
LienRag
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Everything posted by LienRag
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suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
True but the UI should then show very clearly which ship can go where and which cannot. It's very frustrating to build a trireme in a port on a river and discovering that it can't go to the open sea because there's a shallow pass in-between. -
suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
Not all civs would know how to make an armored ram, so not all civs should have siege workshops, and "log rams" could me made in the barrack or whatever, but have no protection against arrows/missiles. -
suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
Don't know, actually. (the crossbow thing wasn't an answer to this question) Specific buildings ? Technologies ? Different rates for collecting resources ? Elating units ? -
suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
Crossbowmens' main advantage historically was their range (and the reduced training they needed). It's reasonable that slingers would provide more damage, but it's entirely unreasonable that they would have the same range than crossbowmen. -
suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
What I would like to see is a realistic treatment of women. There are women in the game, but civilizations of the first millennium varied enormously on what women could and could not do, it would be nice to that reflected in the game mechanisms. -
suggestions Thread for posting suggestions for Alpha 27.
LienRag replied to Lion.Kanzen's topic in General Discussion
Yeah, definitely something that would improve the use of defenses without being unbalancing. Great idea ! -
Seleucids in 0ad was mentionned on a website about Seleucids in games... Maybe we should remember the author that he can contributes too ?
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I know this is wildly off-topic but it would really be nice to have a Smurf mod, maybe based on the "Schtroumpfissime" events and weaponry ?
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Everyone can be the other one's "toxic" so without arbitrage nor a first warning it's not possible to enforce such a rule without being unfair and arbitrary.
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We will be at the 2022 Play Sorbonne U event
LienRag replied to Stan`'s topic in Announcements / News
Sauf que le lien fourni dans le lien n'est pas fichu d'indiquer ni le lieu ni l'horaire... -
Historically, the main benefit of formation was about morale. So as long as morale is not implemented in 0ad (and I may agree that morale is better left unimplemented than implemented badly) it's difficult to have formation bonuses that are coherent.
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Thanks. But I'm a bit surprised that it asks for 30 Gb of free space... On what partition do I need this free space ? I don't have it in / nor in /var.
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I don't understand the rules of garrisoned units combat
LienRag replied to LienRag's topic in Help & Feedback
From what I tested, it is not. What happens (i.e. what will be shown in the location your highlighted) in your version if you garrison some units in this town center ? -
Well, that means getting alpha23, which I currently use, but I would like to try the more recent versions. Well, I guess I could do that eventually. Are there precise instructions somewhere ? As I complained earlier, the instructions on the release page are generic instructions, not the instructions for the last version, so I risk compiling the wrong version.
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I don't understand the rules of garrisoned units combat
LienRag replied to LienRag's topic in Help & Feedback
So, that means that if I have a choice, I'd better put non-missile units inside the building and have the missile units retreat and fire from afar ? Also, is there a way to find the number of missiles fired by an occupied building ? I know to find the maximum and minimum number, but the actual number at a precise moment ? -
I'm stuck in Alpha 23, but I'm not sure that things really changed in new versions. So, I know that units garrisoned in some buildings (towers, town centers, castles) do fire missiles, but I don't understand at all if the nature of the unit changes anything to it. If I put women in it, missile troops, or melee troops, does it change anything at all ? Do missiles troops garrisoned inside a building have their own fire range or only the fire range of the building (i.e., is it useful to garrison long-range missile units) ? Also, what do garrisoned units inside a wall tower do ? On top of a wall, I know what they do (die quickly) but inside the wall tower ? In a siege weapon (especially the siege tower) ? In a ship ?
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Tried again (on another computer I believe) and still the same problem... Does any solution exist ?
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[Document] The core problems of 0AD and mitigation solutions
LienRag replied to Yekaterina's topic in General Discussion
Well, the part about the cost of "town centers" may be right. Maybe fragile town centers with the same food&wood cost but only 100 Stone cost could be an idea ? With less area generated, like Kleroukies. The part about building granaries, ... in neutral territory is maybe not stupid, but contradicts the fundamentals options of 0ad. If the guy wants to play AoE in 0ad, let him build a AoE mod for 0ad... That doesn't mean that no solution to allow gathering in neutral territory should ever be created (Maurya elephants are interesting for that an not really overpowered since they are slow and vulnerable), just that they should have real constraints and impose a committed strategy, so that they would not become the default way of doing things. Building defenses in neutral territory is again a bad way of addressing the problem (especially since Athenians and Romans already can do that, so why remove their specificity ?). But it's true that it's very frustrating to have the perfect defensive position on the map and not being able to use it because it's a few inches too far from your area of control... Maybe things more varied than outposts could be added to the game ? Like a tower that cost a lot more but has its own root control area ? So it's possible to have a couple where they'll be really useful, but still not viable to spam them on the map. Not sure about the 4th point. Office decapitation as he writes is an important strategy, but maybe it should be a little less "all or nothing" ? No idea how to do it though. Maybe keep the ability to build inside the area even when the root is gone ? -
[Document] The core problems of 0AD and mitigation solutions
LienRag replied to Yekaterina's topic in General Discussion
Why not ? Needs a bell like on the CivCenter for citizens to come in, that's all (a different bell, of course). -
Yeah, I think that I've read your post long ago and that influenced my proposal here (sorry I didn't quote you, I knew it was not an entirely original idea but didn't remember who wrote it initially). Note that what I wrote is a bit different from your idea : basically it keeps only the "first tier" that would be balanced with each other, the other civs would not have to be necessarily balanced between themselves. So it's more splitting the problem in two, one of balance for the first tier (much easier to fix since there would be 3-5 civilizations in that group) where it is agreed that uniqueness, while good, takes second position towards balance; and the second of uniqueness where it's easier to be creative when relieved of the necessity to keep balance with everyone (not to say that these civs would need to be unbalanced, but balance can take second position). Also, it's more a provisional situation, as when the game reaches 1.0 it can be possible to be more thorough both about balance and unicity. But there's no point in trying to do the very difficult task of keeping 13 or more civilizations both unique and balanced multiple times as each new release shatters the very-hard-to-reach equilibrium.
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("this option" being Civ unicity) The real question is "when". It's probably possible to balance very different civilizations once the game is ready for a somehow freeze of new features, it's an entirely different thing to keep them balanced when they occur frequent changes as the game evolves. One compromise would be (while waiting for the perfected game) to have a few civs balanced for competitive multiplayer, even if they're not that unique, and have very differently playable civs for the rest of the game, even if they're not that balanced (of course if unbalanced, they shouldn't be more powerful than the first batch).
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Game apparently crashed but I can't get out of it ?
LienRag replied to LienRag's topic in Help & Feedback
Magic SysRq is described above. I haven't tried it. I guess a Magic Key would be one that prevents any error in the terminal ? Would be nice to have... Note than none of your solutions worked on my two crashes, as described on my first and last post. -
I tried to do that (on KenWood) but it didn't work... How should it be done ? Should I left drag first then press 0 ? Press 0 first then left drag ? Keep 0 pressed then left drag (not possible on a laptop without a numeric pad) ?
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Game apparently crashed but I can't get out of it ?
LienRag replied to LienRag's topic in Help & Feedback
I had a new occurrence of the same problem, this time testing the Terra Magna mod (still on KenWood). Also, this time (since I had less things running in the background) the RAM was way less used (around 4 Gb on a total of 16 Gb). I tried the "ps -ef| grep /usr/games" command but it brought me nothing save the grep process itself. pstree didn't show anything remotely looking like 0ad nor pyrogenesis. I had not configured the different workspaces nor the Magic SysRq. Since I didn't have unsaved work on the other windows this time, I just restarted the game from the F1 console. -
Making factions more specific/unique : P2 champs.
LienRag replied to LetswaveaBook's topic in General Discussion
Would they be "p2 champions" (i.e., weaker than p3 champions that we have now) or be the p3 champions transferred to p2 ?