Jump to content

Grautvornix

Community Members
  • Posts

    106
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Grautvornix

  1. Well, if I may, I believe that, classically, a wall protected people on the other side from attacks, - except from high flying arrows (but probably with much less range) - and except from catapult projectiles. Not sure if we have in 0aD a reduced range aura for arrows and a block against javelins. This appears to be preferable for for all walls and to some extend also to palisades. A wall in enemy territory thus would make sense in order to build one's own protected "invader's base"- if you can defend the building works long enough (which might be challenging already). Using the builders crew to man the wall thus preventing it from decaying and defending it at the same time might then be indeed a good idea. Possibly this would apply mostly to really large maps where you are able to establish a base in an unsurveyed corner of the enemy territory. Just my twocents.
  2. Not sure I understand why the solution to turn the overall volume to zero with a slider is not ok. It works after all... If we provide separate toggle buttons for each property (there may be many other things that appear desirable for single button control) we would create another large menu.
  3. Can't this wall/outpots just remain with the original owner who built it (unless conquered by an adversary)? Or ist that by principle only possible if manned permanently? (missing terrain aura or the like)
  4. That's why I suggest "conversion" instead of capturing, i.e. they become your own citizens. But never mind, I belive this is anyhow a more academic discussion. Not sure I want to live in a OAD world myself.
  5. In the end, the game is about warfare; and this involves many activities that are not accepted by today's standards anymore. As an example, chasing and killing fleeing women and traders to satisfy victory conditions (until no one survives) might be changed like implemented in DE (capturing instead of killing). Converted women/traders would not be slaves but become standard citizens. On the other hand, destroying your own units, e.g. because they are not needed anymore is - bluntly - also murder. I guess we are entering a slippery slope in this discussion. My proposal would be to introduce capturing/converting of civilians instead of killing them (also creating interesting complications of over population, as well as the option for the adversary to re-capture them). Would that be a way to balance our approach a bit?
  6. Here are a few noob micro tactics for more casual players like myself. Might still be useful at least against AI, although possibly quite obvious. (Certainly this is not a full strategy that wins the game on its own. You need to build up strong economy, significant population and develop technology.) use fast cavalry to chase and eliminate adversary traders. You reduce economic power of your enemy and win resources. Hit and run towards your nearest tower or fortress or group of ranged units kill/capture (in DE) enemy women (not nice but impairs resource gathering). attract single warriors and welcome them with a number of ranged units and/or towers. conquer and destroy enemy markets. in naval maps conquer and destroy enemy harbours to remove their ship building capability and let you "rule the waves" when you have sufficient forces try conquering and manning one or two enemy towers. Note that a damaged tower is more easy to capture. Captured towers in enemy territory automatically reduces adversary population. If the tower is heavily attacked, destroy it before it falls back into enemy hands. conquer and garrison enemy stables (cavalry only) and barracks (infantry only). This automatically increases experience of the garrisonned and allows "local production" of more forces. Initially stay away from fortresses and Civil Centres as they are well defended and harder to capture. conquer and populate temples (heals your forces) and keeps them fresh and available in country.
  7. Neither it does for me ("wake the urge in me to transfer that into real life" that is) but we could certainly think about capturing civilians instead of killing them (in game you certainly need to also reduce economic power of your adversary - markets, traders, buildings - and gatherers). I believe I've seen that capturing instead of killing implemented in Delenda Est. Not so sure about historical reality though. Best regards, Grautvornix
  8. That is a great idea! Often have to call back my hero attacking on his own "spontaneously"-
  9. Well, personally I think if allied view was enabled from the beginning by default the game would loose one element of discovery where everyone is. If I may, I'd prefer this not to be available, or, at least configurable (yet another parameter, I know). Apologies for the negative tone!
  10. My personal preference would indeed be to let only infantry man towers and fortresses. Ranged infantry could possibly provide an additional arrow bonus if that is not too complicated too implement. I would also tend to basically garrison infantery in barracks and cavalry in stables - nothing wrong with that I believe. However - I like your idea to separate rider from horses! This could also be an interesting complication to the game : - corrals (!) could train horses - barracks train infanterymen --> garrisoning horses and infanterymen in stables could train cavalry of the respective type (range, spear, sword etc.) I am aware this would be a major change to game mechanics, add more micro management, and will most likely turn out to be quite complex to implement. It could however add another dimension in game economy (like in the early settlers games, sorry my background). Just dreaming a bit... Best regards, Grautvornix
  11. Sorry, and maybe I am wrong, but, as a consequence, wouldn't this apply to many, if not all, tech developments in all buildings? If enabled one could select and queue all techs and just wait until the respective resources were available. Unfortunately, I don't think this is very attractive from the gameplay perspective. So far new techs were only available for selection once their necessary preconditions are met (researched basics + sufficient resources available). Now if we limit that only to available resources I am afraid the user mightbe tempted to select entire techtree at once and start collecting resources. Please advise! Thank you very much! Best regards, Grautvornix
  12. Kleiner Nachtrag: Fischerbote können alternativ zu einem Intefanteristen auch mit einem Bürger/einer Arbeiterin besetzt sein um einen Wal zu jagen. Das Fischerbot ist übrigens sogar ein bisschen schneller als der Wal
  13. @Gurken Khan Das glaube ich eigentlich auch, aber nachdem offenbar auch das besetzte Fischerboot Wale jagen kann,was mir vorher so nicht klar war, war ich da unsicher. Hab's gleich ausprobiert - es geht nicht mit besetzten Fischerbooten und auch nicht mit Kriegsschiffen. Fazit: Schwimmende Schätze, die nicht vom Ufer erreichbar sind, können nur von Handelsschiffen gesammelt werden.
  14. Schätze im Wasser kann man mit dem Handelsschiff erbeuten (ich glaube, das ist die einzige Möglichkeit - ausser das weiter oben erwähntte mit einer Person besetzte Fischerboot kann das auch, muss ich aber erst mal ausprobieren).
  15. Great idea! I am curious: Would you have a ideas how these should look like and which characteristics they should feature? Could be useful to draft something before deciding Best regards, Grautvornix
  16. Just stumbled across the modiomod that does resolve my original request (being able to see from within the mod.io download windowwhich of my installed mods have updates). Great solution ! Thanks a lot!
  17. @Ceres: Playing devil's advocate here: Could the game detect which OS it is running on and then automatically present the correct paths ? Answer: could be risky if OS is incorrectly detected. Also if one actually intends examining the paths of another OS it might be better suited to select this from the buttons you presented. So, trying to counter adverse interventions - I do like your approach! Best regards, Grautvornix
  18. Fully agree to putting this information (mod/map installation) into the FAQ - dupllication of information is dangerous as it could lead to inconsistencies. Just wanted to point out what new users are fighting with (looking through the forum with so many different maps and mods and not knowing how to install). Best regards, Grautvornix
  19. Well, frankly, when starting a game I believe it can be part of the fun to not exactly know where the others are (in most cases you can guess). This is also the reason for the "fog of war" and the need for scouting. Even more, if you are playing nomads, you may even not be able to determine beforehand where the CCs are but only where the starting position is. As you can dynamically select for some maps how many players participate, it will be challenging to show the positions on the static preview. Providing a map preview serves, as @hyperion pointed out, to recognise a map and to get an overview of what this is about topographically (desert, jungle, mountains, sea scape...). Sorry for being so negative, but I personally would probably not overload the preview. Best regards, Grautvornix
  20. Thanks @Ceres ! Great idea to provide more helpful information from within the game so it is not required to search the FAQ (which is great by the way!) or the forum or wiki. Cannot resist, however , suggesting another helpscreen: Newcomers, including myself, typical scratch their heads when trying to install a mod and/or map they discovered outside mod.io. I do know this is simple and can be found searching the forum, but providing this help from within the game would be make things much more straight forward. Thanks and best regards, Grautvornix
  21. If I may, I 'd prefer the classical one on the right as it provides really an overview of the terrain. In this phase (map selection), I don't think we need to look for resources. As a minimap during the game (as shown on the left) this is exactly the opposite - I need to see resources, other players, as far visible at the respective stage. Terrain overview would be interesting in that phase as well, but I am afraid the minimap would be to cowded. Would it be useful to switch minimap in a different mode or temporarily enlarge it while a button is pressed to , say, half the screen? Then it could make sense to show simultaneously terrain details and resources and players. Just my twocents. Best regards, Grautvornix
  22. Not really, but here is a suggestion: Talking about small user interface comfort functions: not sure this could be easily implemented, but could the table widget also allow column sizing grouped line colours, e.g. every other line or every other 5 lines have a slightly different background I am fully aware that there are much more important gameplay improvements waiting to be implemented and that development capacity is limited. Just could not resist suggesting these little things... Best regards, Grautvornix
  23. Dear all, thrilled by the new Alpha 0.26 - great job folks! Though - a little user interface inconvenience: 1 - when selecting a new mod from mod.io via the 0AD mods download menu, it is not possible to see simultaneously which mods version is already installed and which mod version is available for download (I know this is a luxury issue and the new nodal window cannot be moved, unfortunately, unless there is major redesign of the user interface mechanics). I you move the overlapping modal window borders a little bit, the existing mod versions could be seen and compared to those aversions available for download. 2 - sometimes new mods versions are not replacing older ones but are added as new mods. Wouldn't it be nice to have a button allowing to remove (delete) the installed instance of an existing mod? (kind of a clean-up process) ( I do know you could manually remove them from the directories but uI would prefer doing that from within the game) Thanks for your consideration! Best regards, Grautvornix
  24. Brilliant! Very well done ! Congratulations to the team!!!!
×
×
  • Create New...