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Gameplay Feature: Battalions and Formations
Nicolaus_von_Kues replied to wowgetoffyourcellphone's topic in Delenda Est
I have a question: the programming is different regarding the movement and behavior of a LOTR BFME battalion. How do you plan to modify that without touching the engine? -
2, I have them for the Hylians in Hyrule Conquest: Revival.
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That section can expand vertically to accommodate the extra stats (or there could be a vertical scrollbar). The Historical section can shrink vertically to give room, since it has a scrollbar.
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I was thinking that because it seems you'll need way more stats for some units (for kinds of damage, range, spread, etc), then icons would give you space for a 4th column, if not also a 5th one.
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Game Balance: Battering Rams, the 0 A.D. tanks?...
Nicolaus_von_Kues replied to krt0143's topic in Gameplay Discussion
You're assuming it's a game, and the problem is that it would stop being fun. Games have internal logic; you don't expect that much realism. Games have a fun curve. Why does realism sometimes harm the experience? Fun Curve: In video games, extreme realism often makes controls worse. Selection of Details: The human brain ignores many things. An excess of realistic details can distract from the narrative. --- Not to mention that it ruins the experience. - Today
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Game Balance: Battering Rams, the 0 A.D. tanks?...
Nicolaus_von_Kues replied to krt0143's topic in Gameplay Discussion
https://game-studies.fandom.com/wiki/The_Art_of_Game_Design:_A_Book_of_Lenses?__cf_chl_f_tk=fa4sKWZua3gfigepm6bbTQxdawl.9m8tH11Ybr6uiK8-1783016138-1.0.1.1-M854n8mjY6x1rfJt5zx3Fs0JvutGq7w3_zukY9AIIto The Art of Game Design: A Book of Lenses ISBN-13: 978-0123694966, ISBN-10: 0123694965 It is a good source that explains the balance between fun and when a game is no longer fun. -
Game Balance: Battering Rams, the 0 A.D. tanks?...
Thalatta replied to krt0143's topic in Gameplay Discussion
@Nicolaus_von_Kues I agree, although regarding "Imagine an RTS where you add physiological needs; it would be realistic but not logical or believable", I don't see why it wouldn't be believable, maybe what you mean convincing as something viable. Regarding the rest, what you say is key to understand well written fiction and fantasy: many tend to dismiss critiques on believability of those shows because there's magic, dragons or whatever in it already anyway, completely missing the point of internal consistency. But we have gone quite off-topic -
I would of course love to have tooltips for most items you suggest! I'd prefer the base stats to stay text though, but that's just me. For auras, there is currently not a gameplay distinction between 'passive' or 'active' auras. The only distinctions we currently have are: ranged, global, formation, and garrisoned auras. And yes, such an aura is best as a Formation effect, but those only exist in 1 mod, not the base game or DE.
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As far as I know, it's only implemented for minimaps. I am not sure if it's currently possible for other UI elements or if it would need new code beyond just creating sprite XMLs, etc.
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@real_tabasco_sauce Just friendly reminder that you made a shuffler for feldmp this dudes aked for and they never use it just like the 90% of the game dev made. Looks like need to know about Requirements engineering.
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Asher started following User Interface
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Game Balance: Battering Rams, the 0 A.D. tanks?...
Nicolaus_von_Kues replied to krt0143's topic in Gameplay Discussion
In video games( and movies) there is something called "credibility" which is not the same as realism. Many of the things you do in a video game have to be believable.It should be logical, not absurd or exaggerated. The game is an abstraction of reality. Imagine an RTS where you add physiological needs; it would be realistic but not logical or believable. ---Clear Definitions--- Realism: Attempts to replicate reality as faithfully as possible (physics, human behavior, visual appearance, logical consequences, etc.). Credibility (or plausibility/verisimilitude): Makes the audience believe in the world even if it is impossible. It is based on internal consistency, consistent rules, and emotional/narrative logic within the created universe. Realism seeks external precision. Credibility seeks convincing suspension of disbelief. -
Sounds interesting.
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Very nice, clear, and useful. I hope something like this is eventually implemented in the base game. I guess it's also a mock-up because there are a very few small issues. But my questions are: does hovering over classes give some info regarding them? If so, maybe showing them as tags would be nice. Are those base stats (which I'd state with small icons, their names shown if hovering over them), or already include the applied techs effects? If so, it would be nice to have some break down of that anyway, maybe by hovering over them. Finally, when I see that aura, I wonder if it's "passive" or "active" (if there are active auras at all), and if that wouldn't be better as a Formation effect or similar.
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@wow, larga o celular In the current version of 0ad, is it already possible to implement customized for each civ?
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Nicolaus_von_Kues changed their profile photo
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Art Goals -- Release 28
Nicolaus_von_Kues replied to wowgetoffyourcellphone's topic in Art Development
A way has to be found to create those portraits. I personally don't like the current style, but especially when they're seen on a large scale. -
Nicolaus_von_Kues joined the community
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I can create some in a little I think, making some minor adjustments now that these new features are added. IE pike and spear dmg reduced if they are in normal stance .
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Anybody have any screenshots they'd want to share?
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A couple more new ideas/features thanks to @stevenlau Pikeman/Spearman went set to stand ground receive "brace" mixin bonuses. Formations can now have - resistance to help offset some of the speed bonuses! So it may be risky to use certian formations, but they decrease travel time.
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Potential Athenian design elements, which would be re-scaled obviously. They could even be combined into a texture sheet.
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jujumasse0616 joined the community
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RichardTeawn started following Players: "Carthage Is Weak." Meanwhile Historical Carthage:
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Yeah, the headers, buttons, etc. would all be consistent. Also, the little motifs and UI elements for each civ would be consistent across the different windows.
- Yesterday
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@SadRdz see: Just tested the option by @ffm and it actually works after restarting the game/session.
- 519 replies
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- hotkeys
- autoassign civ
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The only thing I would say for now, is that some of the columns don't line up with their "title", at the top part, or they aren't at the top of the column
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