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Showing content with the highest reputation on 2013-02-14 in all areas

  1. My friend Jonathan is an American, he was studying in China, he is learning Chinese, I introduce him to play this game (0 AD), he liked to play this game, his friends liked this game, but theyEnglish is not good, they hope this game can support Chinese (Chinese language version), my friend Jonathan entrusted to me, the development team can help them, thank you!
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  2. Isn't that basically the job description of a military engineer?
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  3. Don't worry, my friendMy friend Jonathan will help us, he's in the literature very well, he can help us translate the game in the English vocabulary.
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  4. As far as I know, localisation isn't planned for the alpha releases. The devs first want to focus on technical stuff before they ask people to translate it. It's quite logical, as the texts used in the game are changing constantly. So it would be a real pain to keep up with the translations.
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  5. 1) Range units on "stone" walls. The first tier wall the "wood" is a nice simple defense but the design you guys put into the game for the stone walls clearly show that the top of the walls are made for people. They have side rails and plenty of space to walk on. Making this would be far too much work for something that would just be "for looks", so for now it has been cut. It might be included in a later version of the game though, especially if we can implement a good way to do things like getting units out of a siege tower and onto the wall etc, but that adds a lot of additional complexity. 2) Able to build towers into the stone walls. I think it saves space inside your base also it makes your base look sharp! And what do base builders really enjoy? A sharp looking base. The main game is not primarily meant for basebuilders/city-builder fans. I'm not saying that it's wrong to enjoy the game on those grounds, just that we have to make decisions about what kind of game it is when we decide what features to include or not. (This is not so important for this question, I just mention it here as it applies here as well as for some of your other questions ) There are already towers automatically included in the walls, so I don't see the need to add extra towers Or maybe I'm misunderstanding what you're suggesting here? 3)Population max. Some of us have great PCs and some of us do not. They should be an option to have basic style 200 max, but also it would be great to see up to maybe 500 pop max? It's been replied to before, but just to give you an "official answer": There are settings for max population, it's just that for scenarios they are set in the map file, but for random maps you/the host can set it in the match setup 4)Back too walls. Why always a straight line with walls? I think to make unique base we should be able to curve the walls to fit the land that we start on. You don't start us in a perfect square so why do we have to have the only option on making square bases? You can have the walls in whichever angle you want, so there's no need to just do square bases. I doubt it's possible to do non-straight wall pieces without a ton of effort though, at least if we want to have some kind of automatic wall system as opposed to place a lot of pre-curved pieces in specific sizes (and we certainly don't have the manpower to create that + it would be hard to design a way for the user to easily build a wall that way in the middle of a match). 5)More buildings. Like stronghold (the first one) you need to make certain buildings so you could build armor, weapons, horses you can ride. That I believes gives the builder ANOTHER option on making they base unique from other bases and choose what they would like to specialize in. We might add some buildings still, but generally we're probably at the maximum for the type of game 0 A.D. is. After all, Stronghold is a basebuilder game, 0 A.D. is a war/economy real time strategy game, so it's hard to manage too many buildings at the same time as taking care of everything else. 6)More upgrades. The lack of upgrades makes the game a little boring, and you dont get that feeling that my troops are "bada$$" instead you just go....I need 3 of these and 4 of these and 2 of them. My attack force is complete. We do most definitely hope we can include more upgrades. It's more a case of having people to actually create them and make sure none of them are overpowered etc. 7)Make the workers smarter! When the farm is all used up they stop working and just stand there, why cant the plant a new grain field? Also why do they make the grain field with hammer and nails??? We do intend to implement a better farm system eventually. They construct the fields the way they do because we don't have any sowing animations, and it's unlikely that we will have any created any time soon. Not because we would mind having them sow, just because it's hard to find people who are good at animating, and the ones who are good at it should rather create animations for things which we don't have a suitable animation at all first. 8)Pointless animal farm. Ok so I build this building just to buy sheep?? Is that not what the market is for!? If I am building a farm for food I would like to Garrison a few workers into the farm where I can see they are raising and slaughtering the animals for food. Makes it look like your base is productive, instead of seeing a sheep standing there... The corral will give you a slow trickle of food when certain animals are tasked to it. 9)Have civilians walking around. We all seen this same style of base building, but we never see the CITY just for fun I think it would be great if you could put down roads and a few buildings like a bar, school, playground. Just to give the builder the feeling he is not just building this base to attack the enemy but building to base to keep the people alive. I am sure a lot of base builders will feel the need to protect them and give them a good purpose to build a one of a kind base!. For a city-builder/base-building game it's one thing, and maybe in some RTS games as well, but for the main 0 A.D. game it will not be included. If people want to create a mod that does this they are of course allowed to though
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  6. Oh right, if I recall correctly trees are a special case of selection boxes (they tend to have very large branch/leave polys that are annoyingly easy to select) so it doesn't change with animation. In fact there's a ticket that describes this exact problem and the reason it exists: http://trac.wildfiregames.com/ticket/1032
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  7. Here they are: Still not happy with the hero elephant yet. I'll make him another head armor with scales, and probably I'll touch the howdah textures to fit better with the rest of the elephant. The other two I think they're almost ready
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