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Everything posted by Gurken Khan
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Where are you from?
Gurken Khan replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Please elaborate? I don't know if that's figuratively speaking, a reference or what...- 334 replies
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Where are you from?
Gurken Khan replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Please enlighten me Master, what's a poll again?- 334 replies
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Importance of researching technologies(HELP)
Gurken Khan replied to joelsonjoel's topic in Gameplay Discussion
Hello @joelsonjoeland welcome to the forums! Personally, I think it's good to have a lot of units. And upgrade them simultaneously, if possible. If you can put up a dropsite as a gathering point on the way to your strategic goal and have your troops gather resources, they'll pay for their upgrades themselves. What units do you use to deal damage? What damage are they receiving? What's the best bang for your buck? I think 'Will to fight' is really strong to increase damage from all units, especially if I'm also using ships. And since my horsies tend to be first where the damage's at, I like to prioritize their armor... -
@AltrineTo save the officials some typing:
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@wowgetoffyourcellphoneYeah, I guess. I thought it'd be an easy kill, didn't expect my guys to perform that poorly.
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Yeah, who could really judge if those statements were pejorative...
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Might be good in any situation with moving targets. Yesterday I had an enemy swordsman walk away, and five of my skirmisher cavs (about twice the speed) chased him across half the map without landing a single hit. Of course it doesn't help that those idiots always seem to be tripping over their own and their pals' hooves, but I really think that pedestrian should've died.
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I find it hard to believe that a mod would look at those racist rants and just let it continue. What was @user1thinking?
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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.
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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
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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.
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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...
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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...
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Language Terminology
Gurken Khan replied to Thorfinn the Shallow Minded's topic in General Discussion
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. -
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.
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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.
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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:
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I don't think @faction02was suggesting arbitrary/different colors, but that each player can assign any (existing player) color individually.
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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)
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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?'...)
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'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...
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Grids and Pathfinding
Gurken Khan replied to DanHart's topic in Game Development & Technical Discussion
I'd especially like that for walls. I think it's often painful trying to properly align them, especially along mountains or shorelines. -
Could autosave be implemented as a mod?
Gurken Khan replied to mvandemar's topic in Tutorials & Guides
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!
