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Gurken Khan

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Everything posted by Gurken Khan

  1. I guess that's ok, although I'd liked the mercs! Of course I wouldn't want to upset the balancing advisors either, although I don't know if Wild Lake is a popular MP map as it seems pretty unbalanced.
  2. Suggestion: Don't have buildings' descriptions make promises they can't keep. Specifically I think the description for the Egyptian Mercenary Camp (Wild Lake) should be corrected, as one can totally not train mercs from Hellenistic Egypt as promised when capturing that building. Or even better, make those mercs available!
  3. As I understand it it's not the difference between a human or AI opponent, but the number of units; so generally in 1v1 you have less units than in a 4v4. If you watch ValihrAnt's vids on yt you'll frequently see him lower the graphics settings as the game progresses. @Stan` Thanks for the answer, still I don't think practical tips are easy to find.
  4. I think one advice (maybe by Stan) was to disable it, as well as post processing, fancy water effects and vsync. @Stan`Maybe make a sticky in the help section?
  5. And it doesn't appear to be fool proof (no insult intended). And it would actually look more like a clock if the NE, SE, SW and NW blobs were turned into two lines each. Perhaps @azayrahmad's hourglass idea is even better. More appropriate to the time of 0ad?
  6. Maybe the icon could be redone a bit? Specifically I'm thinking of fatter markings at 3,6,9 and 12 o'clock, with two slimmer marks between those.
  7. But we were talking about excess food here. If I make 12 fields and get the farming upgrades (plus maybe fishing and keeping my horsies busy while I'm not attacking), I end up >10,000 food...
  8. What is that?!? Just kidding, though I rarely have excess food, maybe in late game when I was too lazy do redistribute my women. And although that I can do something doesn't necessarily mean I should, I might give it another try sometime.
  9. @LetswaveaBook But I have to pay 250 food, 100 wood and 100 metal for it; so I'm still not convinced it's worth it.
  10. Is it actually worth it? When I tried it in an earlier version I had the feeling it's not worth the tec cost, the creation of women taking so long that I decided to stick with women from the CC(s).
  11. Yeah, though mercs will not anymore. At least they still can build.
  12. Quibbling back I'd argue that I wrote "drove out the traders with his whip and knocked over the tables of the money changers"; knocking over the changers' tables and driving out the traders seems to be pretty consistent in the versions I glanced over. (I don't even have a guess if he supposedly lashed out against the traders or just used the whip threateningly.) Since I'm neither going to learn Aramaic nor Ancient Greek in this life, I won't consider myself an authority on biblical matters anyway. To make this post not completely off-topic: Maybe the choice of the hero could depend on what you guys think this faction needs? Offensive, defensive, economic buff? Mercs?
  13. I'd assume giving female gatherers and animals armor was a decision, so I wonder if there shouldn't be a discussion, hopefully with some kind of consent? And especially with the ranged units it would also be a matter of balancing.
  14. Well, he also drove out the traders with his whip and knocked over the tables of the money changers, spoiling their coins on the ground; a bit less a meek approach then he is stereotypically portrayed. @Thorfinn the Shallow Minded I agree that your proposed heroes sound like better choices for inclusion.
  15. What damage do you suggest for his whip-attack? Insta-kill on females? Or just a regular attack bonus.
  16. I'm confused about the Zealots, as on page 1 you had sources with clubs or as swordsmen, and now it's knives? Just wondering. (Does 'knife' implicate a length or a method of production?)
  17. I like the a24 way: (Except I'd prefer the pop count in one line.)
  18. Not sure what you'd consider assumptions. I thought I was always very clear on what versions I was referring to. I still wanna get some more a24 games in before I switch to a25, at least having played all civs. And I'm frankly enjoying the increased stability of a24, as a23 was reliably crashing. (And I'm not sure how the dev. version will work for me.) I don't know if your ~reply implies stuff I mentioned has been addressed, looking forward to finding out. Hope that's ok for now.
  19. Stupid moving Ok, my units are stupid and they move stupidly. But maybe some things can be better, and some even have been better in a23. I. Getting stuck. Really makes me mad when my units find a way into the woods and then can't find a way out. Haven't had exactly that in a24 so far, but recently some units were stuck behind a short, single line of trees and couldn't find their way around. So maybe still some room for improvement. II. Single file line. I thought there was some push mechanic now, can't really tell a difference. Gatherers still bump into each other when they're on the same resource and drop-off point. What really annoys me though is that overtaking is just not an option, so the slowest unit sets the pace for all others. If for example my cav was a little less stupid, they could 'open a second lane' and advance much faster; I guess on maps that would be the difference between the shortest and the fastest connection. III. Turning times. I think they're ridiculously high now. Yeah I know, dancing and stuff, but maybe this could be reconsidered. ~Flowing around a CC to find their position to capture has always been a challenge for my stupids, but now - I suppose because of the turning times- it takes them like three or four times longer. IV. Stopping to advance after attack order. What prompted my rant feedback. It changed from a23 and I really hate it. When I gave a group of units an order to attack a unit, they used to go to a point where they could attack and then take it from there. Now, if that target is killed or temporarily out of sight, they stop dead in their tracks or do some stupid stuff, like capturing a house or something I'm really not interested in. So if that behavior could be changed back to how it was in a23 I think that would be just great!
  20. Naturally I'm not against civs having the correct tooltips for their buildings, but if it would work both ways I think that would be ideal. Reminds me: how do flags on captured buildings work? Used to be when I capture a tower for example and then man it, it would show the flag of the civ having built it and not mine; not a big issue, but of course I'd want my flag flying there. Is there a chance we get the +10 pop cap back just for building a wonder? From my experience there was at least a chance that ten additional champs made a bit of a difference, but now with that two minute extra delay I feel building a wonder is basically pointless.
  21. Is this even something that needs to be done? I think exiting and hitting 'continue' like it is now is fine. Is there any GUI-research what is faster, 2x choosing between two very short options or 1x choosing between three longer options? A+B and C+D are different things, so any answer should have two parts. I'd like A to say 'Yes, skip summary'. I think D is fine, if there absolutely has something to be changed.
  22. The first time I read it I was intrigued and built an arsenal I ended up not using; otherwise it doesn't affect gameplay. I'm checking the unit tree more frequently now. But I'm also a passionate nitpicker.
  23. It says so for Mauryas, Romans, Ptolies. I just gonna assume that's the case for all civs.
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