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Grautvornix

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Posts posted by Grautvornix

  1. In A26 there was a quite handy mod named "modio.mod" that marked mods on mod.io that were available in a newer version than installed on the user computer.

    Any chance this could be updated to A27+ ?

    (unfortunately I am not able to do that myself)

  2. OK, well, the original question was about "recycling" your own resources when taking down your own building. I don't think there is any recovery of cost in this case.

    Too bad: assume you defined a building (selected the place but did not yet start actually building it) but it is accidentally in the wrong place and you want to "move" it, i.e.  destroy it and rebuild it at another place. In this case I believe the invest for the first selected site is lost. Right?

    Also if you conquer an enemy building and then destroy it, there is no benefit except that your enemy does not have this building anymore.

    A little recycling bonus would be nice in both cases...

  3. Ok, and if they swim on the pond?  You could hunt them with ranged weapons but you cannot collect the prey afterwards, right? (unless using a fishing boat which might be an overkill). Not yet really convinced.

    I mean, for eye candy purposes it is certainly nice to have even more variety in both flora and fauna. But someone needs to create the animations and skins. In the past there were already quite a few animal modeling tasks...

  4. On 11/04/2025 at 3:27 PM, Emacz said:

    the brits in particular were know for this.  We ahve played around wiht the idea in Historical.  The "transport" chariot does less dmg, (the driver can defend himself a little) but has more armor.  It can garrison 1 unit pick them up drop them off in battle at a time. Kinda cool.  But maybe even transport 2 units?

    Two units garrisoned and providing 2.5 time the damage of a single unit would be great, I think. But this is true only if that was used for combat.

    If chariots were only used for swift transport, we should allow more units (otherwise it'd be rather useless in the game (these are typical sacrifices of historical reality towards better gameplay).

    Scenario: You brought 10 chariots to the front, each having 5 passengers onboard. Let them disembark and fight while the chariots go back to provide more relief forces. Effective if the chariots were significantly faster than walking troops.

    Not sure if this is too much micro?

    • Like 1
  5. Sounds like a good idea!

    Scouting can be useful not only to find out where everyone resides. I have also successfully used scouting in the first minutes of an SP game (nomadic mode) to attract adverse citizen soldiers into a trap (one by one) so they were not able to establish their CC.

     

    • Like 1
  6. Absolutely!

    I also like the idea to restrict the first 5 posts of a new account so to not allow posting a link. Certainly, humans (paid spammers) will be able to circumvent that, but it will be a bit more effort for them.

    In the end we might even be forced to train an AI agent to detect advertisement and propose posts for removal to a moderator. I believe humans are pretty quick at assessing these once the messages were pre-assessed.

  7. 5 hours ago, ShadowOfHassen said:

    Also in regard to the pacing thing-- I always do end up dying pretty fast in 0 A.D medium. because I can't move fast enough, and easy and very easy are too easy. I would appreciate it if the game could be tweaked have a little slower of an entry curve for newer players.

    One possible way out is to reduce the game speed to 0.75 or lower - this leaves more time to organise your own strategy.

    • Like 1
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