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gui456wSERTDYF

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Posts posted by gui456wSERTDYF

  1. @real_tabasco_sauce I was using Persians and these were stone walls, and I had developed the "Persian architecture" tech. The enemy simply "cut" the wall with roman swordsmen; more than one segment of wall btw. They were a lot of swordsmen, but still...

    @Dizaka what you mention about the usage of walls as obstacles is true and I do it as well, but with palisades. Stone walls, on the contrary, are much more expensive and take longer to build, and usually you expect them to protect your city hermetically from whatever that comes without siege. Normally it works that way, ranged units cannot break down a wall, and this is the expected behavior. I was expecting the same for any kind of soldier units, but enough swordsmen can bring down walls.

    In my experience, in multiplayer games (which I play a lot), the only ones that build stone walls are new players expecting they will protect them. I never see experienced players building stone walls.

    • Like 2
  2. I come to suggest that walls should only be attackable by siege, and maybe elephants, but not by soldiers. There are two reasons motivating this proposal:

    1. Walls are rarely used in the game, the reason is that the cost/benefit is very low. I just played a game in which I decided to surround my city with walls, to avoid it being simply taken by horses, to discover that my enemy brought (roman) swordsmen, destroyed the wall in less than a minute with the swordsmen and took my city. Not only this is completely unrealistic, but also makes the wall even more useless than I thought...
    2. When attacking the iberians, sometimes my own soldiers end up attacking the walls instead of soldiers, which is completely useless.

    I think that removing the possibility of walls being attacked by anything but siege may improve things.

    • Like 4
  3. I find the current implementation of fish good. It is true that at some point they disappear, but as long as they last it is way faster than farms. A relatively fast regeneration rate would be interesting though, you could live on fish.

  4. I am not speaking about this being unrealistic, it is a gameplay thing I don't feel is nice. You are about to take a city and suddenly it disappears in front of you.

    On 05/07/2023 at 4:42 AM, Adeimantos said:

    Maybe deleting buildings should not be possible, instead you should be able to command units to dismantle them; it would take time but you get resources back. Or deleting should take time, like after you press delete the building gradually loses health over like 10 seconds, and stops if captured.

    These kind of mechanisms are the ones I would be in favor of. Either a timer, the need of own units dismantling the building (kind of the opposite process of building the building, and recovering some resources), own units setting it on fire (if you don't want resources back; it would take some time as well, but shorter), or something on this line. But not just shift+supr and suddenly the whole city disappearing.

    I think this would make the game a bit more interesting.

    • Like 1
  5. On 05/03/2023 at 7:54 PM, Stan` said:

    Did you rejoin?

    Yes. I had a keyboard issue and rejoined just a few seconds after the beginning. That was probably the issue with the recording. Anyway after that the game proceeded normally until I destroyed his CC, he said something like 'Incredible how did I @#$%ed up this game' and seconds later he shut down the server.

    Is the chat saved anywhere?

  6. If you want it to be perfectly balanced then you should give each player exactly the same. One way is simply to divide the map in x portions (like a pizza) where x is the number of players. Then define however you want one portion, i.e. place the CC, resources, etc. Finally copy-paste the portion increasing the angle by 2*pi/x. Then you have a perfectly balanced map, including not only hills and berries but also wood (which is not necessarily balanced in mainland), animals, etc. In such map it is not possible to blame the terrain for any imbalances that could appear.

  7. 18 hours ago, real_tabasco_sauce said:

    It shouldn't be all that tedious. I have done a lot of hotkey switching recently and it worked out well. You can just choose one unused key (I chose super, which is command on mac). Alternatively you could boot something like "follow" off of f so it is readily accessible to your left hand.

    But you go manually one by one changing it in the settings? Or is there a mass hotkey editor?

  8. I have the snap version. I cannot find the default.cfg and local.cfg files (I don't have them, I used `find ~ -name "default.cfg"`). I can find ~/snap/0ad/current/.config/0ad/config/user.cfg where I see the settings that I have changed (among those a few hotkeys I modified within the game). But I don't see all of them. I want to have them all in view so I can just do "find and replace".

  9. Are the hotkeys defined in a text file? Where is it located? (Ubuntu)

    Due to a problem with my computer my ctrl key does not work. Since this is a critical key for the game, I just want to map it to a different key. I can do this "by hand" by opening the game and changing this in the settings. However this is tedious. I am wondering if all the key bindings are defined in a text file where I can do this easier.

  10. I like ships as they are now, I like naval maps and play regularly. It is true that ships require quite some micro managing, but I think that is what I like about ships, it is not just spamming units like we often see in mainland games. From my point of view:

    • What I like now:
      • Cannot spam ships onto the enemy, because expensive and micro managing.
      • Garrisoned units make them stronger.
      • Without garrisoned units they are useless.
      • Garrison catapults and they throw rocks.
      • All ships can transport units.
    • What I don't like now:
      • They are "stupid", i.e. they get stuck too easily when navigating. (This improved wrt previous versions I have to say.)
      • They overlap multiple on the same spot (I think this happens also with siege engines). For the ships this is often too much.
      • Formations don't apply to ships. You have to take care that they arrive together.
    • What I would like to have/change:
      • Easier to fix: Maybe to add some button, like it was done with drop resources, that when you press it the ship automatically goes to some shore (that you may specify with e.g. a rally point or a right click), it unloads the units, they fix the ship, they garrison back in it and the ship returns to the combat position. This would greatly reduce the micromanaging still without allowing to spam ships.
      • As with the catapults, if you garrison bolt shooters the ship shoots these stronger arrows.
      • Allow to focus the attack on some specific unit. If the enemy has a war ship and 10 fishing boats, I want to be able to focus all my arrows on the war ship and not waste fire power on the fishing.
      • When a ship is attacked, damage not only the ship but also the crew (and they gradually die). In that way it is not possible to have an immortal ship that you fix hundreds of times with the same crew.
    • Like 1
  11. In previous versions of 0AD there was a button (with an engine icon if I recall correctly) that would send units back to work. It was super useful. I cannot find it now.

    I am also wondering whether the "delete button" is useful to have it there at all. After all, a delete operation is so intuitive that even my grandpa could figure out that the "delete" key is the shortcut for this.

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