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Frederick_1

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Posts posted by Frederick_1

  1. 1 minute ago, Frederick_1 said:

    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

     

     

    It is Aplha XXVI Zhuganzi where I noticed this.

  2. 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

     

     

  3. On 04/01/2023 at 2:43 AM, wowgetoffyourcellphone said:

    Thing is, the reason you can't train Julius Caesar is precisely because of the time restriction. JC was born 100 years after the final Punic War and the Romans in the game are depicted in the Punic Wars era.

    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.

  4. On 02/01/2023 at 10:58 PM, Stan` said:

    You can also play with a bigger dragdelta in user.cfg. default is 4

    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.

    • Like 1
  5. 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...

  6. 16 hours ago, Player of 0AD said:

    This is a bug. And the autociv mod could give you some hotkeys for selecting some additional unit types. Maybe then you could handle control groups even better...

    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.

  7. 21 hours ago, Stan` said:

    @Frederick_1  @BeTe

    Thanks for the report. Can you give us more information about your system(s)? OS Name + userreport_hwdetect.txt?

    It is Ubuntu 20.04. I use the proprietary nvidia driver because this was the only one supporting 1650 super at install.

     

     

    See https://trac.wildfiregames.com/wiki/GameDataPaths

    Do you have 2k 4k, or widescreen monitors?

    I was playing at 1980x1200 and now at 1600x900 because this is a TN Display the other not. Not much difference

    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

  8. 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.

    • Like 1
  9. 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

  10. 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

  11. 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:1801347898_Bildschirmfotozu2022-11-2906-46-50.thumb.png.f336e9d576d6854e7c6642a643d6ec75.png

    commands.txt metadata.json

    • Like 1
  12. On 20/10/2022 at 2:09 PM, LienRag said:

    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.

    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:

     

    • Thanks 1
  13. 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.

    • Thanks 1
  14. 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.

  15. On 25/11/2022 at 3:28 PM, wowgetoffyourcellphone said:

    A Senate House would be cool. Evil Geese? Notsomuch. lol

     

    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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