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Grautvornix

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Everything posted by Grautvornix

  1. And in the past, there was also quite some discussion on a tutorial campaign e.g. under this threat:
  2. A superb master strategist of course! Here is some more on strategies:
  3. @ShadowOfHassen@Vantha Do you think we could we use the planned in-game encyclopaedia framework to also provide this kind of help on strategy and options?. Just an idea...
  4. There are a few posts in this forum discussing strategic options starting from very basic - such as and (but there was also some tips on how to grow pop quickly., still have to find it
  5. Thank you som much @Vantha! That solved it! (had some old savegames from 0.25 in my games folder... stupid me!)
  6. Thanks @Vantha! Attached are the error messages rom interestinglog.htmlfor game startup and for pressing the "filter compatible replays" button (a bit difficult to read). This is for SVN 0.27, build 28067, 14.04.2024, no mods loaded) The game itself works (mostly). Just sometimes, a set of other JS errors is spawned... Sorry for bothering you! interestinglog.html mainlog.html
  7. Actually - while I found the button, I cannot test it for saved games as it triggers a series of Javascript errors (but the same button does works well for mods in the mods selector page). Playing on Win 10 this occurs for both SVN latest and 0.26. Guess there is a more fundamental issue with my Javascript install (not that I am aware of any speciality there). Never mind.
  8. Well, it doesn't need to be downloaded automatically, but a list of mods that are needed could be presented and then the player could agree to downloading them
  9. Thanks @Vantha! After so many years playing 0AD - I still did not discover this feature myself. Unbelievable! Getting old obviously. But - that already implemented, will it be a piece of cake to also add the automatic loading of needed mods?
  10. Here is a possibly strange idea that increases usability of the game a bit further: As someone trying different mods in SP mode, I noticed that of course you cannot resume a game that was previously saved when using mod A, if you are now using mod A and B or another mod environment. In fact the saved game is not even visible for selection at all (but still existing). Would it be complex to implement a functionality that the "load-saved-game-selector-box" displays actually all saved games - but with a little indicator if it can be used with the currently active mods the indicator also allowing to open a list of mods that were used (including their version) when the game was saved (frankly, I sometimes forget which mods were active whan I last saved a game...) Furthermore it would be nice to have the following features: a button put the game into the state when the game was last saved, i.e. temporarily activate mods needed (if still available in the current game installation alse output an error message) and temporarily deactivate installed mods that cannot be used for that saved game if mods are not present output a suggestion to acquire that missing mod from mod.io I admit that this is not the main game feature lacking, but possibly not so difficult to implement as the list of required mods might be stored within a saved game already. Please let me know your thoughts! Best regards, Grautvornix
  11. No, it ist not - if it is in a lickable state your tongue might be breaking apart - it is is quite cold.
  12. Great idea! In order not to overcomplicate things this should be initially only a pop cap for predefined teams. Later on, we might extend this so that whatever the team size of an ad-hoc alliance, the pop cap remains, i.e. if I play without allies then the whole pop is for me, while if I have an ally then we share the same pop cap. This still has to mature not sure about the consequences ...
  13. Good Idea - just, when I imagine myself in game I rather tend not to check invidual unit's statistics (basically similar to the experience level). Too much micro management for me. But that's iust me in my relaxed and inefficient playing style (plus only SP). So while I like the idea as such it would be not very helpful for me. Personal opinion of a guy not fond of too much statistics in the game.
  14. I do like this idea - but it sounds complicated to implement, unfortunately.
  15. What about Pushyamitra Shunga , a general who assassinated Brihadratha ? (sorry my poor knowledge is bluntly copied from Wikipedia) Edit: of course this is not a Mauryan emperor anymore as he started the ensuing line of Shunga emperors, but at least part of the same epoch and linked to the Mauryans.
  16. I do agree that historical leaders are preferred. Just in case we cannot come up with enough famous names we should not restrict ourselves and instead add additional "normal" names of that civ/period.
  17. Just another thought: do we need actually famous names only? I think the answer might be obvious : "no, as long as the name is typical for the respective civ."
  18. Congratulations @SciGuy42! This is a phantastic start - love it when you have to struggle with scarce resources initially trying to cope. And for the right atmonsphere, you are also telling a good background story. Looking very much forward to your new campaign!
  19. Ok, but how many should be hardcoded? (I'll vote for 12 so that probability of repttition in an 8-party match is largely reduced). I also believe that more than 12 parties of the same civ would not be a very frequent setup. Additionally, the selection algorithm itself may need modification so that it not just picks a random list entry every time (and counting up the roman numerals if that name was already taken) but only use the remaining set of each civ for random selection. With an increase set and a better randomization this issue should be an extremely rare observation. Noob opinion
  20. Indeed @Vantha and @ShadowOfHassen your encyclopedia is a superb contribution creating an even deeper game experience! Thanks for all your effort! Much appreciated!
  21. OK, point taken. If there are good ideas how to guarantee hosted tournaments/multiplayer games remain fair and there is no cheating or the like (without moderator intervention), we should implement these features first - and all MP games would benefit immediately. We will see much less complaints then. Next we can discuss / carefully introduce playing for money features for some games. I believe the entire process would need to be carefully defined. Potentially we can learn from other platfroms that already offer this feature. Just, in my view, as long as we cannot avoid people complaining about unfair behaviour in rated MP games, playing for money would only increase tensions.
  22. Frankly, I am afraig that we might get more, and more serious, complaints about cheating or users leaving a game that they are about to loose. We are barely managing now even it is "only" about individual ratings. As soon as money is involved I am afraid we will see more issues. Just my twocents (as a noob single player only, of course).
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