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Purgator_

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Posts posted by Purgator_

  1. 9 minutes ago, vladislavbelov said:

    Currently it's just an idea. We have no stated plans to have more players.

    We're working on that, but the progress is very slow (because the task is complex). I'd like to have it done to the next release though it's a very optimistic goal.

    Is there any official instruction to test latest patches on Linux? I wanted to test latest 0ad commits on Debian 64bit, but svn checkout only gets Windows version?

  2. My $0.02:

    - Improve anti-lag (as many players coming from other RTS/Strategy games want bigger battles than 20vs20)

    - Rework trading path for AI, maybe even allow for custom path drawing (if there is enemy CC between two AI allies, they will just send their traders right through enemy base)

    - When AI is about to attack, it will always make a "build-up" spot, where most of army gathers (and pathfinder starts to sweat), maybe this can be improved?

    - When AI garrisons tower/fortress, it is easy to move units back out of map visibility, so AI will force defenders out of the buildings, then kill then and capture tower/fortress

    - Check if collecting game statistics (units killed etc) affect game performance, if it does then allow to disable collecting game stats

    - Gaia ships on some maps hit very hard, it is not possible to achieve same damage per shot with any civ

    • Like 3
  3. I would partially agree, but here is the related bug I've noticed - Attack Move across map makes catapults stop on first enemy building sighted. They will unpack and start shooting, but because building isn't at uncovered area, You cannot see building HP - so your catapults shoot infinitely (until you move them closer to reveal that the building is dead hours ago).

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