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Grautvornix

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Grautvornix last won the day on December 4 2024

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  1. For a navy, bridges would be like walls for rams: they cannot be crossed but destroyed. To avoid their excessive building (wonder what the animnation would look like) bridges could have a maximum length or could be a pre-disposition connecting two defined points on a map. But as I wrote, it would be a slightly different game then.
  2. Well, select a scenario map from the map selector and play it. Sorry, what am I missing?
  3. Indeed pathfinding may be one of the main issues of bridges - walking on objects could be done with fields already (as they represent buildable objects) but finding a single entrance and exit while actually walking on water (denied area) may not be so simple for pathfinding. Again - in settlers 4 or 5, I remember you could build bridges only at pre-dertmined sites that neeeded definition in the map itself (defined entrance and exit points). Actually, should it be possible to build a bridge everwhere you want? This might be an interesting feature like blocking ships from entering or leaving a river or even denying access to a beach (if building a U-shape bridge)?. A bonus of freely positioned bridges could be that they could be possibly built on land as well (zero height above terrain) and would then be called "roads". I guess that would be a completely different game then.
  4. But it is a nice strategic element in decimating a powerful opponent Also useful is capturing a temple and heal your units, or capture barracks and locally train more forces without the need for long haul troup transport.
  5. Oh, as fas as I remember, it used to work, but with the latest release I am not sure anymore. (For the AI it does work, I believe). Will try!
  6. P.S. I am aware of the option ' pyrogenesis.exe -writableRoot" to store runtime game data in root data directory, but this is not it in full.
  7. It does work, but indeed, a more flexible way of installing everything into the same directory (including mods, logs, maps, etc.) would be nice, so that one can have various independent versions if desired.
  8. Actually for me it is [c] (lower case).
  9. Maybe this helps: How to: Using two different versions of 0AD on the same windows machine:
  10. Fundamentally, a campaign is a series of scenarios/maps that have to be played in sequence (i.e. once you win part 1 you will have access to part two etc.) and that build on each other. The storyline is ideally meant to be provide historical background. Unfortunately (or not) it is not possible to carry over results of the previous campaign scenario onto the next one, i.e. you start with a small army in game 1 and end up with a larger army, which n turn saves as the basic setting for game 2, etc. I believe the challenge would be to orchestrate dynamically allocated balancing from game to game.
  11. Being able to build roads as a start (without rails so far ) would be a nice new feature for 0AD as it is. Roads could increase movement speed of everyone (including your adversary) compared to moving through forest and grassland. Pathfinding is the main issue here unless the path is preferably following the road ( so nothing to be found). Pathfinding strategy could be to follow the shortest road through the system and only revert to the original pathfinding scheme at the end of that road. Roads have been discussed few times already but we never progressed so far. As an example in this thread:
  12. Citiziens, civilians, non soldiers, what ever you want to call it - just strictly speaking, all members of your army except the mercs are also citizens, right?
  13. @LienRag I like that idea, and it has indeed some potentially interesting gameplay twists!
  14. It must be hundreds if not thousands! This feature is definitely long awaited!
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