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Showing content with the highest reputation on 2014-03-25 in all areas

  1. There is definitely a lot of progress being made by the developers currently, but right now all of the people who would post updates are busy. As for paid development work, we are working on getting that lined up. Can't make any short term promises, but we are optimistic.
    2 points
  2. Look for Lion.Kanzen, he did the same study. You could maybe assist in texturing models and stuff? (and maybe do some 2D art like buttons (=> not needed for the main game, but mods around here look to create there own UI) etc.)
    2 points
  3. Finally under version control: https://htmlpreview.github.io/?http://github.com/worlddevelopment/virtual_time_machine/blob/master/status_functionality_ideas.html Long list, but I like it. Did we forget anything? Good day! Still a lot of room for your ideas! Feel free to propose in this thread or provide a pull request on Github.
    1 point
  4. I've commited in svn a new ai bot (Petra) which was developped starting from Aegis, but heavily modifying it with the goal to be more robust according to external conditions.This is only a first version, so still very WIP. Nonetheless, any tests and constructive comments are welcome.
    1 point
  5. I have to say this is one of the best games I have ever played. I'm coming off of playing a lot of Empire Earth II and Age of Empires. Great job on the game and thank you to all of those who have put their time into bringing this game to where it stands today! I'm in love with it and wish to support the cause. Today, I wanted to leave some feedback after playing the game for about two hours last night. I do understand the game is in it's alpha stage and has much more development ahead but ideas for the future: 1. While playing the game, hitting the escape key on the keyboard will bring up the main menu. Edit: In-game main menu. 2. Being able to build roads to travel faster by horse and foot (especially beneficial to markets) and build bridges across streams (could be buildable only by soldiers). 3. The resources don't seem to last very long. The trees aren't bad but I feel like stone and iron are depleted too quickly. Maybe add twice the amount of abundance to these resources. 4. Building limits are pretty nice the way they are but I don't care too much for having any restrictions in a game like this. Maybe it's just to help with lag in the long run. I also think a player should be able to build whatever they want (except maybe a civic center) in an enemy territory but the health will deplete for that structure after so long. 5. The implementation of "vehicles" for both foot soldiers and citizens. This would probably create too much lag for the game but it would be neat to be able to upgrade citizens so they will have a faster means of transportation when gathering resources or when having to travel long distances. 6. A better diplomacy screen and more involved one. This one's probably not finished yet, as I'm judging but I think this could be a very effective tool for the player and should be well thought out. 7. The possibility of civilization morale. I agree the majority of the game is about waging war on the enemy but I think a lot of rts games such as this one focuses too much on the military aspect and not as much on economy and national pride. These are both major factors when it comes to the success of a nation. Correct me if I'm wrong, that's just the way I see it. More options and buildings regarding the actual city itself might be cool so you would have to balance military and economy better. Of course the economy part is gathering resources and trading with allies but it all boils down for building up the army. How much replayability and involvement would be added when trying to gain the approval of all of your citizens at the same time as waging war on an enemy? If you worked your citizens 24 hours a day like we do in the game gathering resources then they would all probably leave. This might be too big of an element to add though. 8. Gold. The world wouldn't survive without some sort of bullion with monetary value. I understand the trading of wood to get more iron in the market but when wood, stone and food fail; the best way to buy it is with some sort of currency. Currency could be tied in to civilization morale above. Another economy would exist outside of the gathering resources and generate bullion for the entire empire to use at your fingertips when all other resources fall short. Trading between allied markets would generate bullion of course. Maybe after defeating an army or killing of an enemy soldier you'll get the bullion out of the pocket of that soldier. A bank for the citizens would be another money maker; collecting off of loans. As emperor, you could raise or lower taxes for your citizens. This would raise or lower morale also. Possibly building churches that will sell indulgences or something like that. Edit: Two more suggestions after consideration... 1. Implementing a unit to guard a marked off area rather than just one object. 2. An explore option for all human units so they can automatically explore the map on their own rather than having to move them everywhere. These are all just a collection of suggestions. As I think of more, I'll post them. Great job so far though! Let me know any reactions or comments to these. Cheers everyone!
    1 point
  6. No collada stuff whatsoever.
    1 point
  7. Yes: https://github.com/cocos2d/cocos-docs/blob/master/manual/framework/native/scripting/javascript/js-remote-debugger/en.md
    1 point
  8. 1) yes, the goal is to remove all the time based events. But that's not finished yet. 2) for the time being, I think an alternative bot with a different logic should add more variety to the games. How that will evolve in the future, we will see : I believe the default bot should have a decent naval support, and we are not yet there for the moment.
    1 point
  9. I'm looking forward to testing it! Could you elaborate a bit on how it reacts better to external conditions?
    1 point
  10. I may be wrong but even though linux supports ati drivers there is a lack of support mostly because of the differences between kernels. Moreover i don ´t think nvidia is well supported I wonder about intel hd graphics though... Another thing is with switchable graphics which you should only worry if you have 1-2 years old pc
    1 point
  11. Most of that memory efficiency comes from the Linux kernel's memory management algorithm which is just better than Windows. Enjoy the Choice
    1 point
  12. Yup Indeed... But we would have to prop every building, making special foundations, walls, and roofs... also adding inside... What about buildings ? Trees are moving ^^ with glsl ^^ Would be a nice addition to have timbermen buildings to explain why trees are sudenly growing back. I agree. Moreover, maybe this should be discussed in the main forums not in the deepest of the mod section ?
    1 point
  13. The interface is easy to Mod. Problably we can do me thing with some users that he wants a bright GUI. But wee need wait to last GUI and the improvements, the game uses very low files(size and resolution) in order to have high performance, 2d the old GUI uses mask to show alpha as screen in game session. With this cut the interface and lets see the environments and main screen. The two game in strategy that have modern and minimalistic GUI are Rome Total War 2 and Civilization V. Recently I discover a mod for RTW2 GUI, share with you, have some from old school and modern. There were my first modding, obviusly testing... Was long time ago.
    1 point
  14. I guess this can be done without much performance issues indeed. But before we'd need to have "knockdown" animations (and maybe even "fly" animations if units are to be thrown through the air) as well as a system to handle this (I still don't see why it would be that resource intensive). I think at least knockdown is planned (not sure). The animations would be still a lot of work.
    1 point
  15. Minor changes in unit roster, Kamandar-e Zhayedan become Kamadar-e Sahwar or Royal Archer, with new Heroes: Rostam Farrokhzad and Hormezdan.
    1 point
  16. In aoe 3 I was amazed by how the cannons blew the ships apart. Most of the time it was just triangles jumping out, so it was not very realistic, but it still brought something significant to the action.
    1 point
  17. If someone is planning to work on this, you can take a look at ps/gameSetup/GameSetup.cpp. That's the point where the VFS (virtual file system) gets initalised and where the different mod directories get added. Maybe this method should be changed to only load the public mod, make sure the public mod loads the mod-selection screen, and after that mod selection screen, load the other mod directories to the VFS. This should work together with some settings that remember your previous mod choices, and make it possible to start the game without showing the mod manager.
    1 point
  18. Nice so we could have something like the total war series and even make the wall crumbles the only way to access a fortress like sanderd said the aim was that units may not be able to destroy walls. Don ´t know what he thought about buildings. But would be nice having units only interract with other units though we ´ll have to find a way to kick the @#$% of garisonned units. Maybe by pillaging buildings which would look nice if doors broke About those scaling props does that mean we will be able to plant trees ? Like a prop scaling over time ? We ´ll need an animation for the timber man with waypoints but that could be awesome to implement because that would bring life to mini civs and allow some buildings like the blacksmith to be more living. Like in the settlers though units would be stuck in their buildings
    1 point
  19. Ok everybody, I'm not dead, I just disappeared due to real life. I'm back, at least for a bit. Here's the 'Race to the top' map in skirmish mode. As I get time, I already have ideas for the next map Enjoy rttp (3v3).zip
    1 point
  20. I believe this site could interest some of you: http://earlyridinggroup.org/research_periodriding_romans.html
    1 point
  21. The SpiderMonkey upgrade is ready for review. Check the comments on trac and get it from my github repository if you want to help testing and reviewing.
    1 point
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