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Manimal

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Posts posted by Manimal

  1. Hi,

    I'd like to make a scenario where Brits, Gauls and Ibers make an alliance to push back the Roman expansion.
    I wanted a single player to control these 3 different civilisations.
    However the Alpha 0.0.25 engine does not allow me to do that, and it crashes when I alter the "Civ" variable as a list of strings.

    This is how I've done it, to no avail :

      "PlayerData": [
        {
         "Civ": {
            "brit",
            "gaul",
            "iber"
          },
          "Color": {
            "b": 149,
            "g": 55,
            "r": 21
          },
          "Resources": {
            "food": 300,
            "metal": 300,
            "stone": 300,
            "wood": 300
          },
          "etc": etc
         },

    By the way, this might allow players to produce the original units from captured buildings in mutliplayer games.

    Thanks for eventual help.

  2. New constructable road or already built up road.
    Gives a speed bonus to any unit as long as it's moving on it.

    Already built up city or unique constructible buildings (forum, cave dwellings, cave temple, barracks, etc ) based on the original ones.
    Some buildings would have a better strength than all other buildings of any civilization. See the pictures from wikipedia.
    This might be an ability when playing some civilizations on maps with lots of canyons, mountains, cliffs.

    Many civilizations were able to dig cave buildings (link to the french wikipedia, more historical than its equivalent in english) all around the world.

    1920px-PS-Petra02.jpg

    • Like 1
  3. Hi,

    I'm posting this suggestion there because I didn't find the related section on the forums. My apologies.

    I suggest the dev team to think of adding the Appian Way and the city of Matera (take a look at the nice pics of this city)

    The Appain Way might be buildable (at least a connexion to it) or pre-existing in maps, and it might have a speed booster effect for moving units and trading carts from one place to another.

    The city of Matera is interesting because I've seen in no game cave dwellings which, are one of the oldest type of home for the ancient peoples.
    These cave dwellings might get a strength bonus since they were carved in plain rock.


    FYI : 10 Fascinating Cave Dwellings in the World
     

    Coat of arms of MateraIta11175 07.jpg

    • Like 1
  4. Hi there,

    Generaly HP and similar do not provide the latest versions of the drivers.
    I was running the 0 A.D. Alpha 24 after the update of my CPU+GPU+Chipset drivers through INTEL and ASUS downloads only.

    Here are a few links for your devices

    CPU : https://www.intel.com/content/www/us/en/search.html?ws=typeahead#q=intel core 2 duo e7500&sort=relevancy

    GPU : https://www.intel.com/content/www/us/en/search.html?ws=typeahead#q=intel q45 q43 express chipset&sort=relevancy
    or https://www.intel.com/content/www/us/en/search.html?ws=typeahead#q=intel q45 q43 express chipset microsoft corporation - wddm 1 1&sort=relevancy

    or else https://www.intel.com/content/www/us/en/support/detect.html


    Also, try this https://support.microsoft.com/en-us/topic/use-the-system-file-checker-tool-to-repair-missing-or-corrupted-system-files-79aa86cb-ca52-166a-92a3-966e85d4094e


    0 A.D. Alpha 25b Yauna is currently running  fine on my PC with an i7 6700K and its intégrated GPU + a GeForce GTX 1650 board.

    In my case :
    The installation of nVidia has turned off automaticaly my integrated GPU after rebooting the computer. (which sounds like a successful installation)
    Then I've launched the nVidia experience tool to ensure everything is up-to-date.

    -> https://www.nvidia.com/en-us/geforce/geforce-experience/

     

    Hoping this can help

  5. On 29/12/2017 at 6:55 PM, Stratego said:

    1.Workers when they verify the closest drop site check the distance, not the actual walking distance. So you can have a storehouse at a bottom of the cliff, and a town center on the plateau and the worker chooses to go to the storehouse because it's theoretically closer. But the walking distance is maybe 6 times more than the the distance to the town center. This is easier to verify with trees, but also for hunting. Same is for moving to harvest another tree, picks the absolute closer one instead of taking the unpathable terrain and the walking distance in consideration.

    Hi.

    I've noticed that in 2017 and this pathfinding problem still remains in the v0.0.24 Alpha Xšayāršā (win32) and in the 0ad-0.0.25-rP25760-alpha-win32.

    On the other hand, I don't like to see my workers trying to collect resources way too close to the opponent's defenses and therefore exposing themselves to a certain quick death.

    Hoping this will help.

     

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