Jump to content

Grautvornix

Community Members
  • Posts

    399
  • Joined

  • Last visited

  • Days Won

    2

Grautvornix last won the day on December 4 2024

Grautvornix had the most liked content!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Grautvornix's Achievements

Triplicarius

Triplicarius (5/14)

238

Reputation

  1. 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!
  2. 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.
  3. 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.
  4. Actually for me it is [c] (lower case).
  5. Maybe this helps: How to: Using two different versions of 0AD on the same windows machine:
  6. 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.
  7. 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:
  8. 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?
  9. @LienRag I like that idea, and it has indeed some potentially interesting gameplay twists!
  10. It must be hundreds if not thousands! This feature is definitely long awaited!
  11. Unfortunately many. Too many. Far too many. And for what? Seriously.
  12. Excellent point! Forgot about it completely - thanks for reminding ! So far I always did that manually...
  13. While you are right with respect to the current game, a roundtrip could even deliver more profit, as the total distance travelled could even be longer (profit relates to distance in game). Tried to establish such a roundtrip scheme but is does not seem to work. What appears to work (at least using trader ships) is to define a specific path to follow. I did that to avoid being attacked in that route, but it might be possible to maximize trade income by defining a longer detour. Did anyone check this can work? Or is the distance travelled just measured "as the crow flies" i.e. shortest connection between origin and destination?
  14. It is possible to quickly inflate the trading yield when selling one good for another. Here is the link:
×
×
  • Create New...