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Frederick_1

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Everything posted by Frederick_1

  1. It is possible like Stan said to place units on the map an assign them to the players. It is in the object tab, when you go for entities, and filter for units you can place them and assign them to different players. I Just tried, when you select actors, you can also place them, but they are like ghosts and cant be editet. At least on my system.
  2. Another wish for user like me who play a game in lot of slices with breaks, what leads to lot of saves of a game, I would like to have the ability to delete the saves more efficient. At the moment I must separately delete every save and always confirm. Would even like something like a browser, where saves are grouped according where they belong to, and the possibility so see more information about a game, to decide whether to delete it or not.
  3. What I would like to have is the opportunity to take a saved game, and use it as starting conditions for a new match. You can then change/rotate the player, alter difficulty or change some other game specific parameters. This would be like turning the board in chess. It would allow to figure out whether in a specific situation you would be able to "save the situation" in the position of player xy or not by taking his position.
  4. What I do is to start a game in 0AD, and use the cheat code "gift from the gods". Then I can get the units to test the map pretty fast. I Think this is what the cheat is for.
  5. This is another version. The only change here is, that Rome has the same 15 "mercenary army" to begin with like Vai, so they can defend, or even attack in the beginning of the game. I think there is a little change that Vai mercenary do not run to fight the ruins immediately. battle_for_the_tiber+.xml 36846937_battle_for_the_tiber.pmp 638250039_battle_for_the_tiber.pmp I am really puzzled, the *.pmp file here is named diffrent than in my folder. No clue. Okey, I see the form software is changing the file names. So it seemed to be the right file anyway, and you need to rename them for a common term in your maps folder.
  6. Sure would this be possible. E.g. s single soldier shouldn't think he can take out a tower ore even a fortress on his own, when he was hit by an arrow.
  7. When I started playing the scenario Battle of the Tiber was really frustrating to me. In V 0.25 0AD Rome has the worst starting conditions (no starting population) and because the bridge is the only connection between the two map areas Rome is always in the middle of the batteling. I was raided to end before I even really started to play. So I modified the map, first intention was to introduce treasures to give rome a starting burst, but then I made it to a plentyful treasure area. Also added some wild animals and other features to make the map more interesting, and learning to use the map editor ;). Another introduction was a crossing ability in the middle of the map. There I called this versions "Rome with crossing". I now have several verstion. This is one I want to present here, maybe someone is interested to try it out. This is the xml-File wich should work when placed in ~/.local/share/0ad/mods/user/maps/scenarios. Is it fine to present a modification in this way here in the forum? I do have some more modified map. From Battle of the Tiber and some other maps. Rome-with-Crossing8-w.pmp Rome-with-Crossing8-w.xml
  8. It is not like that. Berries aren't that far away, and when you come back from the beach all bushes will be long gone. It doesn't feel more boring to me. You just start more parallel activities, which you are better micromanaging. This can keep you very busy after a short time. Okey, in the beginning of a new game after issuing the most orders, I sometimes speed up to 0.25x. But then I soon feel how much less control, you have when using higher speed, and your entities doing more stupid things again. I often whish them not being that stupid.
  9. "less easy to replace lost troops" will make it even more difficult to revitalize after an lost battle. I would guess that this will make a game to tip over even faster, because a one time defeated player has even harder to compensate his losses. An early victory can decide a game even more.
  10. I would be interested in what speed is your default speed and what do you play most of the time. For me it is 0,1x "Turtle". Otherwise I can not cope with controling the entities and preventing them from doing stupid things fast enough. What is your approach?
  11. I experienced that when as romans I lost an sentry tower even with 3 citizen soldiers garnisend in. The upgrade simulates one more garnisoned in. I think with other civilisations it is the same when you loose a cc. In some games I experienced that enemy buildings around a conquered CC do not alter their belonging, no matter how long I wait. Altough I can't set up a demonstration at the moment.
  12. This explains what I experience. So do people not save their games, when they present an replay here? I often split a game in lot of small sections just using 0AD als stopgap.
  13. You need to garnison your Tower to prevent them from beeing captured by a moving border. It would be nice to get a warning if a Building is affected. And in the begining of the game to prevent an watchtower from decay often 3 men garnison is not enough you also need the sentries upgrade to rescue them. When there are enough buildings close enough together they protect each other from decay.
  14. There is the map Editor. It would be an simple task to design a map with less resources. Design some szenarios with less resources an you can try out the effects. There is the migration map for example. If you do not succeed to gather enough resources and manage to travel to the "continent" you will soon have sevre resource scarcity.
  15. Getting a high population fast is rather a issue of resource gathering, batch production and getting multiple training facilities. The gathering speed of A.I-bots is changed when you change the heavyness of an opponent. When I am right an medium opponent gaters as fast as a human player. more easy ones gather slower and more hard opponents gather faster than entities of human player. But with good economy management it is usually possible to outperform an A.I bot in population. Otherwise it would be very hard gaming against an opponent with more entities gathering resources faster than you. If you set them to agressive instead of balanced according to my experience they attack erlieer in the game but with less entities. A defensive opponent Attacks only with a big buntch. My experience so far.
  16. Hallo, usually when I load a replay one of my games in Singleplayer against A.I.-Bot my entities does not move in the Replay, while Bot Entities do work. Only when the game is really fresh, when it was not saved and not interrupted from the begining the Replay does work. I can not see any influence of the Regenerate Cache button. Game versionis 0.25, but it was the same in 0.25. My system ist ubuntu 20. Is this normal behavoiur? Or is there something wrong with my installation? F. PS: Interestingly it seem in multiplayer mode it seems human players Entities do work, while A.I-Bot entities are freezed.
  17. It is not unrelated. It is the same happend to me. Altough It was not the stupid AI Ally, it were my own stupid folks, which are too keen to destroy anything. I was busy avoiding them to fight a new building lot, but was not aware half built construction site also gives them loot revitalizing an otherwise already eliminated enemy.
  18. For me it was something courious, the enemy getting loot, when I destroyed his half finished house. I was fighting him down, and not having resources so that I can take his civic center with a small unit. So it puzzled me where he was getting resources from to train a garnison. In replay I saw it was this loot effect. I already learned there is no point in destroying not yet build construction sites. Now I neet to take care that my people do also not attack half built ones.
  19. I think it is true for woman. Watching their movents for a while I can confirm this. For men it seems to me to be somewhat different, but it seems to me they respond with running to an attack. So they run fast in the fire area of an enemy tower, but leves only slow when I call them back. Putting them to passe seems not to make any difference.
  20. Yesterday I realized, when I destroy a house which is in Construction albeit half built: The loot goes to the owner of the house not to me. Is this on purpose? It enabled my enemy to train new units, If i knew that I would not have destroyed the construction lot.
  21. Thank you for this information. So it is not really controllable. I thought they also run, when attacking something.
  22. Hi, after playing 0AD for a while, I still have not found out, how to make a unit run instead of walk? It is so annoying when your Base is under attack and you loose your entities, because attackers run, while your people move like on a sunday afternoon walk, and do not reach civic center fast enough.
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