Jump to content

quantumstate

WFG Retired
  • Posts

    1.146
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by quantumstate

  1. The limit can be edited in binaries/data/mods/public/simulation/templates/special/player.xml
  2. Ah, oops. What I meant to say was "At the 1024x768 resolution the number of players column is hidden in the list of games."
  3. Here is a screenshot for those who are curious.
  4. Been playing with this a bit more, here is a list of some issues. It fails to handle maps without a preview image. Connecting to a computer on the same LAN doesn't seem to work, I'm guessing this is because it tells it to connect via external ip, perhaps it could try local ip's afterwards. In the welcome message polishes should be polish. At the 800x600 resolution the number of players column is hidden in the list of games. My username isn't shown anywhere (except the welcome message), maybe it could be a different colour in the user list.
  5. I just tried this out. It looks nice so far. I registered a quantumstate account which worked and I was able to connect. After this I tried registering bob which failed with "Registration unknown error", I tried restarting the game, using a longer username, choosing a different password and changing the log in details before clicking register. This had no effect on the error message, I am still able to log in with quantumstate. Edit: just tried again and it registered correctly (maybe about the 12th try).
  6. The game can connect cross platform. I don't know of any bugs in the network connectivity area so it is probably worth checking how you try to set up the connection. Check things like firewalls and port forwarding if you are connecting over the internet.
  7. The forum software had incorrectly included the full stop as part of the link, I have fixed it now. It is indeed nice to see progress. I'll try and check it out sometime.
  8. There is a dropdown box at the top where you select units, where you can select entities or actors. Entities are the things that you interact with like units and trees. Actors are just graphical models, like the rocks and grass (every entity has an actor which is the model for that entity, but not vica versa). All of the scenarios have been created in Atlas so everything you see should be available.
  9. I basically agree with Mythos on how the secondary/initial attacks should work. One thing about the initial attack is that there should be a cooldown to prevent abuse. Normally this would have no effect but it would stop players attacking, backing off, then attacking again to repeat the initial attack.
  10. Thanks for the suggestion. Some natural disasters might be fun to have for scenarios but this isn't a core feature and would be quite a lot of work. Our game is primarily a fighting rts game so we don't want to add more simulation like features such fire fighting, hospitals etc.
  11. Asked who? I haven't been consulted and I hold the copyright to substantial parts of the code. Also there was some brief discussion in the team recently and we are definitely staying open source.
  12. My experience with non farm food resources is that I use everything that isn't hunting wild animals before starting on farms. Hunting is a massive pain right now because animals are too enthusiastic in running away making it really hard to hunt. Also the random maps are too random with the distribution of animals to hunt, you often don't have any nearby. So basically there isn't enough non farm food on maps and hunting is too difficult. I don't have a problem with farms around CCs, people would probably just build their farmsteads close to the CC anyway. If you did want to restrict this then I prefer only being able to use farms within a certain distance of a farmstead, this is clearer for the player. For village phase I was wondering if a barracks should be available with only the CC units being trainable in village phase. This would encourage more fighting and time spent in village. Town phase would then allow expansion with new CCs, techs and more advanced units. Perhaps this would lead to the need for a tower in village phase though.
  13. The terminology is confusing because with a real camera changing the FOV is done by zooming. In our game we use the word zoom to mean changing the height of the camera so that it moves closer to the units. So when you zoom in 0 A.D. the FOV is not changed, the real life equivalent is moving the camera towards the subject so that it appears larger.
  14. Going back to the original topic, team bonuses will not stack.
  15. I did start looking at running and charging (I wasn't looking at trample). My idea for charging was to have something quite similar to ship ramming, when you aim a charge and units will accelerate up to a charging speed. To get this working well would need some interaction with the pathfinder, which is where I got stopped. A slightly simpler idea could work without pathfinder interaction though. I'm not currently actively working on this.
  16. Thanks for running this. From an initial look this does look like a genuine leak, but I am not at my development PC so can't analyse it properly.
  17. Auto reseeding farms basically remove any micro management from farming anyway. They require you to gather a bit more wood for the reseeding, but apart from that it is essentially the same as having infinite farms. The infinite farm implementation will limit the number of workers per farm to 5 and also encourage fewer by having a slight decrease in efficiency with more farmers. This will spread the farmers further from the CC because more space is needed, making raiding easier. Also you can't just ignore food as a resource, to play well you need to have a nice even distribution of resources so workers need to be added/removed from food as your situation changes.
  18. For the javelin thrower the hand holding the javelin doesn't look quite right to me. If you look at pictures of people throwing a modern javelin (which I assume uses a very similar technique) the fingers tend to run along the javelin move than being wrapped right around it. I also tried holding a stick with my hand like your picture and it felt wrong.
  19. That looks pretty high poly for a sword. I think you can lose some detail without it being noticeable.
  20. This speeds up asm.js which is a subset of javascript. So it won't generally speed up our code unless we rewrite it. asm.js is pretty different from standard javascript.
  21. The other training buildings (kennel, gymnasium, stables, etc.) should have hotkeys.
  22. This is not a bug, it is by design that units can fire over/through walls. Also it is by design that walls can only be attacked by siege.
  23. Putting this kind of limitation in place just leads to each player creating 4 markets next to each other. The real cost of a trade route is creating the traders and protecting the traders from being raided.
×
×
  • Create New...