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Posts posted by Delfador
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I wanted to build a small fort on no man's land from the palisade, but while I was building it, half of it went to Gaia and the gates stopped opening. Can you give immunity to the transition to Gaia at least the gates of the palisade?
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3 hours ago, real_tabasco_sauce said:
while I like AOE2 a lot, one thing I disagree with is how much vision buildings and units have towards the end of the game. It just makes it very difficult to be surprising, even more so in a game like 0ad where counters are less strict.
Well, then increase the area not two, but one and a half times? Okay, then can it be done as a technology for the third phase of the city? Then it won't affect the early rush.
2 hours ago, Lion.Kanzen said:On the contrary I love how the Dark age looks almost nothing is visible.
From the outside, it looks as if all nations suffer from early medieval astigmatism and see nothing further than their own nose. Age of Empires 2 has sentinel tech, so why not make it in 0 A.D. the ability to increase the radius of light at least one and a half times by placing a unit in a building? Well, or at least add the visibility radius of the building with the most large visibility radius of the unit inside?
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In the game Warcraft 3, when the city center and all buildings are lost for a long time, the losing units become visible on the map until they build a new city center (or something like that). This innovation would help to quickly find the hopelessly losing side without wandering around the map for a single unit hiding on the map.
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9 hours ago, Lion.Kanzen said:
@wowgetoffyourcellphone is one of the most vocal here and one of those who complains about the exaggerated range of vision that the game currently has.
Why not do some research on the "Post-imperial eras" in Age of Empires 2 and 3 and count the number of light squares from the city center, towers and walls/palisades, and castle to the edge of view, and then copy that template into the game?
What I don't understand the most is why enemy units and enemy siege weapons don't light up for a couple of seconds when attacking my wall, which has a ridiculously small line of sight?
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5 hours ago, Lion.Kanzen said:
On which map did that happen to you?
Neareastern Badlands (Random map).
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Returning to the area of light, I would also like to increase the view of the walls and turrets and the palisade.
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1 minute ago, hyperion said:
In theory yes, but with line of sight in RTS this is probably not that meaningful.
Well, yes. I completely forgot that even a fully developed city has a meager line of sight... I already suggested doubling the light radius of city centers... The message went unanswered.
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4 minutes ago, Gurken Khan said:
Maybe that was the known issue. Currently you have match your "actual batch size" to the ministry's; if, for example, you train 10 horses and then try to produce 8 ministers you have to dial down your batch size (even if that is not visually communicated).
I keep thinking, maybe developers should limit these queues? In Age of Empires 3, a stack of 20 units per order was completely justified. Suppose I ordered 100 units before (for example, on a large map), it turns out that I now need to turn the counter for who knows how long? And at the same time, I don’t see how much I have already rewound ...
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2 minutes ago, rossenburg said:
myths should be under mods i believe
Is it possible to add a mirage that will dissipate when units approach? Wandering mummies, water oases...
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12 minutes ago, Lion.Kanzen said:
Eyecandy or a cheat?
It is assumed that mummies will occasionally replace land predators at the pyramid, if any. In terms of parameters, they can be exactly like a crocodile or a wolf or a desert predatory fauna. It's like the pumpkins replacing the berry bushes in the Plymouth special, or the Christmas tree forest instead of the regular ones on the Yukon map and on the Age of Empires 3 special maps.
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9 minutes ago, borg- said:
For mod can be fun
It can be also placed in the main game, like Learicorn or Fluffy in Age of Empires 3.
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Remembering the Age of Mythology, I wondered if the developers on certain maps, where there are pyramids and roaming animals near them, can replace predatory non-nutritious animals with mummies of similar strength? A kind of easter egg that does not affect gameplay.
It would be great to create a whole thematic map of "Hamunaptra".
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The bottom line is that I had 1 minister. I wanted 8 more in this recruitment window, but I couldn't hire them because the button with the minister's icon simply didn't respond to the click. I definitely fit into the limit, and above 8 ministers the counter did not allow me to choose.
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14 hours ago, Obelix said:
I would not consider above described situation as a bug, but as a feature. I recommend to discuss this in the forum "Gameplay Discussion".
That is, I need to keep a minister in all four sawmills in order to carry out technologies at a bargain price right away? It's stupid and inconvenient.
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14 hours ago, Obelix said:
Batch training for ministers works for me in Alpha 27 RC 1. I did this by holding shift and then clicking on the train symbol.
I spin the wheel, 8 ministers appear on the scoreboard, but the button cannot be pressed.
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15 hours ago, Obelix said:
Hey Delfador, thanks for reporting this bug. To be able to reproduce the situation it might be helpful to name the map you were playing on.
Neareastern Badlands (Random map). That giraffe climbing on inaccessible platforms is also from there.
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3 hours ago, Obelix said:
I am able to reproduce this situation in A27 RC 1. This happens only in the case, when you are playing the Han civilization and you have placed a minister in one warehouse. Because then the game shows you the cheaper technologies next to the technologies without discount. In this case I wouldn't consider this as a bug.
In this case, the developers should make a mission-tutorial in which all this will be explained.
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The visible area near the city center seemed to me excessively small. I suggest either increasing it altogether, or giving buildings the appropriate technology to increase the visible radius, since playing in these glimpses of light is catastrophically inconvenient.
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If the building is not suitable for entry, pressing Ctrl will usually bring up a red sword, but in the case of the construction elephant on the Egypt map (3 vs 3) for the Seleucids, the unit creates an entry icon for the building, but cannot enter.
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When the minister visits the warehouse, the upgrade discount only works in this building. In exactly the same building but without minister inside, the discount is not displayed, although in theory, while the minister is in the one type of building, a discount of this type should be displayed in all buildings of this type.
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If more than one warehouse is selected, the list of technologies is doubled, creating a repeat.
And when choosing, for example, houses - no.
This bug also exists in towers and possibly some other buildings.
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I propose to increase the visible area twice.
in Gameplay Discussion
Posted
But you can calculate the proportion of the number of squares occupied by the texture of the building and the number of light-radius cells, and on this basis, make the appropriate scaling to 0 A.D.