Jump to content

Grautvornix

Community Members
  • Posts

    497
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Grautvornix

  1. @Obelix Ah! Cool - was not aware - thanks a lot!
  2. Oops! You are certainly right! Sorry for the confusion!
  3. Flags are shown on my own buildings. In order to see how many units are actually garrisonned I have to directly select that building. If flags are not historically accurate there could possibly be a different visual indicator for the game's sake. For my own ships and siege engines, I have to select each of them to see what is actually on board, i.e. no flag or other visual indicator. For adversary buildings (and ships, siege engines) I have no information at all (which is ok as part of the game I believe).
  4. Isn't that like in real life? Neutrality is not guaranteed , especially not if you harmed the other country. The AI consistently replying "not interested" seems strange to me. In SP, I often use neutrality which works in many cases (could not find out why or why not) and in a second step also an alliance which sometimes can be established. often there is a tribute to pay (1000 wood or the like) for one or the other.
  5. Good question! I just don't know . Similar to enemy towers, fortresses, garrisons etc. as well as siege engines. Own Buildings have a flag on top - select it to find out how many are garrisoned. Own siege engines don't have a flag and - like ships - you would have to select the unit in order to see if and how it is garrisoned. For enemy structures this is always a surprise IIRC.
  6. Hi and welcome to the forum! Unfortunately, the only way I am aware is to actually select the ship and see the garrisoned number of people. There has been multiple suggestions to modify that so it will be addressed.
  7. @Nicolaus_von_Kues If the pathfinding issue could only be solved - which appears to be quite complex - then we can define these features: bridges, that block ships, allow passage of any civilians or troops, can be built up to a limited length, but also destroyed, e.g. by ships (also by whales?) ramps (iirc there might exist historical evidences of this being used in siege tech) - can be built up to a limited height and destroyed tunnels/portals/secret passageways (you discover an entrance and when entering it, reappear at another place on the map, must work in both directions, could start somewhere in a mountaineous area but never ends in or under a building). This needs to be defined when creating a map. Alternatively short passageways could be built by the player himself with a limited radius from his CC or fortress.transfer capacity shouold be limited though (cannot send a whole army through). roads that have an accelerating aura for everyone, inlcuding enemies - pathfinding being particularly complex here as roads can be entered and left anywhere, as opposed to the other structures that have an entry point and an exit point. Still brainstorming...
  8. More academic question: As Petra is fully map-aware, it would certainly also see where the scouting camps are placed so they can be easily attacked. (I do aknowledge that this map awareness cannot be simply changed) Only in reality, I believe, these camps should only be found by accident or by observing/following a scout you encountered.
  9. While I am a supporter of more graphical overviews hence preferring the previous version, this one has its beenfits in more details of course. What if there was a button "Details" in the graphical representation (with the very nice icons) and that button would open the text represntaiton with the enhanced details?
  10. Grautvornix

    Mod request.

    Thanks wzyas! I particularly like your proposal #2 and #3: #2: temporarily enlarge the minimap, e.g. double click on the minimap could open a window showing exclusively the map (enlarged), doule clicking again closes the sparate map windwo. #3: workes do not deplete berry bushes completely but leave a bit so they can re-generate. The same would apply to fishing boats.
  11. Never saw this before. Is this rwoing or "staking" forward so it can even be used in water ? Reminds me of the robot in the movie "Interstellar".... Or is it used to stabilize when moving against a hard target?
  12. I am certainly not an expert by any means, but I believe, the Germans are potentially a good candidate (if we refer to their migration). Not so sure about Gauls or Brittons though.
  13. Well, they may be initially nomads. Also hunting could have a little bonus (they might therefore have two or three scout cavalry at the beginning instead of one) and farming could be available only later after technologies have been researched? Not sure this woudl be changing much in the long run but it could nudge players towards a little different initial strategy.
  14. @AtrikPossibly a garrisoning level as a bar (10 out of 30) ? This could help identifying which of the vessels to use preferably for attacking, or if being attacked which are most costly when sunken. A similar feature could be interesting for fortresses and towers.
  15. @Atrik great job! Would you be able to show the number of passengers on a ship (and on a siege engine) in the same way as well?
  16. Love it! If I may, could I suggest one more mod: something that compares the mods and mod versions available on mod.io with the ones actually installed on the user's PC and then indicates what has changed. There was once a mod for that but it is not updated unfortunately.
  17. That is an effect we might propose for 0AD as well - like in settlers 4 where often used paths across the grass become dirt roads in the end.
  18. Well, possibly you can define an automatic benefit for that ally? IIRC, some heroes provide allies with benefits in some cases. Possibly the same mechanism can be reversed to provide these benefits automatically from certain civs to yourself? Nevertheless, it sounds rather complex.
  19. In Single player mode, I typically start assigning my civilians to building a farm behind the berries and after that assign them to harvest the berries. The farm is initially used as a food dropsite only, but in the future (when the berries are depleted) I can build fields around the farm (up to 8). While doing that I let the CC produce 1 + 5 more civilians and assign them to the berries. When the berries are almost empty, I assign 5 of my civiclians to building one or two fields for the 10 civilians to work on. As soon as you have enough supplies research teh framing upgrade in the farmhouse ( I typically ignore the whisker basket for gathering as this technology will be researched only after the berries are depleted). Meanwhile, the cavalry scout is sent to hunting chicken and sheep or goats (whatever is avaliable that does not run away so fast) to keep up initial food supply. Later on the scout is sent hunting deer, camels, horses etc. The initial citizen soldiers are sent to cut wood, potentially also with a dropsite next to the forest, ideally such that it can be reused for stone or metal as well in case there is a mine or quarry next to the trees. try keeping walking distances short and upgrade woodcutting (in the dropsite) technology early. With the initial food supply (that needs to be keept continuously flowing) I keep spawning civilians and send them for wood cutting next to the storehouse (wood supply needs to be continuous as well). When I have reached the initial population limit (20), I use a few of the wood cutters for building one house either next to the CC or next to the planned array of fields (later on, this is intended to from a closed ring of houses around the array of fields protecting farming civilians in case of an attack when an alarm is raised. Meanwhile we can produce three pikemen that can build and man a small tower next to the CC providing some extra protection. Ideally such, that the defense coverage of the tower also covers some other buildings or the field(s). Later on more ranged infantry and civilians can be produced for woodcutting. Don't forget to build a few more fields and put civilians on them for farming. Also produce more houses. If possible, try arranging woddcutting with citizen soldiers such that they operate next to the potential direction of attack so they can delay an incoming attack and provide the necessary time to ring the alarm in the CC and teh farmers and civilians can seek cover in the houses and the CC.
  20. Two different bow types, posibly appropriate to the social status of its respective owner (higher ranking officer on a horse has a more valuable weapon thatn the "ordinary" archer. Looks like some sort of bamboo). Would they have been protected by the same armour?
  21. Superb! Tiny little observation: the lower bowstring of the lower image does not end at the bow but at the ring at the bag or arrow holder or whatever it is.
  22. Could we also introduce a tech that enables collection of a certain resource? "Mining technology" "Iron Ore processing technology" (possibly with a dedicated building?).
  23. @LordTriggersI like how you solved the capturing without having to fight the army first - there is no army initially (spawning only after the vassal has been taken over if I understand correctly). When someone else tries to capture the Vassal, i.e. their CC, their (your) army needs to be fought, right?
  24. oh yes, indeed! But you can use DE in SP, of course.
  25. But.. roads need to be built and this will require a (flat) building you can walk on and follow - an issue for pathfinder, I believe. Prticularly when you need sto follwo a road as far as possible (how to force pathdiner to folow that road?) and at a certain point leave the road and go at your target. And what happens at crossings? I believe all this is easier said than done. When this challenge solved, we can also introduce building/using/destroying bridges (but I am starting daydreaming again) I wish I would be any good at programming...
×
×
  • Create New...