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Showing content with the highest reputation on 2016-09-17 in all areas

  1. @mickmca Dragging should also work with the middle mouse key. View angle can be changed by Strg+middle mouse button+mouse movement (Currently a bit broken though). For zooming use the mouse wheel (Slower with Strg pressed). Have a nice stay
    1 point
  2. I like his frame rates.
    1 point
  3. Such attack penalty can make sense, but right now cav are underpower because of lack of charging and running features. But, in DE try to hack around this 2 ways: I give cav (and eles) a trample "aura" and I mod the Wedge formation for faster speed. So now cav have a "run" formation they can use that infantry cannot use.
    1 point
  4. This is achieved in 0 A.D. Delenda Est with Forest Groves. I had feeling that give each and every tree a aura would be a little too much so I came up with grove of tree which is 1 object that is a collection of 25 or 30 trees and 5000 wood instead of 1 tree for 200 wood. So, the map would have dozens of groves insead of hundreds of trees. Inside the grove any unit wth class "guerilla" gets +10% attack. I was think of making siege get -50% speed inside the grove too. Tree and Grove are both passable. Helps pathfinder and doesn't look bad at all. Work pretty good. Another idea is to allow buildings to be built on some object, like trees. This help the player and AI so they can ignore individual trees that aggravate builkding placement. Have flag in entities something like <CanBeBuiltOn/> or <BuildOver>true</BuildOver> in straggler tree and in some eyecandy objects like fences. This way we can have this flag for individual tree but turn the flag off for groves. In-game, the tree (or other BuildOver objcect) would turn red when you wave the building placement over it to let you know it will be destroy when you place building there. Maybe help when AI finally be able to build walls? btw -- actor-only thing like little bushes and grass need to disappear too when place building. This is missing feature too I notice when I play other game like Age of Mythologie.
    1 point
  5. 1. This game is still in development and crashes are expected so an autosave function would be nice where you can set it to autosave every x minutes (and of course disable it if you don't want to use it). 2. Prevent ranged units and buildings from shooting through objects and if it's not too much trouble, mountains as well. 3. On many maps the units walk through water so I suggest two different types of water: shallow and deep. Organic units, and maybe light ships such as merchant and fishing, can walk in shallow water but only ships can travel on deep water. 5. AI builds temples but never uses any healers. Having healers can make a huge difference so it puts AI at disadvantage not being able to utilize them. 6. Units tend to get stuck sometimes, either because an object is blocking the path or because there's too many of them trying to go through a narrow path. This seems to significantly impact performance negatively. 7. Do formations have any effect on attributes such as walking speed, attack, armor etc.? If they do, it would be nice to have a tooltip that appears when you hover over a formation and explains the (dis)advantages the same way it works for units. 8. The Regicide game mode is unplayable because the king/hero dies so easily it's almost like it commits suicide. It shouldn't be too difficult modifying the AI to protect the king/hero better (e.g. garrison it in a building, keep many units nearby for protection, always give protecting the king/hero priority). Fixing #5 on my list would also be of benefit for this mode. 9. I'd also like to thank you for you hard work on the game!
    1 point
  6. a guy's gotta be confident going into a duel with a pike and a tiny shield
    1 point
  7. What do you mean? It has a subforum inside the Council of Modders subforum...?
    1 point
  8. Hi! There is nothing that prevents us from supporting Windows XP (performance or "older" APIs) so we are not going to drop it soon. However, if at some point it holds us back, we are aware that the market share of the OS is in free fall and we will not hesitate in dropping the support Dropping the Windows 7 vanilla support is probably not a big deal either but I don't think there is a difference between W7 and W7 with SPs when it comes to 0 A.D.
    1 point
  9. And use a stroke( black) around the icon?
    1 point
  10. They were bigger in the beginning but people found them too large, so their size was reduced (and in this particular case it doesn't really help that the wheat is bright yellow because of the sun angle & color)
    1 point
  11. To be fair, those icons are difficult to see.
    1 point
  12. @mickmca: here is a screenshot of how the aura is indicated (notice the small grain icons above their head):
    1 point
  13. That is why I like the visible rings in my mod.
    1 point
  14. Normally, if you select the mill all nearby (in a short area around the mill) gatherers get a small icon above their head to show they have a gather speed bonus
    1 point
  15. AFAIK Yves is going to work on design after the SpiderMonkey merge. @leper Thanks.
    1 point
  16. I see no point of doing that as long as they are supported.
    1 point
  17. Maybe, but I fail to see the point to drop things that work and do not cause any additional work. (And to gain access to properly supported APIs we'd also have to drop support for Windows Vista (and maybe some early versions of Windows 7)) Doubt it.
    1 point
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