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Grautvornix

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Everything posted by Grautvornix

  1. I do like your idea - what we might need however for a campaign might be to carry over achievements/resources as well as own forces from one game to he next. Not sure this is a simple change though.
  2. Sounds great! Looking forward to your mod!
  3. Me too... but I am confident this will be corrected.
  4. Appears to work fine for SP. the only thing I observed that does not work at all is the statistics/charts after conclusion of a game.
  5. Awesome! thanks for implementing all these great ideas! Eager to try and test them as soon as available.
  6. For me (ok in SP only), eye candy is one of the factors that make the game really enjoyable - unless you get heaps of eye candy trees and only a few real wood resources sprinkled in. Now, that is a bit frustrating.
  7. The issue is that in reality, walls are built to protect what is behind. In 0aD walls serve to stop enemy movement but do not really block the attack. (Ok, AI sometimes focusses at the wall itself rather than what is behind.)
  8. That's the same as for any other projectile on land. Walls do not really protect you from javelineers, slingers, catapults etc. , but only stops/slows down your opponent's movement.
  9. @Emacz I am only on SP. Will happily post any issues I can find (if any). Thanks again for this effort!
  10. 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)
  11. Great, thanks! Sure on mod.io for download in-game.
  12. Thank you! Looking forward to it becoming available!
  13. Thanks @Emacz and all supporters! This is a great achievement! The latest version is available on Github under the following link if I understand correctly: https://github.com/Emacz2/historical-patch/archive/refs/heads/main.zip Will start testing it!
  14. @SeleucidsWorks great! Thank you very much - extremely useful!
  15. 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...
  16. 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...
  17. Good point, but would it make much difference to have ducks rather than chicken (or ducks and chicken), except "eye candy" - or is it more historically relevant? Might be preferred in some biomes?
  18. 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?
  19. Oh - and I also believe, Petra AI should need scouting as well and not rely on a revealed map as it is currently the case (possibly not easy to implement at all).
  20. 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.
  21. 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.
  22. One possible way out is to reduce the game speed to 0.75 or lower - this leaves more time to organise your own strategy.
  23. Ah ! Alright. Thanks for the additional explanation! (And sorry again for the dumb question.)
  24. @Seleucids @TheCJThanks great explanations! I just always thought it is the map itself that defines how many resources are available and their distribution. Does the biome add additional ones/reduce the available? (just played Wild Lake with sahara biome and there were quite lots of trees, appeared rather similar to Rhine Valley (Fall) biome). No wood at all would certainly also be problematic - the map would then need to provide treasures at least. Sorry for insisting...
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