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Showing content with the highest reputation on 2014-09-02 in all areas

  1. I'd like to support the proposition "Alpha XVII Quercus" for several reasons. 1) Well, it's a word beginning by Q and I really think we've covered up the wide majority of possibilities. Latin is, as said before, the only language with Qs so we're kinda stuck. Nobody proposed Quirinus, a really important Roman god, but I don't see a reason with we'd choose that. Now for the serious thoughts 2) I like the image of stability and maturity of this tree. A17 will be essentially a bugfix release, so I think that fits pretty well. You will say: "wut? a bugfix release? there were a ton of new features!", so what I mean is that we don't have a central huge feature (like internationalization for a16). I don't say there is nothing new in a17, all the contrary. On the other hand, since a16 release, the modding activity has been increasing dramatically and for this reason the mod selector will be realeased in a17. So, I think mods are important. Thus... 3) ... I also like the image of the tree with a trunk which grows and allows branches to develop. I find it really interesting to compare that to the development of our game, which now allows an active community of modders to make the gamers' experience even richer. Would you agree with me about all this?
    3 points
  2. I support Quercus. I sounds the best to me and has the most interesting meaning IMHO. (As long the people don't confuse it with Querolus (which is a Latin comedy) )
    2 points
  3. 0 A.D. has been around for a lot longer than 5 years so I'm not sure Quinquennis will be used for A17. Sorry Quercus is nice, and the meaning is interesting.
    2 points
  4. Quercus is a good bet, I think. The reasoning behind it, as explained by ltms is quite convincing.
    1 point
  5. The five years is since we went open source in 2009, so while it's not perfect it's certainly an option.
    1 point
  6. During the last meeting we also agreed this idea was good. IMO there are not many differences between the two ideas: they both focus on the development state (it's been 5 years / we're mature and we have mods) and not on the gameplay, which is logical because of the lack of one big feature. To me Quercus just sounds prettier, but obviously not everyone will agree, it's a personal feeling. And I'd disagree about "Expanding the modability of the engine can happen every day of the week", the mod selector is one huge change in the process of separating pyrogenesis from 0ad.
    1 point
  7. (just thought i'd re-say this) Quinquennis - Of five years / Five years old Is also a Safe bet. Five years of 0ad. We just had a (poorly attended) Mapping contest to Celebrate it Five year anniversaries only really happen once. Expanding the modability of the engine can happen every day of the week.
    1 point
  8. i'd say a good way to balance tunneling would be to make destruction of the entrance equate to a tunnel collapse. while there would realistically be a chance to dig the tunnelers out, i think that would probably be too complicated to try and emulate in a game. the tunnel could be dissimilar to other buildings you can garrison in that units won't automatically bail out when it's nearly destroyed (the justification being that the tunnel is too difficult to escape from in a pinch like that compared to, say, a fortress) and, unlike other buildings, it could be vulnerable to regular soldiers as well as siege--the justification here would be that a soldier comes up to the tunnel and just goes to town on the entrance, smashing it with his sword or a field shovel or whatever he has on hand to trap the tunnelers within also, i think such a feature should be specifically labeled a Siege Tunnel, while other tunnels could be used for various purposes, namely scenario design--think a tunnel connecting two group of soldiers that the player controls but are separated by an impassable mountain range
    1 point
  9. Sounds like we're getting there.... And just in time too....
    1 point
  10. O.O Thumbs up. I am curious which jury member voted for my water fall mountain map.
    1 point
  11. Mission accomplished. After hours of testing, I want to summarize: 1. A16ish horsegame is successfully eliminated. 2. Hardcounters not missing; beginners of 0ad will enjoy it, no need to learn them. 3. New blacksmith techtree is ok. Think its not extremely relevant for balancing anyway, more a gameplay question. Also depends on map(size) and resources. What I would change: 1. Walkspeed. Just decrease it a little again. 2. Civilcenters are a little strong (in village phase) due to arrow range/rate. Just decrease it a little again. Thats it. Merge it at last ..
    1 point
  12. Could we have 0ad play a sound whenever a new game is available in the Lobby. That would be real handy especially when the game is minimized.
    1 point
  13. I'm all for audio cues for most GUI events, as long as there is a way to turn them off (e.g. a GUI volume control, though for more annoying/repetitive sounds, individual settings might be good).
    1 point
  14. If the ships can finally be utilized and constructed by the AI, we can name Alpha 17 "Quinquereme"
    1 point
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