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Frederick_1

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Everything posted by Frederick_1

  1. I am using english user interface to be "compatible" to forum etc. But it is not my native language.
  2. Oh, so I did not get that detail in foreign language.
  3. It is Aplha XXVI Zhuganzi where I noticed this.
  4. When playing ptolemies I build a libary which supposes to reduce building cost and time for 15%. But when I built a wonder thereafter, It cost me 1000 metal as usual and my resource counter was lowered that numer. Should be 850, with 15% discount. Other buildings the same, and building a house with 1 worker is the same 30sec built counter starting with 29 sec left as without a libary. It seems to me this is an error, because I do not notice an effect
  5. Thanks to Stan for his leadership. For his gentle style to moderate and his way to give motivation even for small contributions.
  6. I was not aware of that. The name of the game is 0AD, which refers to a later period. So It would be not far to seek for a second roman Series which is picted to a later period. Some day I was examine the "sandbox-Themes" of several cultures, and realize some of them have more designs for heros than you can select in alpha 0.27. Maybe there can be found a way to make them accessible within the 3 hero limit.
  7. Hmmmm....https://de.wikipedia.org/wiki/Simple_DirectMedia_Layer If it is used in other applications ... sometimes I noticed bad behavior in other programs too. Not all the time.. This is why I thought I need a new mouse.
  8. Now I tried this. dragdelta was set to "2" (dont ask me why). Now that I changed to "4" game is much smoother. Albeit I have to try it in a big battle. At in built up an some skirmish it feels much better. Maybe I need to try new Debian. Hope my graphic card is supported now. But system update always need more timeand preparations, don't want to do this in a rush.
  9. There is an annoyance when you garnison units into a building which is full when you command them to go into the building. They run go to the building -response is looking fine- and on arrival they stand there waiting for better times. They do this even when you have made the building empty. you need to give them another command to go in. Would be nice if there is another check to go in, when they arrive at the building. When a empty building has gotten full at arrival, a second check works, so this should be possible. Just lost a group of promoted archers due to this, albeit I thought they were secured while my attention was needed otherwise...
  10. I use autociv, this really enhances game altough currently I do not use all features, I noticed no difference at install of autociv. Did not bother because I adressed the problem to my old mouse.
  11. Where was my test gone??.. oh it is in the quotation. I use Ubuntu 20.10. Generic nvidia driver, because this was only on supporting 1650super on install. My desktop environment is mate. I feel no difference in windowed or full screen mode, excpbt some Hotkeys which are used in mate. userreport_hwdetect.txt
  12. I do observe this anytime. Altough it is not always that bothering when in combat.
  13. When I want to select an entity I often do need to do this twice or three times, until I get the control panel. I see the entity is highlighted but I get no response to my try to select it. 0ad is a time critical game, especially horses often get lost, because I can not select them in time to draw them back. I play in 0.1x turtle speed and do a lot of micro managing especially in small battle situations, and this unnecessary losses are annoying. I thought this was due to my trusty PS2 mouse which served me well in non gaming tasks several years. So I bought a "gaming mouse" (GEM SPG 147) but it is the same. Or is my hardware unsuitable? I do have an Intel 9600k which is mostly running around 4.4 GHz and a nvidia 1650 Super on medium graphic displays.
  14. This replay the javelineer take out did not work. I had to go into a pullback. I had some more issues with the 0AD user interface. To get town phase soon enough did not work as inteded because screen refresh was not fast enough and time was over when would have to do a "recklick" 0AD is awfully lugging to user interaction. At least on my intel 9600k@ 4.4 Mhz. Also the destruction of my barrack was not intended. I wanted to enable autoque.... (The game crashed later, so only commands.txt. At least here I can do the replay anyway) commands.txt
  15. I guess this is my fastest victory in minute 5. The strategy to take out the enemy javelineer group worked out well, despite the good result I am still unhappy, because of the uneccecary losses in Minuit 3. I thought using formation close order brings distance fighter to the back. But it did not work out well enough. as usual they ran into enemy too fast. commands.txt metadata.json
  16. This is a game where I just tried a start which came out mediocore, but I played to the end and finished with a rather short built up phase. Instead of waiting for an attack of enemy I was attacking as soon as my army was regeneratetd, which led to a victory in minute 13. commands.txt metadata.json
  17. This time, I tried to just walk home to fight with help of infrastructure. A win in the end, but a build up phase was necessary. commands.txt metadata.json
  18. This is how I do it. It is a time consuming iterative process. From my observation I'd say fisher boat and merchantman need a tad less water depth than warship. But this is observation from real maps. Not a precise examination with test layout. I am not IT enough to examine the code.
  19. This is a replay where I lost only 5 entities in the battle against the Macedonian until a victory in min 5. In 0ad alpha 25 it was possible to outdistance the group of 10 javlineers of the Macedonians which went to work. Making the battle much easier. In Alpha 0.26 this is not possible any more. So I was surprised over the overall outcome of this match, as good as my best fights with alpha 0.25. I must admit this was only possible with the help of the autociv-mod. And sure it was only possible in turtle speed, to have enough influence on the game evolvement. This is a graph of this fight: commands.txt metadata.json
  20. Yes I know about this tools. They show ship area. but it is not precise in the question which ship type can pass on shallow water and which not.
  21. It is the same for land based entities, when a map becomes mountainous. It is sometimes hard to guess which path is cross able and which not is sometimes surprising. For ships I have reworked some maps for better ship passage. When the seafloor is flattened enough in atlas, and the stream wide enough, there is a small band of water depth where all ship and all other entities can pass. It would be helpful, to have better aid in Atlas editor to design waterways the way you want. At the moment it is a litte try and revise process. It is the same with building land. When atlas could precise indicate how a design works, this would be helpful. There are tools, in atlas but they do not indicate the details. These are the maps where I improved ship opportunities, because of this reason of "trapped" ships:
  22. you are welcome, explaining something in "foreign" language is not always precise.
  23. Sure a scenario does not have that much configuration. But not all values are fixed either. At the moment you can change nothing but the game speed. Which population limit you want is more a question of hardware possibilities than map design, and depends from the number of players. I do not want to change the options defined in the map with atlas editor but those not defined. Not all scenarios define every value. For those values that are not fix in the scenario, the last values used in a skirmish map on the host are used. Including team options, and these can be everything, including things that are not suitable for the scenario. For my usage I have found out how to deal with a situation like this. For the game I think: Values from the map, defined by the creator of the scenario should be fix, all other changeable, and not last values on the host used.
  24. Sure changing the art model. adding a foundation like harbors have. Some civilizations buildings have this, they look fine on a ridge. Romans for example do not. The problem of terrain over a building, I guess, would need some changes in the engine from a surface to a volume modeller.
  25. The geese should be a watchman feature. They warned them for the barbariens attacking. What I would be good in any case is a better more noticable information when you get attacked. expecially when this is not in the context of your current fighting. It is almost normal for me that I didn't realize that my home civic center was attacked and is gone when I am fighting somewhere else on the map.
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