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Suggestions for 0 A.D.


Wijitmaker
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13 minutes ago, Stan` said:

I believe there is a wounded unit shortcut you can use to select them.

Really ?

"O + Left Drag over units on map: Only select wounded units. "

Thanks for the info, I never noticed.

If so, all that is needed would be a stance "go heal yourself"...

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I've read that fishes on 0.25 are way more easy to spot now, that's a good thing.

Are fishing boats now also able to get to a new fishing point when the one they were on is depleted ?

There's a lot of pointless micro-management there that could be removed (or be optional ; there could be a stance "pick your fishery" or "ask for instructions" if having fishing boat pick their own fishery exposes them to enemy action).

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On 26/09/2021 at 3:44 PM, LienRag said:

"O + Left Drag over units on map: Only select wounded units. "

I tried to do that (on KenWood) but it didn't work...

How should it be done ?

Should I left drag first then press 0 ? Press 0 first then left drag ? Keep 0 pressed then left drag (not possible on a laptop without a numeric pad) ?

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26 minutes ago, LienRag said:

I tried to do that (on KenWood) but it didn't work...

How should it be done ?

Should I left drag first then press 0 ? Press 0 first then left drag ? Keep 0 pressed then left drag (not possible on a laptop without a numeric pad) ?

Keep O pressed then left drag  (not zero but O)

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In real battles in history, the commanders often took advantage of the terrain to suit their strengths and weaknesses.

Bogs and swamps should slow down cavalry, rams and heavily armoured infantry a lot. Women and archers could escape from them there.

This could make an interesting downside to advancing down the armour technology tree as the weight goes up

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21 hours ago, davidsrsb said:

In real battles in history, the commanders often took advantage of the terrain to suit their strengths and weaknesses.

Bogs and swamps should slow down cavalry, rams and heavily armoured infantry a lot. Women and archers could escape from them there.

This could make an interesting downside to advancing down the armour technology tree as the weight goes up

Specific types of terrains could slow down units considerably. However, this was discussed already, and to my recollection it is not easy (or currently impossible), because certain terrain like swaps are not distinguishable (programmatically).

The devs here might correct me, if I'm wrong. But still, I like the idea to give specific types of terrain some impact on the gameplay.

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The game considers the grid on which units move to be uniform. So the computed paths will not take into account whether it's a swamp or a highway. Units will still try to find the shortest flying path without computing whether it's faster.

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7 minutes ago, Stan` said:

The game considers the grid on which units move to be uniform. So the computed paths will not take into account whether it's a swamp or a highway. Units will still try to find the shortest flying path without computing whether it's faster.

That sounds fine to me. It's the player's job as a commander to keep their units out of dangerous situations, in fact I'd call that one of the core skill mechanics of RTS. If pathing causes an army to get bogged down in a swamp that the player gave orders for them to pass through, then the player needs to git gud and stop doing that. Having unit AI do it for them just robs everyone of the opportunity to improve and for good players to use their game knowledge and foresight.

Of course there are exception to this principle. If units got stuck on every tree and hillock then the APM required to micromanage every routine move order would be untenable. But if we're just talking about heavy units being slowed down a fraction in swamps or rough terrain, I don't thing that constitutes an unreasonable burden for players, especially since it is one that can be mitigated entirely by map design.

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1 hour ago, Stan` said:

Units will still try to find the shortest flying path without computing whether it's faster.

Which isn't ideal on maps with obstacles like mountains or bodies of water. Gathering and especially hunting units will often make terrible choices regarding the source of the resource or the droppoint they use.

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There is no point to set such a trade anyway. They would carry 0 resources and that's when and only when it does not allow you to set up the trade.

if (tradingDetails.gain.traderGain == 0)

     return {

      "possible": true,

      "tooltip": setStringTags(translate("This market is too close to the origin market."), g_DisabledTags),

      "disabled": true

     };

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29 minutes ago, Angen said:

There is no point to set such a trade anyway.

I believe you missed my point. I don't want to set the trade between those two buildings close to each other (A+B), but to tell my traders produced in building A to establish a route between building B and C (like my trading camel you can see near the top of my pic). I can do that if A and B are far enough to trade between each other; I'd like to be able to establish the B to C route when they're not. Currently I have to produce the traders without an immediate trade order and then tell them to go between B and C...

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  • 3 months later...
1 hour ago, MontezumaRevenge said:

Can you please add detailed historical references to every building, unit, animal such it was at Age of Empires III at lower unit tab? And add some additional political maps with locations of game civilizations. Something like that:n3sk11stedu51.png

A glossary - encyclopedia?

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