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Pureon

WFG Retired
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Everything posted by Pureon

  1. The historical records I read (linked somewhere in the Mauryan thread) suggested the Mauryans used thick tall wooden walls for defending their cities - hence why our 'stone walls' for the Mauryans should feature wood (with plaster/stone for foundations and decoration).
  2. Not that I know of. The plan was to have a stone/wood combination for the Mauryan walls.
  3. Yes please, walls are more important lilstewie's already shown us that some stupa's weren't plastered at all - so both the unplastered and partly plastered versions will be used and are 'historically' sound.
  4. This clearly isn't giving them a big advantage. Some of the guys who have posted above play multiplayer almost every day, so are most suited to tell us what factions are OP. I agree with the others, Mauryans are slightly UP at present.
  5. A week ago I played as the Mauryans against Feneur who had the Romans. I controlled 3/4 of the map but Feneur had built a very strong fortress in the corner of the map where my Mauryan units were unable to penetrate. My weak siege units and infantry couldn't inflict any significant damage. Mauryans are not OP, especially not now that heroes are considerably weaker
  6. It's true that worker elephants give the Mauryans a big advantage, however generally in multiplayer Mauryans are still regarded as slightly under-powered because of their weak units.
  7. It would require some programming to get the assassin functionality described into the game. However, just because we haven't got any plans for it right now, doesn't mean that in the future it won't get added (possibly as part of a mod).
  8. Welcome back. I'd like you to commit it so we can all test it thoroughly
  9. Not really, I like the detail of the brickwork. Although you could try to add some white plastered layers framed by brick layers?
  10. It's not happening now, so it could have been fixed since. Thanks for letting us know.
  11. I can't replicate that in the latest development version. What version are you using?
  12. The text for that scenario isn't actually within the scenario's file, it's part of the tutorial AI. You can read the text within the code here: http://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/simulation/ai/tutorial-ai/economic_walkthrough.js
  13. What alpha123 says is true. Hope the tutorials help you
  14. That is good news. I wonder if they used some of the info I provided almost a year ago ^^
  15. Try the in-game tutorials: Go to Single Player > Matches Change the 'Map Filter' dropdown to 'Demo Maps' Select 'Introductory Tutorial' and run through that. After that go back into Demo Maps and select 'Starting Economy Walkthrough' Once you've completed both of those tutorials you should be able to defeat qBot quite easily. Remember to defend using garrisoned defense towers and fortresses - the AIs aren't good at countering buildings yet.
  16. After the Mauryans are complete the Art Department will move onto the Ptolemies, that's already been revealed and Enrique has a good starting point for them. We might not begin working on the Ptolemies until this summer because there are other areas of 0 A.D. Art that need tightening up, but we'll get there at some point.
  17. That could be a while away. Are you sure we can't persuade you?
  18. Well done FeXoR! Now we need some folks to test it out Ideally we would inform the player what Iberian bonus is received based on the map settings chosen. However I also think we should keep things simple and just refer to it as a starting defensive bonus - not necessarily a walled base. Having a popup would get annoying. Lets see if this becomes an issue after Alpha 13 is released, i doubt it will.
  19. Hopefully someone can summarize. At the end he says the lag is horrible, which is understandable with 3 AIs at full population.
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