Lion.Kanzen Posted June 1, 2021 Share Posted June 1, 2021 (edited) 10 minutes ago, BreakfastBurrito_007 said: hmm I might be understanding the diff things wrong, but I thought I saw one that increases spread by .5 and makes them a bit slower than slingers and even slower than skirms. I think it was -.6/0/+.6. I hope the archer changes are enough to counterbalance the ele changes, because right now if eles were any more op, I think we would ban mauryans in 4v4s. Yesterday they balance them again. https://code.wildfiregames.com/D4048 Edited June 1, 2021 by Lion.Kanzen Link to comment Share on other sites More sharing options...
Gurken Khan Posted June 1, 2021 Share Posted June 1, 2021 Suggestion: Don't have buildings' descriptions make promises they can't keep. Specifically I think the description for the Egyptian Mercenary Camp (Wild Lake) should be corrected, as one can totally not train mercs from Hellenistic Egypt as promised when capturing that building. Or even better, make those mercs available! Link to comment Share on other sites More sharing options...
Stan` Posted June 2, 2021 Share Posted June 2, 2021 9 hours ago, Gurken Khan said: Suggestion: Don't have buildings' descriptions make promises they can't keep. Specifically I think the description for the Egyptian Mercenary Camp (Wild Lake) should be corrected, as one can totally not train mercs from Hellenistic Egypt as promised when capturing that building. Or even better, make those mercs available! @Yekaterina maybe a patch for you ? 1 Link to comment Share on other sites More sharing options...
Yekaterina Posted June 2, 2021 Share Posted June 2, 2021 10 hours ago, Gurken Khan said: Suggestion: Don't have buildings' descriptions make promises they can't keep. Specifically I think the description for the Egyptian Mercenary Camp (Wild Lake) should be corrected, as one can totally not train mercs from Hellenistic Egypt as promised when capturing that building. Or even better, make those mercs available! So do you want the mercs to be available or do you want me to just change the description? I guess I will just change the description for now so as not to upset the balancing advisors. 1 Link to comment Share on other sites More sharing options...
Yekaterina Posted June 2, 2021 Share Posted June 2, 2021 @Stan` @Gurken Khan The patch has been made here https://code.wildfiregames.com/D4056 1 1 Link to comment Share on other sites More sharing options...
Gurken Khan Posted June 2, 2021 Share Posted June 2, 2021 4 hours ago, Yekaterina said: So do you want the mercs to be available or do you want me to just change the description? I guess I will just change the description for now so as not to upset the balancing advisors. I guess that's ok, although I'd liked the mercs! Of course I wouldn't want to upset the balancing advisors either, although I don't know if Wild Lake is a popular MP map as it seems pretty unbalanced. 1 Link to comment Share on other sites More sharing options...
Gurken Khan Posted June 2, 2021 Share Posted June 2, 2021 Is there maybe a way to avoid player names like xy II II? Link to comment Share on other sites More sharing options...
Yekaterina Posted June 2, 2021 Share Posted June 2, 2021 20 minutes ago, Gurken Khan said: Is there maybe a way to avoid player names like xy II II? I think the problem is caused by too many Persian AIs. At the beginning of a match the Petra Bot picks a name from a list of available names for each civ. Two of the AIs have decided to pick the name Darayavahush II (Darius the Second), so it adds an extra II to distinguish. Possible solutions: 1. Add more AI names. This hugely reduces the probability of this happening but it still remains possible. 2. Add a command to the Petra AI that bans the use of names already chosen. This is more difficult to implement and also needs more names as there are 6 Persian names as far as I am aware. So we need historians @Thorfinn the Shallow Minded to come up with more names for each civ. 1 Link to comment Share on other sites More sharing options...
Gurken Khan Posted June 2, 2021 Share Posted June 2, 2021 14 minutes ago, Yekaterina said: I think the problem is caused by too many Persian AIs. [...] 2. Add a command to the Petra AI that bans the use of names already chosen. This is more difficult to implement and also needs more names as there are 6 Persian names as far as I am aware. Naturally I'm aware it only happens with multiple AIs with the same civ. But I think it would be nice if the available names were used before resorting to sth like II II. Link to comment Share on other sites More sharing options...
Yekaterina Posted June 2, 2021 Share Posted June 2, 2021 1 minute ago, Gurken Khan said: Naturally I'm aware it only happens with multiple AIs with the same civ. But I think it would be nice if the available names were used before resorting to sth like II II. Yeah I get your frustration. The chance of what you just saw happening is very low. With more names I am sure we can make it near impossible. 1 Link to comment Share on other sites More sharing options...
Gurken Khan Posted June 2, 2021 Share Posted June 2, 2021 @YekaterinaI've encountered it several times, not just this instance. Anyway, I wouldn't really call it 'frustration', more like a nice to (not) have. Link to comment Share on other sites More sharing options...
Ceres Posted June 3, 2021 Share Posted June 3, 2021 Would it be appropriate to open a thread for new historic names? So everybody interested is welcome to add hints with a link to a good source (e.g. Wikipedia?). If experts like @Thorfinn the Shallow Minded want to handle this alone, that's of course, fine, too. 1 Link to comment Share on other sites More sharing options...
Ceres Posted June 4, 2021 Share Posted June 4, 2021 (edited) Passersby interested in new historic names, please have a look there: Historic Names list Edited June 4, 2021 by Ceres link corrected Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 4, 2021 Share Posted June 4, 2021 34 minutes ago, Ceres said: Passersby interested in new historic names, please have a look there: Historic Names list They opened another topic to discuss that. Link to comment Share on other sites More sharing options...
Ceres Posted June 5, 2021 Share Posted June 5, 2021 Yes, the link goes to this new thread. 1 Link to comment Share on other sites More sharing options...
soupbun Posted June 24, 2021 Share Posted June 24, 2021 0.A.D could benefit from visual things like a day-and-night cycle as well as different weather that occurs randomly(like dry, cloudy, stormy, rainy, etc.) They don’t have to have any effect on the gameplay, but they would make it more immersive. Credit to this idea goes to L Gunther. 2 Link to comment Share on other sites More sharing options...
Pepre Posted August 12, 2021 Share Posted August 12, 2021 What about ending health system? One or two hit = death? Defender units with greater rank = more chance to kill? 1 Link to comment Share on other sites More sharing options...
Freagarach Posted August 13, 2021 Share Posted August 13, 2021 8 hours ago, Pepre said: What about ending health system? One or two hit = death? Defender units with greater rank = more chance to kill? One would need a larger scale to allow for such randomness. (E.g. battalions.) 1 Link to comment Share on other sites More sharing options...
Ceres Posted August 20, 2021 Share Posted August 20, 2021 (edited) Sorry that I put ideas as extra threads there: Edited August 20, 2021 by Ceres Link to comment Share on other sites More sharing options...
The-Razeth Posted August 21, 2021 Share Posted August 21, 2021 On 11/07/2004 at 12:04 PM, Wijitmaker said: Do you have a comment about what you have seen so far in the game? Would you like to see some changes? If you have some constructive criticism, please post it here! We can't guarentee that we can make the changes; but, if your point is a valid one... we just might. http://www.wildfiregames.com/forum/public/style_emoticons/default/biggrin.gif It would be good if they introduce the civilization of the Etruscans Also that they eliminate the excess of formations that exist, that they leave a few and that some have certain beneficial auras (for example, the forced march formation, has an aura that makes the troops move even faster but lose life per second ) also that they make an event which, taking advantage of the implementation of the campaign creator, users will create all the military campaigns of a faction, or simply a story in which we can see the beginnings of a civilization, whatever the community wants, and what the best campaign of each faction is rewarded by the creators with ... well, whatever suits them the most Link to comment Share on other sites More sharing options...
Muted Posted August 23, 2021 Share Posted August 23, 2021 (edited) The suggestions: Observers should be capable of viewing the total quantity of garrisoned units The in-game chat-log window should be resizable When a game ends: Allow for players who are present to remain in the game without a dialog box forcing them to exit Show current bonus modifiers within the individual "units properties" window (EG: +15% (+4 Hack)) Provide a tick-box within the "unit properties" window to allow toggling displaying current stats (modifiers applied) and base stats of the unit (civic bonuses included, but noted) Show potential building influence border radius (before placement) as well as potential line of sight gains; the same could be applied with potential upgrades that affect radius ranges of all types (EG: +20% archery range has no visual representation) Enable specific upload/download speed delimiters (tucked away inside of a "NETWORKING" option); an automated system has flaws compared to a hybrid system of automation and manual overrides When packet loss exceeds a 75% threshhold over 5 consecutive seconds: Notify the local player in the client (EG: "You are experiencing severe out-going network data packet losses") Allow for formatted "/me" text commands to function properly in the pre-game lobby (not only the chat-lobby) Provide a mute/squelch/silence/ignore feature (all aliases included) Updated 'iconified' window to include the unread message count (EG: 0 A.D. (140)) When using the "/clear" command to empty the chat buffer from the chat lobby window while in a pre-game lobby: Allow it to be persistent. Create a "/report" feature for the chat lobby (as not everyone is inclined to register on the forum board). The ability of RIGHT-CLICKING a garrisoned unit to check the units properties The ability of RIGHT-CLICKING a hero icon to query the unit properties The reasons: Observing games is enjoyable and a method that can be used to help instruct other players on how to play better; not knowing how many units a player has garrisoned can cause issues with unit management (as a teacher who is observing) While switching from fullscreen mode to windowed mode: It is difficult to read the tiny chat from the windowed chat log; it is also difficult to observe a game while the chat log window is open and kept in the dead center of the screen A person who was observing only a single player all game might want to review the entire layout of the map, without being forced to watch the replay itself Both while observing and playing: It is difficult to quickly perform math to decide on what unit(s) to create or upgrade(s) to pursue without knowing the exact value of damage being dealt of each type and the resistances of each type for all units in the game (both yourself and your opponent) Self-explanatory; not everyone may wish to have amended text describing the current status modifiers (civic bonuses, hero bonuses, allied bonuses, upgrade bonuses, etc) When deciding on where to place an Outpost or a Great Lighthouse or a Sentry Tower or another building: It is difficult to know exactly where the 'range of effect' will be, without some sort of visual guidance It is not necessary to send 1 MB/s of data to enjoy a two player game of 0 A.D; some players are bound by quotas or wish to limit their data usage for some personal reason (namely: Myself) It is difficult to discern who is lagging and if it is you yourself without using external tools (which most common layman do not know of) There is no reason to enable special text formatting only in the chat lobby and in game, but no the pre-game lobby! Sometimes a player does not wish to see the messages from other players (it also conserves on data bandwith) If I have minimized 0AD for one reason or the other (such as using it strictly to communicate with someone): I would like to be able to quickly identify how many new messages there are (simply by hovering the mouse over the taskbar or using other platform methods such as ALT+TAB) If I am trying to talk to someone in the chat lobby from a pre-game lobby or in-game: It is difficult to read all of the messages without being able to clear the previous buffered set; closing and re-opening the chat-lobby window from within the pre-game lobby or in-game lobby causes the previously cleared messages to reappear Players are more likely to report other players if a quick and universal "/report <player> <brief message>" command were available; aliases such as: "/report <player> <quit>" could be added to rapidly address issues; the player's local client could send a "web forum post" using some client side ID representing 0AD (as to circumvent the need for registering an account on the forum board). This allows an observer to quickly learn more about the game as well as that unit (especially hero units) This allows an observer to quickly learn more about the hero and the hero's perks That is a small list that I have created so far from only a couple of months of having had played 0AD. Edited August 25, 2021 by Muted Added an image to better explain the idea; added a new suggestions (#14, #15) 3 Link to comment Share on other sites More sharing options...
woobooz Posted August 31, 2021 Share Posted August 31, 2021 (edited) Ja bym zmienił w SANDBOX, tylko tyle żeby się nie kończyły surowce. W końcu to piaskownica. W sumie to i w innych ustawieniach można by zrobić żeby się nie skończyły tak szybko. woobooz Edited August 31, 2021 by woobooz Link to comment Share on other sites More sharing options...
woobooz Posted August 31, 2021 Share Posted August 31, 2021 I would only change so much that the raw materials in SANDBOX did not end there. It's a sandbox, after all. The quantity could be changed in other settings. Link to comment Share on other sites More sharing options...
LienRag Posted September 26, 2021 Share Posted September 26, 2021 Could it possible (sorry if it has already been suggested, as the topic is 153 pages long I didn't read them all) when selecting a group of units to have a button saying "send all wounded units to garrison in nearest healing building" ? That would cut micro-management a lot... And not overkill in battle as one usually don't want to remove from the frontline the units that are not deeply wounded (which that button would do). Maybe have some hero whose aura would allow automatic replacement of wounded units on the frontline by fresh units ? Link to comment Share on other sites More sharing options...
Stan` Posted September 26, 2021 Share Posted September 26, 2021 9 minutes ago, LienRag said: Could it possible (sorry if it has already been suggested, as the topic is 153 pages long I didn't read them all) when selecting a group of units to have a button saying "send all wounded units to garrison in nearest healing building" ? That would cut micro-management a lot... And not overkill in battle as one usually don't want to remove from the frontline the units that are not deeply wounded (which that button would do). Maybe have some hero whose aura would allow automatic replacement of wounded units on the frontline by fresh units ? I believe there is a wounded unit shortcut you can use to select them. Link to comment Share on other sites More sharing options...
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