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Player of 0AD

Balancing Advisors
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Posts posted by Player of 0AD

  1. 13 minutes ago, Sevda said:

    I think there are 4 Roman swordsman units: citizen, champion, Samnite and Gladiator. The latter 2 of the units can only be summoned in the atlas editor and not the actual game. Some units only exist in Atlas editors as there is no structure to train them. Strangely, the Carthaginians can train green Samnites although the authentic Roman Samnites are red.

    Is this a good feature or a bug?

    Imho capturing is a bug, not a feature : P

    • Like 1
    • Sad 2
  2. 9 minutes ago, Old Roman said:

    On occasion in A26 (playing as Romans) I've captured embassies that allowed me to train slingers.  Since I can't remember which civ produced that building I started poking around in Atlas  and none of the embassies I could choose from had that option  (now show a sammite(SP?) swordsman.  Was this a fleeting feature that has disappeared? 

     

    Carthage, Celtic embassy

    In A25 every civ can train every unit in an embassy which carthage can also train

    • Like 3
  3. 43 minutes ago, maroder said:

    lol why do you care?

    I care because I like the game ; )

    43 minutes ago, maroder said:

    The question is why do we need resistance levels in the first place and can't just use the percentages?

    The levels are useful for techs and heroes which increase armor.

    If you want to check out which upgrades your enemy or ally has on his army, you check out the level number so you can quickly see which upgrades are in place. Its easier to keep in mind than just the percentages. The levels are linear numbers, the percentages are not linear.

    • Like 2
  4. @Sp00ky

    First of all turn of random differences between units in the graphic settings. That way at least all unit types have only 1 look which you can better learn than the look of all the different variations.

    And I can recommend you the BoonGUI mod because it increases graphics of projectiles a lot so you can actually see them. Much better projectile sizes, not realistic, but the main game should adapt them.

    • Thanks 1
  5. Every time when a unit limit is reached or when there are not enough resources, the auto-queue gets not only paused but disabled. Dont think this is a feature. It's a bug. When I turn autoqueue on, I want to have it on instead of being forced to re-turn it on all the time.

    I train a seleucid or ptolemy hero: Autoqueue turns off.

    Im running out of metal: Autoqueu of mercs turns off and turns also the autoqueu off for non-mercs. Just 2 examples

    Id also wish that there would be an option which makes auto-queue the default

  6. 12 minutes ago, Lion.Kanzen said:

    seriously? Can someone confirm?

    I play very often with AIs and they often send help to their allies (for example me) even when there is no flare. So just if somebody flares and gets help it doesnt mean that the help comes because of the flare.  I think the AI doesnt even receive the flare, it might just ignore it.

  7. 23 hours ago, AIEND said:

    This requires changing the current citizen-soldier system, adding citizens of both genders, and allowing them to complete the collection of various resources.
    Player P1 cannot train any soldiers. In this stage, there should be no fighting between players, all they have to do is to accumulate enough buildings and populations to prepare for the next stage to fight.

    Just play with the ceasefire option? 10 minutes for example

    23 hours ago, AIEND said:


    This is not to say that the setting of citizens-soldiers is completely abolished, but I think at least soldiers should no longer be able to collect metals and stones. Fighting should be the main work of soldiers, and collecting materials should only be a sideline.

    No. The game has already some diversity: Some soldiers cannot gather metal and stone (cavalry, mercenaries, champions) - this makes the game more interesting. The citizen soldier conception is big fun to play

    • Like 1
  8. The command "back to work" has a flaw: The woodcutters will not go exactly back to the location where they have been, at least not all of them. Some will search a new tree instead which is close to their current location, and not close to their original location. For example if they have walked some distance during a fight this can be very annoying as they will chose their new trees in the middle of nowhere.

    Same problem occurs with pushing orders to the front of the queue

    Maybe it also happens with other resources, not only trees

  9. Hes not joking (at least I tested this with the ptolemies which are similar to seleucids)

    Maybe the limit exists because the 2 civs have military colonies, but it's super weird that the limit doesnt exist if you have a hero and that there is no information about this

    • Like 2
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