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Everything posted by Thales
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My suggestion at this point is to uninstall 0 A.D. by using the command line (terminal). The reason for that is to purge 0 A.D. from your system. Uninstalling 0 A.D. through flatpak may not delete everything. As a quickie suggestion ask both Grok and ChatGPT the following: "How to uninstall 0 A.D. by using the command line with Linux Mint.". You can also make a post on the Mint forum website. There are different methods for installing 0 A.D. your problem may be associated with that. Grok provided the text below: "grep" searches for the presence of 0 A.D. in each of the installation methods. Theoretically you should only see one listing. If there are more listings, it is possible that they are conflicting. It will be necessary to uninstall (purge) 0 A.D. from your computer and then choose one method to install. Both Grok and ChatGPT provide advice on that. I think the ChatGPT gave better advice. One piece of advice that ChatGPT listed as optional was:"sudo apt purge 0ad 0ad-data". I would not consider that as optional. But you need to be aware that it removes your user data. Since you are just getting the program setup, the user data, at this time, should not be an issue. Of course I need to add the disclaimer that any advice from either Grok or ChatGPT can be wrong (that includes me too), that you need to be careful, and you should think through any command before executing.
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What version of Linux is @Essential Strategyusing? With Mint, you can download 0 A.D. through flathub (flatpak) from the software manager. See image below. If not using Mint, check your distribution for the ability to access flathub.
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Seems that the patrol icon applies to cavalry. See lower right icon. I missed recognizing this distinction. My daughter pointed out that the patrol icon shows-up for ships. Will have to check it out the next time I play.
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Agree. Attempting to micromanage Camels inside/outside a trading ship would be an absolute nightmare. But now I have an additional related question concerning "Diaspora". (see attached image, labeled Diaspora) I consider that technology to be a must. When you have three traders (camels) that option becomes available. Will it become available if you have three merchant ships? What about a combination, such as one merchant ship and two traders (camels)? Attached is the minimap (WaterWorld) for the game I was playing. I was playing blue. My daughter red. The yellow and green were the opposing AIs.
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Just to reiterate, there were no land routes available. The map consisted entirely of islands. Agree. Since the map consisted of islands, had a lot of ships. They periodically blocked each other. I also lost tract of a ship that had troops on it. It attacked a tower and was sunk, so I lost the troops. I also had a couple of cases where the water apparently was too shallow for the ships. It would be nice to have a visual indicator of the water being too shallow.
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Can the trader (camel) simply remain in the ship? Or does the trader (camel) have to be loaded and unloaded at each dock to receive the benefit?
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Recently played a multi-person game where the markets were separated by water. No land route available. Merchants ships can be created to trade between the docks. That raises the question of if it is worthwhile to even create a "trade caravan" (camel)? The camels can be put aboard a merchant ship. Is there any benefit to that?
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The patrol icon is missing. I have a 3840x2160 monitor. I will assume it has to do with the screen resolution. The other person who I was playing with, had the patrol icon. There is a hotkey for implementing the patrol action: "P + Right Click: Patrol". Hopefully, this can be fixed in the future.
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Agree. Don't believe the AI. Hence my post.
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I'm attempting to get a better understand of the capabilities of Antiokhos G'Megas. The in-game description (attached) leaves a lot of unanswered questions. ChatGPT provided an answer; but AIs don't know what information is true, nor do they know what information is incorrect. As a further complication, games such as 0 A.D. periodically change their rules. So which rules are current for Antiokhos. ChatGPT provided the answer below: What is the current description of Antiokhos capabilities?
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Do Archer's Add Extra Arrows to a Buildings Defense?
Thales replied to Thales's topic in Gameplay Discussion
So there is really no extra benefit to garrisoning an archer in a building when compared to other infantry. Where should archers be placed for extra arrow benefit? -
Theoretically, garrisoned archers should be adding extra arrows to a buildings defense. Do they really? I get the impression that garrisoned regular infantry also does that, so there may be no benefit to having archers in a building? Of particular concern: community centers, military colony, stone towers, and castles.
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In playing the Seleucids (using the "reform" army), the fortress offers options that can't seem to be implemented. One being "professional garrisons". What is a professional garrison? According to the explanation: "Hire soldiers to hold defenses against enemies". How is that done? Initially, it was implied that a fortress could now train champions with this version, but it appears that capability was recently removed? I see that "murder holes" can now be researched in the fortress. The "glorious expansion" now appears to require that additional houses be built before the population is allowed to occur. Previously, did not have to build additional houses. Any additional thoughts with the Alpha 27: “Agni” version?
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Using AI (Articial Intellegence) to Get Gameplay Answers?
Thales replied to Thales's topic in General Discussion
In observing Grok's behavior, it is reading webpages. As such it does not know if the advice in any post is correct or incorrect. Consequently if a preponderance of posters post incorrect responses, Grok will unfortunately also give an incorrect response. Hopefully, if there are enough posts wilth correct answers, Grok would be able to answer that question fairly accurately (again Grok would not know an accurate response from an incarcerate response.). -
Using AI (Articial Intellegence) to Get Gameplay Answers?
Thales replied to Thales's topic in General Discussion
I've only played with the "X" AI for one day. Your post presents very legitimate questions. The sources for the answers the AI provides in the case of "X" seems to be based on a casual reading of various internet posts. So the answers provided by the AI are limited to that small "universe". The AI, in "reading" those internet post would not know which posts that it is reading are correct or not. (The AI does provide (lists) its source material) Additionally, many of the AI answers are "politically" correct in the sense of being appropriately vague and non-committal. i.e. -> it depends on your strategy. A big question. Does the "X" AI have the ability to access the official 0 A.D. rules? I don't think so. -
Thanks. I'll give that a try.
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Thank-you for responding. I looked at (https://trac.wildfiregames.com/wiki/Modding_Guide), which could serve as a good starting point. Attempting to follow-up on this did not work-out. I should mention that I am using Linux Mint and I installed 0 A.D. as a flatpak on my desktop computer. When I went to look for the following directories/files: mod/art/textures/cursors/default-arrow.png, in-game cursors are inside public/art/textures/cursors, these directories/files were non-existent. Additionally, there was no directory: binaries/data/mods/. This may or may not be a consequence of using the flatpak version of 0 A.D.
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Can the size and color of the cursor be customized? I have poor vision. Consequently I keep "losing" the cursor. To improve its visibility, I would like to make the cursor bigger and to change its color.
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I established a Klēroukhia Military Colony near some resources. The Klēroukhia was not near the enemy. After the resources were exhausted I abandoned the structure. I left the Klēroukhia, as is. Out of curiosity, any benefit to demolishing the Klēroukhia once it became "useless"?
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Not a question concerning the strength of a fortress, but the acquisition of experience points by units through training. Fortresses, due to their size and purpose would seem to offer more training opportunities than barracks and stables.
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Do they even have opportunities to gain experience?
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I would like to suggest, as an enhancement, that units gain experience in a fortress. Additionally, that fortress have an enhanced experience benefit, such as 2X what is obtained in the barracks.
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Garrisoned units gain experience in certain buildings. I'm using the Selecuids as the example. These buildings include the: barracks, stable, and elephant stable. The narrative for each of these buildings includes the phrase: "Units gain experience while garrisoned inside the building". I assume that means any and all units gain experience inside any building that allows for that. Meaning that a Romanized Heavy Swordsman would gain experience in an elephant stable and an elephant would gain experience in a barracks. Is that assumption correct? Surprisingly, fortresses don't offer gaining experience points. Seems like they should. Where do women and healers gain experience points?