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CodeOptimist

WFG Retired
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Everything posted by CodeOptimist

  1. For a game like this, it's pretty hard to tell how far along you are in the development. They said they should have a beta by December 2004. They also said that the new website should be up by the end of this month.
  2. Welcome back, VV! I hope you're having fun in Malaysia.
  3. I like "Coins".. accidentally voted Null though
  4. Trading units has always been a "wanted" feature for RTS's. It would be great for 0 A.D. to have it!
  5. Hmm, personally I think they should stay seperate. But, I'm not against a "latest forum threads" sidebar on the website, or something similar to that.
  6. Thanks DA! Makes more sense now. Great idea for the forums
  7. What is this points thing? Sorry to be so confused, but I looked it up in the help system and nothing appeared. I assume you get more "money" when you post more? (or donate?)
  8. I'd like to see the site stay pretty simple. Not super flash (i.e. Flash, Shockwave, Javascript, DHTML, etc). Tons of content, however!
  9. Umm, I think that is an unrealistic goal ZeZar The 0 A.D. team has way too much to do to update the site every day, excluding news.. I think a news update per day is fine.
  10. Yes, I agree, I like very inteactive allies.
  11. Hmm, multiplayer campaigns would be interesting. Even if they aren't put into the game, multiplayer scenarios MUST BE
  12. I voted 4 out of 5. It's great, but I'd like to see more content, etc.
  13. Yup, great job on the shields everyone. I love 'em
  14. I agree with Marcus. It should include a lot of random, misc stuff so map creators have a lot of flexibility in designing maps for scenarios, etc. Maybe, the objects in the map editor could be seperated by categories, i.e. "Egyptian objects", "Greek objects", "Misc. Ruins", etc.
  15. I like "Coastal", "Gold Rush" and a few others (yes, I like "Black Forest" too, Wijit! )
  16. I like a good balance between micromanagement and villager AI. I don't think micromanagement should EVER been completely removed from an RTS game, because that's what seperates the "men from the boys" (i.e. experts from beginners). To get very good at an RTS game, you need to be able to micromanage AND strategize at the same time. That said, I like games that take a little focus OFF of micro. A good example is the "farm queues" in the AoK X-pack. You could buy farms in advance, so when your farms expired, your villagers would automatically replant them instead of waiting around for you to manually do it.
  17. About the "holy places" idea: In Empire Earth they had the "calamities" (volcano, earthquake, etc). But, if you built a Temple, the enemy Priest couldn't put a calamity in your town, except outside the "safe radius" of the temple. You could also upgrade the radius and build more temples to keep your town safe.
  18. I agree on the player limit: 8 is too few and 16 may be too many. 12 is probably just right.
  19. I agree.. I cross-browser not-too-flashy site, and very regular news updates are a great combination.
  20. Ingame browser: That would require some type of central server. I don't think that's a good thing to require I guess it could be done with a peer-to-peer solution, but it probably wouldn't always work.
  21. I'd prefer individual units, along with "control groups" (aka Ctrl-1 to set the selected group of units to the 1 key, etc). For some reason, I like individual unit games (AoK, EE, etc) more than group unit games (Shogun Total War, etc). It's a different feel. One other thing I forgot to mention about the multiplayer. This is more of an internal code issue, but it really needs to take advantage of the DX8/DX9 NAT features. For example: In AoK, you couldn't play if both people were behind routers. In EE, you could, because it automatically "sensed" the NAT/router. Very useful! I'm sure 16 players games would only happen on LANs But if it's possible internally, I think 16 player support is a good goal because it's a lot less restrictive than 8 player support. CO
  22. I think that staying away from Unicode would be a good idea because it could make everything HUGE (filesize-wise). An "extended" version of ISO-8859-1 (what Jan was talking about) would be sufficient, I believe.
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