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Old Roman

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  1. Your responses have me on the right track. I found the seed number in both the text file and json file and pasted that in the random seed field. I loaded the 'unknown' option in the Atlas random map field and indeed it generated a map! However the replay I chose to use the random number contained the landscape option of "lakes", which was a land map with lakes and a biome (chosen by me of artic). However Atlas decided to generate a continent map with no lakes and a random biome. Is there currently a way to choose " landscapes" and "biome" within atlas before the generation step? At this point I assume that if I had chosen a replay of mainland etc. from the random map choices with the corresponding seed number atlas it would have performed correctly in its generation. My curiosity is also aroused about the "seed AI" number that was also in the replay file but has no visible option in atlas
  2. I've been playing random 'unknown land' maps again and am reminded that sometimes the random feature can create an interesting map that I wouldn't mind playing again. It seems the original map data must be saved in the replay file and was wondering if there would be an easy way of importing that data into Atlas to make it a permanent map. One more general application of this feature for example might facilitate generation of a static copy of a mainland map that could be used in competitions like the pop cap challenges to allow participants to install a copy and post their best time against the same AI and the same spread of resources. Instead of having to upload a replay file-- a screenshot of the frozen game time at the 'you have won' prompt would suffice.
  3. It would be really nice to have the ability to save and load multiplayer configurations in match setup. It's just a bit annoying that whenever I choose a new mod, the 8 player team and civ assignments disappear and revert to 2 unassigned players. Is it because the default screen reverts to 'skirmish'? Would changing the default screen to random preserve the multiplayer list? Other than that it's nice to see new and interesting mods again.
  4. Sort of makes the 'reveal map' option seem like a very legitimate alternative. Earlier today noticed that when I pop a number of garrisoned troops out of barracks, it knows if a sufficient number of troops are still inside to hold it and will immediately stop hacking and start capturing if there are not.
  5. I eventually tried the harder levels with a decent amount of success. Even tried multiplayer games against catalina with petra as my allies (petra did pretty well). I finally abandoned my experiments when my consular cavalry champions kept "freezing" randomly when given an order to attack or retreat. This was solved by removing the mod, so I have no plans to retry until this issue is resolved. Another weird feature of the harder levels I noticed was that the massive amount of workers that catalina sent into my territory to collect resources, despite being under constant attack from fully garrisoned towers. Catalina was still able to increase population with a mostly almost dead workforce, due to the sporadic targeting of the towers. On two separate occasions of catalina reaching a pop max of 200 it passed by all my defenses and went straight to the CC. Since the attack was early none of the troops had any upgrades so my CC full of women held out and I was able to empty my border towers and built new towers closer to the CC, which eventually decimated his entire army. Catalina did not recover.
  6. Wrong thread but... Suggestion for Team Bonus Romans: How about a small walk speed bonus for all allied traders based on the historical strength and extent of Roman roads. Please excuse the interruption.
  7. In hopes of reviving that 'spirit', I've attached the errors that starting the map generates: interestinglog.html
  8. Of course until now I haven't played "Battles In the Dirt" since a23, but last night I noticed several errors scrolling by about 'treasures'. I also vaguely recall the center of the map being being full of some rather nasty gaia troops. Both treasures and gaia were missing from the map, which was still quite playable.
  9. Just me and the boys Hacking Catalina's CC to dust before the developers nerf us to oblivion. Seriously, some initial observations. Tiny Mainland is my idea of dangerous sandbox, so this is where I go to test new changes in new alphas. I do admit that Catalina does make a great effort to boom, but it has some odd quirks. The main difference that stood right out was that it spammed a lot of cavalry and attempted to hunt down every deer on the map. Unfortunately I tend to populate my border with at least 3 small towers as soon as possible, so they met a quick end once they crossed the border despite their great numbers. In tiny Mainland there is still a decent amount of room between the initial borders so my towers don't really threaten the enemy until I have extended my border with 2 or three barracks with another tower added with each barrack extension. I went level 2 at about 7 minutes. Catalina continued to produce farms and collect wood, but by this time my towers were on his border. Like Petra he continued to build houses close to the border within range of my towers and still suffers the same malady as Petra of sending a women to try to repair minor damage on all those buildings. Despite having over 30 wood cutters and 30 farmers on 10 farms he could not generate enough food to level up to 2 before twenty minutes. At this point my towers were also threatening a market he was also trying to construct on the border so he launched an attack on the tower but with no upgrades at this point he could not mass enough troops to even damage a fully garrisoned tower. Sometimes infantry wood take a couple of hacks on a tower, give up and go try to continue repair a next to useless house. Until this suicide issue is addressed the AI will never have any respect. At this point in a typical match in this scenario Petra stops being able to produce soldiers, but only sends an occasional women out to repair a border building. Catalina did at least continue to farm and cut wood out of range, but remarkably did not attempt any mining. By 40 minutes all the remaining workers had one by one gotten their final order to abandon their farm or tree and go repair a building. After one more try after producing one infantryman to attack a captured barracks, retreat to the CC to heal and return for another try he finally expired leaving the CC with 302 food 42 wood and 333 metal and no desire to produce more. (Usually Petra stops when it has less than 50 food. Of course I kept spamming consular bodyguards to get my screenshot and little jab at the balance team in the thread I'm not allowed to post in. This brutal humiliation of the enemy also works on Petra up to very hard. Petra really can't function very well in a small environment. I started Catalina here on medium, without checking the level beforehand. I will give the other harder levels a try. Finally notice that 3 of the champions in the lower right hand corner are facing away from the building. In my raiding to capture all the other buildings, various individuals kept getting stuck or not responding to the attack command. Though motionless they did not have a resting pose. I've never seen this before, even when having upwards 75 or more champions surrounding a building, or moving in unison across the map.
  10. Excuse me for posting here but... are some threads restricted for posting? Wanted to post an opinion on the OP sword cavalry thread, but there was no posting rectangle at the bottom of the thread. (There was obviously a place to post a reply on this thread)
  11. I've played 9 games of medium mainland or continent 4 vs 4 against Norse, Anglo Saxons, Carol. and Byzantines with ptolemies, mauryas,and Persians as allies to my Romans (I really like to win). There were zero crashes or error messages. The AIs were pretty matched to each other with no civs noticeably dominant. If anything weird happens in future games I will let you know.
  12. The zip file that can be downloaded from Github already has the modification for A25 done in the json file. After adding the folder inside the zip to the mods folder I was able to see the mod from within the game and enable it. On github the zip file is not immediately obvious, but when you click on the green code button it appears as an option to download. I only mention these details for people who may be as dense as I am and need to poke around for what is probably obvious to everyone else. I've been having a blast playing the mod again which I've missed since A23.
  13. Yep I downloaded the latest SVN for A26 yesterday and that number stuck in my mind
  14. I've really missed capturing norse houses and anglo saxon stables. Thank you. The zip file I downloaded from github aready had 0ad=0.0.25 in the mod.json, however in the main screen it had the original 25 release number 25680. So I wonder if all the fixes from 25b are implemented?
  15. Settlers IV had this feature, with individual HP bars for each garrisoned unit. In that game with towers and castles it was more critical because when under attack 1 unit at a time answered the front door and fenced to the death with a single opponent. The graphics were simple semi primitive but worked well. You could choose a wounded resident to send to a healer or replace him with a fresh soldier.
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