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Grautvornix

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Everything posted by Grautvornix

  1. Sorry to hear. Could you be a bit more specific what it is exactly that you criticise?
  2. AN ULTRA BIG THANK YOU TO ALL DEVELOPERSA AND THE ENTIRE 0AD TEAM!!!! Very well done!
  3. Almost (800/1000), but in between he offered the alliance for free (which I never saw before), so I accepted and he confirmed. After that he reminded me of paying the remaining tribute. Most likely a glitch somewhere in the code? Concurrent processes? First time I saw it. Interesting enough that I was not able to confirm we actually had an alliance after he confirmed it (before we were just neutral) other than researching the "view your ally's map" technology. Basically it may be seen as an element of suspense or strategy to only know the diplomatic relationship I set myself and not the actual status. Like sometimes (rarely) a previously neutral civ declares war on me and becomes an enemy but I cannot fight back until I switch my own diplomatic relationship from neutral to "adversary". Hence I am not sure this is actually a bug but possibly intended?
  4. Stupid me - it is certainly not overwritten! Here it is (hope these are the correct files) commands.txtmetadata.json Thanks @phosit for looking into this!
  5. Unfortunately not - my son was playing in between and the file is overwritten. I will keep an eye on it and whenever I find that again I'll submit the replay. Should've stored it right away.
  6. This is cool indeed! Sounds like a pragmatic way of implementing something that otherwise is too complex to arrange within the game. I like it!
  7. Right and it certainly will follow a different colouring scheme in desert/mountain/snow biomes...
  8. Small observation on Alpha 27 RC2 (may not be new, may not be a bug by any means, just did not experience it before): While still paying my tributes to create an alliance, my potential new ally offered the alliance right away for free (while I did not finish paying). I certainly accepted. and then I had a strange combination of messages "welcome as my new ally" and "if you are not paying the tribute, there will be no alliance" afterwards. Seems that there are rare occasions where two concurrent processes appear. Did anyone experience the same? The only way to verify that an alliance is actually in place seems to be by researching the "uncover your ally's map" feature. My own diplomacy settings of alliance/neutral/adversary are certainly only single-sided settings and do not reflect the actual mutual state in game. (i.e. believing we are allied does not mean we are in fact - visible when a previous neutral partner cancels neutrality and starts attacking while my own diplomacy settings are not yet changed to "adversary". this has to be done manually). I would be interested to know if there are other means to know the real actual status. Thank you very much!
  9. You are right - apologies for misplacing the proposal in the wrong thread! An also, before we add the visualization of such aura we need to implement the feature in the game mechanics. Just a few more words on the visualization concept: Obviously, this cannot be an "aura marker" like for the temple or towers as the terrain is not a selectable unit. For me it would appear most intuitive if I place the fields in a greener area in the desert, e.g. around an oasis, and not onto pure sand or rock area (same for paved areas around CC and roads of course - or is there a penalty already?). I am aware that we do have already the prepared farmland terrain feature (looking great and inviting to build a farm) on non-desert maps. On desert maps, this might look strange if an oasis would be surrounded by prepared farmland with trees on it. Could we possibly visualize good farmland by slightly darker sand with a bit of green? I mean basically, the area surrounding the oasis itself should be suitable up to a certain distance. In addition we would then also need kind of a tooltip for such things (could be part of the tips & tricks page by @Vanthaand @ShadowOfHassen.
  10. @wowgetoffyourcellphone thanks a lot for this comprehensive list! If I may add, there should be a way that penalizes farms productivity if placed in a desert environment (biome). This would be a similar map handicap like other sparse resources (few trees, not much stone etc.) Does that exist at all? (at least i did not notice in the past releases). This is particularly striking if you want to grow rice in the desert (I know it is a game and gameplay has to be well balanced against too much realism). On the contrary I would like to propose availability of a "fertility aura" around oasis in such new maps if generated in the future, selectable by the map author. Do you believe this could be a feature for future map making? Such aura could also be connected to all water bodies as far as the map designer is using it. For this to work, this type of aura certainly needs to be recognised by the game.
  11. Don't walk in front of a firing gun (or Ballista)...
  12. Oh! I was not aware of that! Thought they can only go into elephant stables and and fortresses.
  13. Same should be done with fishing boats, right? Isn't there even a recreation rate of fish?
  14. ... but possibly walls could reduce the range of projectiles fired across so that you cannot kill everyone inside?
  15. Sorry to ask yet more again, but would it be possible to also associate each log item with a date and/or revision? that would indicate to external visitors, when the last update actually happened and how often this has been in the past, i.e. how active the community is.
  16. Cheeky comment: If even A23 was already well playable (which I can confirm), why do we consider the game in A27 still in ALPHA ? Sorry, could not resist...
  17. Good point! Noticed that there are indeed two different ways to play the game!
  18. Sounds great - for a cool "prequel" to the introductory tutorial!
  19. Humble suggestion to improve the 0AD homepage: Wouldn't it be useful to update the revision log on the 0AD homepage (at least once a month- while nightly built, so potentially manually mentioning the major changes in SVN) ? Currently it still looks like development has stalled - which is not true at all. You know: "do good stuff and talk about it"
  20. Happy and prosperous New Year to everyone in the 0AD community!
  21. Sounds cool to have really good maps as part of the main game! It is indeed important to have high quality maps visibly associated to the game. However, I'd be in favour of keeping also the more mediocre maps accessible in vanilla to preserve variety, e.g. as "user supplied maps, maps to be improved etc. As I reported already: with the game "settlers" the mapping community alone kept the (commercial) game alive for more than 25 years and still counting (cf. www.siedler-maps.de/ ) It would be lovely to see mapping community for 0aD as active as for the various settlers games... Possibly, 0aD - while being a game strongly linked to actual history - might also provide imaginary maps scenarios that come with a conundrum to solve (e.g. there is not enough of one resource, you find the right place for your CC, create the right alliances etc. etc.) Apologies for this excursion,particularly as I am not (yet) able to provide my own maps. Still slow in learning...
  22. 1.) Water should always be usable for naval purposes (sideflank your enemy, access a new region, access new resources...) 2.) It might be an obstacle that can be crossed (by verssels anyway but also by bridges? Just saying...) and also
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