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Grautvornix

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Everything posted by Grautvornix

  1. Wishing you all the success and luck I can in performing the migration! (holding my breath while keeping my fingers crossed) (and looking forward to some svn update mechanism. I know am am being greedy and unreasonably impatient, but you folks have achieved a marvellous game evolution over the past >10 years and I am eager to see more!!!)
  2. What might give us some push is a good review articles in major magazines such as c't in Germany (sorry my perspective). I never saw any review in there. The beauty of 0AD is its historically largely accurate background, its really, really, really beautiful graphics, and a gameplay that can be either simple in SP (as I am playing), and very demanding in MP tournament style. You can play it with a mouse alone as well as with sophisticated key settings. Both can be fun. It is adaptable to your individual capability and is always fun! If it is not, change the settings, select a stronger AI, download one of the various mods, or go and join an MP. The only (small) complaint one might have is that it appears a tiny wee bit more complicated to install new maps (except for those offered via mod.io). I can only speculate why we don't have more new maps: Is it possibly map making that is too complicated? (admittedly never tried myself) Did we break compatibility too often (in the past) so older maps are not playable anymore? Is the mod.io release process to stringent? (saw quite a few maps outside mod.io) Do we have too high standards? Having played several versions of settlers before, I enjoyed MANY user-generated maps, e.g. collected by https://www.siedler-maps.de/ (in Germany at least, active since >25 years and counting). So it is possible.
  3. Well, as far as I have been able to observe, there was a dispute about several, if not each and every, changes. As a consequence, it was decided to test improvements/changes in a community mod before they will be integtrated into the game. Please note that the Community Mod is much less disputed than the vanilla game as it is "just a mod" and players can chose to use it or not . BTW, another very successful mod (completely undisputed) is Delenda Est by @wowgetoffyourcellphone. Best regards, Grautvornix
  4. Still a bit ignorant as only playing for myself enkoying a beautiful game. I wonder if rated games are really that important in life... probably getting old. Sigh!
  5. Frankly, also being a non-competitive player, I am somehow puzzled about the many issues that 1on1/multiplayer games seems to have due to people using different mods. If your opponent has mod that gives him a competitive edge, so what. The game is less fun, maybe, but should also be much less fun for that guy (no real contest). After all, this is not a real competition that actually matters, isn't it? We are enjoying a beatiful game for leisure. (This is also why I am personally agains any trophy money) Let us keep this game fun. There is a world out there that is deadly serious already. If you want serious competion, go out and do it in the real world. My two cents.
  6. That's phantastic! Although yet no fully completed, I'd vote for including it into the mod.io or even SVN as part of vanilla version so everyone can get inspired.. Excellent job! Well done!
  7. @ShadowOfHassen@Vantha That would be marvellous, indeed - and another clear and visible improvement compared to A26.
  8. I had a similar observation a while ago - no mod would install and just break after a it downloaded telling me it failed (folder was empty afterwards). The reason was identified (thanks to @Vantha!) that I had remainders (= saved games) of an old installation (0.25) on my harddisk and this conflicted with the mods somehow. Removing them solved the issue. @nababuSuggest to have a look as well, maybe it helps!
  9. It would be even better if all domesticated animals could have a special marker causing own hunters to prefer them regardless of actual species. Then they could start top down (from best to lowest yield animal, searching along the tree of domestic animals possible for that specific civ). This solution is probably a bit complicated. Here is probably one that seems to be easier to implement: Establish a pasture area element (cost of wood at least due to the fence) with similar size to a field, where a rallye point of animal production can be set. The pasture would have a max capacity of, say 10 domestic animals (any kind), and would keep them within boundaries. Any own hunter would be able to kill the within boundaries and collect food from the pasture.
  10. Well, it is not a major feature request indeed and sounds complicated to implement as a mod while the player could indeed hit <Pause> for that. Mods cannot execute key commands?
  11. In DE selecting a hero and reading the associated information is actually happening while the game is already running. I think if you leave the entry page open long enough you could loose while not even your hero was seletcted. Therefore I typically pause the game for this. For convenience, could there be a possibility to do hero selection before the game has actually started or auto pasue the game until hero is selected?
  12. I do like your concept of abstracting civilizational advances, just how would it manifest itself in the game? Currently the villagy-town-city pahses can be cleraly indicated, described and illustrated by means of the CC development.and the related technology tree How would that be working for a different type of civ? A sequence of nomadism,- settlement - fortified settlement? Or Ships - harbours/trade route network - villages? It looks like thius could have the potential to create completely new aspects and strategies in gameplay?
  13. And in the past, there was also quite some discussion on a tutorial campaign e.g. under this threat:
  14. A superb master strategist of course! Here is some more on strategies:
  15. @ShadowOfHassen@Vantha Do you think we could we use the planned in-game encyclopaedia framework to also provide this kind of help on strategy and options?. Just an idea...
  16. There are a few posts in this forum discussing strategic options starting from very basic - such as and (but there was also some tips on how to grow pop quickly., still have to find it
  17. Thank you som much @Vantha! That solved it! (had some old savegames from 0.25 in my games folder... stupid me!)
  18. Thanks @Vantha! Attached are the error messages rom interestinglog.htmlfor game startup and for pressing the "filter compatible replays" button (a bit difficult to read). This is for SVN 0.27, build 28067, 14.04.2024, no mods loaded) The game itself works (mostly). Just sometimes, a set of other JS errors is spawned... Sorry for bothering you! interestinglog.html mainlog.html
  19. Actually - while I found the button, I cannot test it for saved games as it triggers a series of Javascript errors (but the same button does works well for mods in the mods selector page). Playing on Win 10 this occurs for both SVN latest and 0.26. Guess there is a more fundamental issue with my Javascript install (not that I am aware of any speciality there). Never mind.
  20. Well, it doesn't need to be downloaded automatically, but a list of mods that are needed could be presented and then the player could agree to downloading them
  21. Thanks @Vantha! After so many years playing 0AD - I still did not discover this feature myself. Unbelievable! Getting old obviously. But - that already implemented, will it be a piece of cake to also add the automatic loading of needed mods?
  22. Here is a possibly strange idea that increases usability of the game a bit further: As someone trying different mods in SP mode, I noticed that of course you cannot resume a game that was previously saved when using mod A, if you are now using mod A and B or another mod environment. In fact the saved game is not even visible for selection at all (but still existing). Would it be complex to implement a functionality that the "load-saved-game-selector-box" displays actually all saved games - but with a little indicator if it can be used with the currently active mods the indicator also allowing to open a list of mods that were used (including their version) when the game was saved (frankly, I sometimes forget which mods were active whan I last saved a game...) Furthermore it would be nice to have the following features: a button put the game into the state when the game was last saved, i.e. temporarily activate mods needed (if still available in the current game installation alse output an error message) and temporarily deactivate installed mods that cannot be used for that saved game if mods are not present output a suggestion to acquire that missing mod from mod.io I admit that this is not the main game feature lacking, but possibly not so difficult to implement as the list of required mods might be stored within a saved game already. Please let me know your thoughts! Best regards, Grautvornix
  23. No, it ist not - if it is in a lickable state your tongue might be breaking apart - it is is quite cold.
  24. Great idea! In order not to overcomplicate things this should be initially only a pop cap for predefined teams. Later on, we might extend this so that whatever the team size of an ad-hoc alliance, the pop cap remains, i.e. if I play without allies then the whole pop is for me, while if I have an ally then we share the same pop cap. This still has to mature not sure about the consequences ...
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