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LienRag

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Everything posted by LienRag

  1. Well, if (as I suggested) we require a source of irrigation for rice paddies, it's not possible to not provide the civilization using them with another source of fields when water isn't available.
  2. Greater range, really ? I'm in no way specialist of the Han dynasty of the period, but that's not generally how crossbows work. They do indeed have longer reload and may have less impact that longbow, but they're known for having longer range. Even Aiend agreed with that. Also, if the problem with making Crossbowmen too cheap is that it makes them economically OP, it' always possible to make them less efficient at economic tasks (like Skiritois). Would need a reason to justify that, though.
  3. I tried that but it didn't give any difference. (you meant right-click on the portrait, right ?)
  4. That is exactly my proposal, yes (just that instead of "other grains" I wrote "millet"). Well pumps are not how rice paddies are produced (rice needs to much water for that) and more importantly, I'm not sure that they'll be fun rather than very micromanagy. If the problem is for mainland maps, is it difficult to add a few small ponds on them ? Maybe even one on each starting location, at the edge of the initial territory ?
  5. Well, I translated from French, the exact phrase is "réduit les technologies de 50%". If it doesn't, what does it do besides expanding territory ? Also, I didn't entirely understand what you wrote : you mean that it was supposed to have an aura which reduces tech costs, but that aura was scrapped ?
  6. A remark : wouldn't it be possible to have the rice paddy buildable only near a water source (or another rice paddy with access to a water source) and have millet fields with lower production value buildable where irrigation isn't available ? It would make the placement of paddy fields more strategic, as if you put all on a line depending on one of them having access to water, the enemy destroying this watery one will make are your fields unusable (this should be made clear to the player, by the way : all the workers on the dried field putting their food in the granary/town center and becoming idle).
  7. What does the Emperor Wu catafalq do ? It's written "reduces tech costs by 50%" but on the techs I checked, no it doesn't.
  8. OK thanks. I just realized that the "additional workers have less efficiency" isn't specific to the Hans, I just noticed it there and thought it was a way to make the Civilization different... I still don't know how much efficiency each additional worker loses, though.
  9. Well, when I tried to start a Campaign after finally being able to try a27 (thanks to the Debian team, BTW) I found that there are none except for the tutorial... So, were I to try to play a Scenario, as obsolete as they may be, how do I do it ?
  10. I disagree entirely. Respecting roadmaps may be impossible for the reasons you've stated but making roadmaps certainly is not. Joke aside, a roadmap that is "more what you'd call a guideline than actual rules" is still actually useful as it gives, well, guidelines about what is expected at a specific release or what can/should be postponed.
  11. No, what is it ? Also, I thought that the point with Hans was that it's better to not fill the fields entirely, but as I wrote earlier, I have no idea about how much is lost by filling them.
  12. I really struggle to have a good food influx when playing Hans. I do build farms but don't know how many are needed (apparently I never have enough) nor how I should staff them : how much is lost when I put three women on the same field rather than three women each on its own field ? With other civilizations 8 to 10 farms are usually largely enough, but clearly not with the Hans...
  13. Indeed, Yaoi units would probably help with getting more girls to play the game...
  14. What would be really needed would be a roadmap for the game, actually. So balancing between civilizations would be done on specific versions (like 0.30, 0.35,...) and other releases could be for experimenting different things.
  15. And apparently it's a setting that can be set differently : https://bbs.archlinux.org/viewtopic.php?id=212746
  16. Actually you're right, it's a general problem and not a 0ad thing, I never thought before of testing the behavior outside of 0ad, thanks.
  17. We really need also a stance for Citizens (soldiers or not) "Do what you are fracking told to do please thank you". I'm sick of ordering a bunch of CS to build a palisade or to repair a tower and having to keep selecting them and clicking back to the the building because they keep trying instead to capture a lone tower that is mildly firing at them, and this whatever the stance I put them in. If we have a morale system I could understand that troops would not accept to work under enemy fire, but we don't, so there should be a way to have them do what they're told.
  18. I just tried in a25 and it's not possible (when I hold the key the trackpad freezes).
  19. May I ask what is unique (in the sense of useful) about them ? They're expensive, nearly useless for collecting resources/construction, and die quite quickly in combat...
  20. Kiting would be very nice and help balance the melee/ranged units problem...
  21. Well, it was very unrealistic the way it was implemented. If, in a more historical manner, a unit would not be able to try capturing (either machines or buildings) while there is an enemy unit nearby, the fight would be tactically interesting.
  22. Imho retreat and running away cannot really be implemented before there is a good morale system, else people will just "dance" forever. Some units were historically trained to "dance", like Mongol horse archers, but that's very rare and should be specific formations allowed only to those units. Other units trying to "dance" would lose morale with a risk of routing, as was the case historically.
  23. Is there somewhere a description of units that elaborates on what is their specific usefulness ? There are a lot of units and each has a lot of statistics, though the few times I tried to compare them I mostly found that they were quite equivalent...
  24. The few times when I tried they played like regular maps, except unbalanced.
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