Grautvornix
Community Members-
Posts
466 -
Joined
-
Last visited
-
Days Won
3
Everything posted by Grautvornix
-
Also in the game type setting wihtin the map selection panel (on the right there is Map | Player | Game type) you can chose a grace period ("ceasefire") for how long you will not be attacked. Finally, in addition to setting AI difficulty to Easy, Very Easy or Sandbox as Boudica suggested, you can also reduce Game Speed on the same Game Type panel (or alternatively from within game using the little clock icon on the left of the top right controls group.
-
@Obelix this is exactly what I was referring to - keep the discussion going - and sorry fo the wrong threat (bit off-topic) just spawned another idea...
-
@ThalattaThanks for this great idea for the Persians! We had some discussions a while ago about building bridges and could not really agree on how the bridge would be supported. Now if we could define a special ponton ship that can be linked in, say, up to 5 segments, then we might be able to create a bridge. And it can be destroyed like any other ship. Question is only how we could offer this as a possible option for path finding (topic: "objects you can walk on")
-
Why isn't 0ad on Steam?
Grautvornix replied to MisterPimmler319's topic in Introductions & Off-Topic Discussion
This could just go into the game as a kind of "game background" FAQ (with links to the forums specific topic). Not to be mixed with the "gameplay FAQ". -
Romans: How do I build a Temple of Vesta
Grautvornix replied to fudini's topic in Gameplay Discussion
Oops! But - it does indeed say "Temple of Mars" (personally I never paid so much attention to naming when playing SP) -
@Emacz that's great and much appreciated, of course! My point was that if @Perzival12 has some good ideas it might be useful to test them individually in a small mod (possibly even limited to only 2 or 3 civs at the beginning) to acquire a feeling for the suggested changes. Alternatively it might be useful to join forces and work on the same mod?
-
You are certainly right - there could be more civ character diversity. However, balancing appears to be a MAJOR task and I remember loooong and excited discussions and changes back and forth to arrive at the current more or less stable state. Possibly, with your modding experience, do you think you could generate a few of your proposed test changes and let players look at the resulting balances?
-
Agree - but with the additional question (option to keep existing configs etc.) this would be just perfect.
-
Thanks, I knew it! And sorry for the change in topic..... There was a lot of discussion in the past if walls protect at all except against direct access, i.e. they block movement but nothing else.As a consequence, you should ideally build your walls around your buidings/troops at a distance that exceeds enemy firing range (might cost a lot of stone). Would it be possible to provide walls with an aura that reduces firing range by some margin? (from any side, except if positioned on that wall)
-
@OutisWalking on top of walls along their extent while being a bit protected could indeed be an interesting side-effect. Which brings me to a (most likely stupid) question: A soldier positioned on a wall has some protection against enemy fire. I the same soldier is behin that wall, does he have the same level of pretection, more protection, or less protection? From my simple mind I would guess being behind a wall shoudl provide more protection. Most likely implemented as expected. Can anyone confirm, please?
-
There were a nuber of discussion is the subject e.g. the one below, but it seems to be quite complex to implement. My sugestion is to create bridges as a structure like a wall (with very low height) and the properties of a field (you walk on it and can cross it). Bridges need these properties: they need to be buidable - animations will be needed (builders cannot step left and right to the bridge unlike building a wall). Question: where should we allow building bridges: on map-defined points only (as in settlers IV) or everywhere? (I'd rather opt for predefined points as a start - simply to avoid that one clutters the entire naval map with criss-cross bridges that block ships. they need to block pathfinding for ships while they exist, and not anymore if completely destroyed they need to enable pathfinding for land objects while they exist - and not anymore if they are damaged to more than a percentage to be defined (or completely destroyed?) they need to be destroyable (ships only or also land-based siege engines? If ships only, which ones?) they need to be repairable by land forces - animations will be needed I anyone could come up with a test implementation as a mod on one test map, this would be phantastic! Unfortunatly, I am more or less illiterate in programming...
-
I do like it, but how would the animation look like? Your ship would be placing itself alongside the enemy ship that does not / cannot flee (anymore) - why? wow? Woudl there be some time indicator, like when capturing a building? Does the ship being attacked fight back? If so how? Arrows? I am afraid we might need to make some action visible. All this would be more convincing if we had the soldiers (proportional to the actual number of pax) visible on board which is even more complex to achieve. Or should we define three boarding levels (10%, 50% 100%) and three animations with 3, 5, or 10 soldiers visibly acting? Then we could gave the a similar aniumation as when conquering a building. I am afraid there is no really simple solution. So basically we need to discuss in greater detail what it would take to implement even partially. My preferred solution would be to start with a single feature (like indicating payload level - how many soldiers are on board). This might alreadya be useful, independent of implementing more of the following. Then we would need a manoever (or player action) that immobilizes the enemy ship, and then a takeover indicator including counter attack (!) an then finally change of ownership/command or deflection of the attack. What could that be? Sinking your ship? Self-sinking the enemy ship (like the pirates in Asterix comics ), the enemy conquering your ship?
-
Maybe, but did the britons (or iberians?) have leopards fur? ( I adore these pictures, just could not resist splitting hairs a bit...sorry!)
-
I love your emblems/shields - but this one has some sort of ivy plants growing on it? Looks very nice, but there is one thing puzzling me: This is typically indicating the civ is long gone and the jungle ist starting reclaiming its grounds. At the time we are putting the game Maya were still thriving I thought?
-
For Map Filter you can also select "All Maps" in case you don't remember to which group the map you are looking for belongs (Default, Naval Maps, Demo Maps, Best for MP, Trigger Maps)
-
Is there really a good enough reason to enter into personal accusation of being a liar/poorly informed etc.? Can we please try and keep this discussion on a more sober basis please. Lets not overheat the discussion - there is more important things in life that deserve that level of excitement.
-
@wowgetoffyourcellphoneThanks so much! great game - it works nicely and is indeed another level of gameplay. (Just does not work with the SVN version yet as it seems.) Edit: and it has beautiful new maps as well!
-
No, I am not suggesting Asterix. (sorry could not resist)
-
Delenda Est: An overhaul mod for 0 A.D.
Grautvornix replied to wowgetoffyourcellphone's topic in Delenda Est
Wow! Looking forward to it!!!! -
Peaceful Mode/Male Workers - 0 A.D. Release 28
Grautvornix replied to t.ekema's topic in Game Modification
.. or a territory victory - expand your realm to a certaion percentage of the map. BTW. resources are not endless (except food) but you can barter at any time to gain more that what is available oin the map. -
Whatsoever - this is a GREAT achievement! Thank you so much to all the contributors and developers!!!!! Certainly , no software is perfect and there will be always observations and issues. Doing your best to provide a consolidated release is a huge endeavour. We as players are extremely grateful!
-
I love your academic exchange!!!
-
Frankly, I actually do enjoy the quest two of you are into as your both try using arguments and evidence as far as possible instead of entering into personal attack mode (which is too often the case today). Your examples and references - although not conclusive for me - are providing new insights and background in any case. To me as a complete ignoramus in this subject (except for being a native German speaker), it is of course impossible to decide for clear right or clear wrong. Maybe it is not possible at all as Germanic tribes of that time might have been quite diverse? Should we try finding a more generic solution that could be good enoughfor players to grasp the spirit? Three words describing three phases (knowing that some tribes of that time did not (yet) develop cities as you wrote). Afer all this is a simplified game.
-
Sounds inteersting - we might also consider that - if you stop paying your mercs - they may turn hostile against you, join your adversary or at least revert to gaia "raiders"? The bribery mechanics could also be used to convert mercs to the other side. Not sure if this turns out to be too complex micro-managing for gameplay.
