)

    And my wall rant was totally on the constructive side, wasn't it? ;)

     

    On 11/6/2018 at 12:22 PM, Servo said:

    I wonder big structures occupy huge virtual area/space  that when you click on open spots it hits the structure, ships too. 

    Ships are ridiculously humongous anyway.

    And I frequently get annoyed by obstruction boxes (I believe that's what they're called). Like when I want my unit(s) to go near a (large) building, and then I have to try different perspectives/zooms to try to hit the floor with my cursor/click somewhere close; ofc things get worse when there's trees there.

    So, on a constructive note, I wished there was mouse action modifier that would force the click to go to the ground and ignore structures etc.

     

  5. 1 hour ago, Bigtiger said:

    The wall set is a pain to get right.

    I think walls in-game are a pain, too. I often find it hard to tell with the terrain if I really close the passage. Or at some angles the wall will 'red-out', showing me that I can't build it and I have no clue what's wrong with that angle; or starting point, or whatever's the friggin problem. It's also 'great' when I didn't actually block the passage and then try to find some solution that's somehow connecting to the existing wall and on valid terrain. Or the 'fun times' when some part of the wall has been shot out by an enemy and I try to build something connecting, sometimes having to try to re-do the same exact angling and stretching of that fathertrucker.

    Them walls can really make me grumpy, so I usually save and - if not already at it - slow down to 'turtle' before I build one. Not exactly what I'd call 'comfortable'. :brickwall:

    • Like 1
  6. @thankforpie That might be one of the reasons why ranged units are more popular. ;)

    I haven't tried ctrl+q'ing yet; when I let them roam free they'll usually split up and attack several targets.

    Depending on the situation/numbers I might prefer my units to concentrate dmg or spread it; not always happy with what the AI chooses...

  7. I can't help it: I got a 'problem' with her eyes.

    I feel like her right pupil/iris is a bit too much to the left (everything from our pov). And while the lower part of the left iris is nearly round, the right iris is cut off much more at the bottom; is that all how it should be?

    Spoiler

    I don't know jack about art or anatomy, so feel free to ignore this. ;)

     

  8. 7 hours ago, Astrid said:

    The scout  can also attack wild animals or enemies if needed but it isn't made for war or massive damage attacks.

    What wild animals would you attack with such a scout? Squirrels? :P

    When I want to clean out wild canines & felines I take four ranged cav, that's just enough so they don't get injured. I wouldn't want to attack anything or anyone with low numbers of even weaker units. So personally I think it's fine that we get one free cav as scout in the beginning. It would take some serious buffs (speed, armor, LOS) to make such a scout appealing to me...

  9. @(-_-) Yeah, I was just typing something along those lines myself. I assume melee units were used so much because they were advantageous, if they're not used that much in the game then I guess they're not that advantageous. I wouldn't be happy if I was forced to use melee units if I don't want to.

     

    Also I don't know what a cap per phase would accomplish for the game.

  10. Just a few quick suggestions/wishes, if I may:

    - When saving a game, include the play speed in the save;

    - mark houses just like every other building when there's someone inside;

    - make it possible to ~fold-out unit lists in buildings, so the health of the individual units is visible (or maybe add a 'release fully healed units' button?);

    - re-add the perk info to the hero icon on mouse-over;

    - bring back the number of units working on a building.

    Spoiler

    582132700_0AD-wip1.png.1a4e38a717f1aa54c0935662ce1c615e.png

     

    • Like 1
  11. 1 hour ago, Nescio said:

    On the other hand, there is no evidence for any trans-Atlantic links prior to 1492 AD.

     

    ORLY.jpg.04c1bf94c419810b77f68ebe2a136658.jpg

     

    Spoiler
    Quote

    Two historical cases of pre-Columbian contact are accepted amongst the scientific and scholarly mainstream. Successful explorations led to Norse settlement of Greenland and the L'Anse aux Meadows settlement in Newfoundland[3] some 500 years before Columbus.

    It's not much, but definitely more than no evidence. ;)

     

  12. On 10/7/2018 at 2:13 AM, Thorfinn the Shallow Minded said:

    I wonder if increasing the footprint of trees is a good alternative for pathfinding.  Map design already has far too few chokepoints in my opinion.  For some light units, it might be interesting to allow them to just ignore the obstructions instead. 

    I don't know. If it's a clear 'who can go in also can get out' maybe?

    But I think the last thing this game needs is more clunkynesss and units having problems finding their route. And if some units can ignore it I fear it may lead to splitting up troops. (Already there are maps where certain units can't take the same route as the others, for example Elephant-Man on 'Special Snowflake', or whatever that map's called correctly.)

    btw my last pic above is from 'Lower Nubia', a map with plenty of chokepoints; so much so that I think it's a bit of a pain in the averywhere to play it. I believe to remember more passages between the different parts of the map, but judging by the paths my units chose I guess not; but maybe that was some stupid trees blocking them...

     

    On 10/7/2018 at 4:56 AM, Sundiata said:

    I also wonder about this... I sometimes execute my units for their insubordination. Simply can't allow such insolence...

    I feel ya! ;)

    I'm restraining myself there, probably because despite my frequent genocides here I'm such a pacifist. lol

    And those units cost resources. Aand all units are the same kind of stupid. Aaand it would be an extra hassle to get the replacement(s) in place. Aaaand this suicidal stupidity is the main reason why I overwhelmingly play on turtle speed; preventing most or even all of that stupid adds greatly to my enjoyment.

    Expecting the units to react at least as smart as I would is not putting the bar too high, I think. :P

     

  13. No more comments regarding 'rubbish' or missing replays? :/

     

    The game just crashed on me (yet again), but the crashlog didn't update...

    Spoiler

    And since it was one of those 'hunger games' (i.e. scarce wood) and the last save was too old I don't feel like finishing it. :angry:

     

    Anyhow. What I really, really very, very much dislike is when my units don't do what I tell them.

    0AD-ydontyoufdoasitellyou.thumb.png.7fb5831777038773c7c2c052eca20353.png

    I told my units like ~half an hour earlier they should go to the position marked with the circle; I don't know why those idiots have to dillydally around the enemy's CC to get killed. :angry:

    Those within the circle made it, but as one can clearly see it's not like the other units follow closely.

    Spoiler

    I had to make a visit there because that enemy had captured the 2/2 relics parked conveniently at his doorstep.

    I wished - and hereby propose - that a direct (move) order takes precedence over anything else. I don't want my healers to stop when I change their stance to 'standground' (the only stance I find useful for them), and I sure as hell don't want any units to turn around (and get killed) when I told them to go to a specific position.

    • Like 1
  14. @WhiteTreePaladin Thanks for the explanation.

     

    13 hours ago, Lion.Kanzen said:

    thats why we have our better programmers fixing and rewriting the pathfinder.

    That's good to hear! :)

    Maybe I can do some testing...

     

    What's the connection between the pathfinder and the AI?

     

    And I thought it was maybe an AI holiday yesterday because their units weren't working. But I assume it was because the bases weren't defined (from main and interesting log):

    Quote

    ERROR: JavaScript error: simulation/ai/petra/baseManager.js line 1013 TypeError: base is undefined m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1013:1 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2761:16 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

    WARNING: PlayerID 5 | Petra: Raid 0 has an inaccessible target foundation|structures/maur_civil_centre indices 2 3

    Don't know if this from the mainlog has any relevance:

    Quote

    'art/terrains/terrains.xml' does not exist. Using previous properties.

    Loading RMS 'maps/random/latium.js'

    Any error logs I missed?

    I went through the motions to finish the game anyway:

    2018-10-05_0001.ZIP

  15. On 10/1/2018 at 4:33 PM, WhiteTreePaladin said:

    The door is fine, but the door opening has slanted walls, so it looks like it is a result of texture stretching. I'm not sure if this is intentional or not because the base of the tower also has slanted walls, but it does look a bit odd.

    It looks like the ~columns are protruding, but on the right side it pretty much seems all parallel, while on the left it doesn't; I couldn't really 'read' it. ;)

     

    1 hour ago, Lion.Kanzen said:

    as whitetreepaladin said, that take time and very kind of expertise because is pathfinder.

    Yeah, I imagine it's not trivial; but a bad pathfinder can really screw up things in a lot of ways...

    0AD-ywomencantwalkonwater.thumb.png.70dfb9565b5087e0f88754d392b1d643.png

    These women can't walk on the water and thus not reach the island...

    0AD-mtfu.png.ff76ddf75fe46c6d4e632acf16acc71a.png

    While these women can't climb sufficiently to build on the mountain. Though, if I caught it correctly somewhere, the map maker could mark these terrains inaccessible?

     

    0AD-fffemale.png.2a783767cd36fb1a6eeda5a5b89d6378.png

    While I appreciate the thought of not standing around on my construction site, in this case it turned into an ~endless loop, because the woman wanted to get on the other side and kept walking on and off... I'd much rather she just walk across and get it over with than blocking the construction forever!

     

    0AD-ffhorsie.png.294b9b4165d757fa31d452393995b6f3.png

    Incidentally, that same game some allied horsie decided to just stand in that very gate and keep it open for anyone who wanted to pass... (I wish they wouldn't. But I don't know if you can teach them the significance of closed gates. ;) )

     

    To add another topic to my ramblings: Why is 200 the maximum of units I can 'box select'? (Is that what you call it?) With default settings the pop cap can go up to 380, so I don't think an army of 210 or 250 units is too far fetched. This limit of 200 seems arbitrary to me.

    • Like 1
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