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Gurken Khan

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Everything posted by Gurken Khan

  1. 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'...?
  2. @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'...
  3. @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? 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.
  4. @Lion.Kanzen Thanks for your answer. I'm aware it's an alpha. I just took the 'feedback' part of this sub-forum's title as an invitation to give, well, my feedback. Without trying to blame anyone for anything or making demands. And if this thread gets some views and maybe someone remembers some ~issue when it's convenient...
  5. 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'.
  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 believe in every civ the (citizen) melee cav has more pierce armor than the (citizen) ranged cav; so you might wanna use them against skirmishers and archers.
  8. @Adeimantos I think only a few small things were changed since release. Actually I'm experiencing less lag than in the past. (How I struggled to target moving enemies at 5fps...)
  9. 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?
  10. Can you do a search for 'crashlog' locally on your computer?
  11. Hi @bhiza, I'm neither a mod nor Spanish speaking, but do you have a crashlog (crashlog.txt/crashlog.dmp) in your 0AD folders?
  12. What wild animals would you attack with such a scout? Squirrels? 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...
  13. I believe it's a Zelda-mod: I want to see that zoo!
  14. @(-_-) 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.
  15. 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.
  16. So far I'm in favor of Xšayaṛša, or Xinognu if that civ makes it into the game. And shouldn't the name of the game itself be changed to 0 C.E.?
  17. 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... 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.
  18. No more comments regarding 'rubbish' or missing replays? :/ The game just crashed on me (yet again), but the crashlog didn't update... Anyhow. What I really, really very, very much dislike is when my units don't do what I tell them. 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. Those within the circle made it, but as one can clearly see it's not like the other units follow closely. 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.
  19. Sooo. I looked at the replay, or rather replays, as I have three of that game (I guess because of different saves, I have five saves though). None of them shows what actually happened, and none of them shows the complete game. (It's not the first time I don't have a replay of my last game.) 2018-10-05_replays.ZIP 2018-10-05_saves.zip Can anyone riddle me any of this?
  20. @WhiteTreePaladin Thanks for the explanation. 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): Don't know if this from the mainlog has any relevance: Any error logs I missed? I went through the motions to finish the game anyway: 2018-10-05_0001.ZIP
  21. 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. Yeah, I imagine it's not trivial; but a bad pathfinder can really screw up things in a lot of ways... These women can't walk on the water and thus not reach the island... 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? 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! 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.
  22. Moin! I've been playing a bit (x hundred games) and I thought I'd just give a bit of feedback and make some suggestions. I'm aware the game is in alpha state and one shouldn't expect a perfect experience. There's a lot I like about the game ('Thanks!' to everyone that contributed), but that probably won't take up too much of this thread. For starters, I'd like to suggest to not display numbers after the decimal point (for missing resources to buy a tech). The resources I have don't show fractions, so just do whatever rounding you use and show the integer; otherwise I think it can get quite ridiculous... ^^ My biggest complaint is about units getting stuck in in the sticks! It's just annoying the heck out of me. They can find their way in there, but there's no friggin' way the can get outta there? WTH?!? If they're just stuck between some captured houses I'll just destroy those, still stupid but no prob. But trees? Really? They can move into some woods but not get out of there? For an illustration here's my whole cav being stuck (phase 1) while I get attacked from multiple enemies: 'Luckily' the game crashed (yet again), so I didn't have to rage quit... :/ Certain maps seem more prone to this, like 'dense forest' and 'Belgian uplands'. I really wish this could be changed. And another quick one: I think the Seleucids' towers' door looks unhinged. (The gap on the left side is wider at the bottom than at the top.) Thanks for your attention. :)
  23. Do walls prevent that update too? You can spot the corner of the CC I captured at the top, and my territory boundary at the bottom. I believe when I first looked that tower was >200 mine, but then it decayed to Gaia (mostly); the red neighbor had a bit of influence on it (and my green ally waved at it a bit). As soon as I destroyed the gate it started to convert to me (the wall was a complete circle before). Or is that intended behavior? 2018-09-27_0003.ZIP
  24. Thanks for the replies y'all. I'm still not convinced it'd be a good idea to use elephants to tear down fortifications or that it is historically accurate, even though they can do massive damage when enraged; but I don't have an issue with it being in the game. I agree with @Sundiata however that rams are such a basic technology it should be available for all civs. Glad you like it.
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