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Showing content with the highest reputation on 2015-09-13 in all areas

  1. The name of the map in the gamesetup won't be the filename, but the name defined inside Atlas. If you forgot to change it it will be "Unnamed map" or something like that.
    3 points
  2. I seem to recall it hasn't been readded since the rewrite of the sound code, but ambient sounds were in the engine previously at least. See binaries\data\mods\public\audio\ambient for the existing ones. I don't seem to recall it being related to music though, so that would most likely have to be a completely new feature.
    2 points
  3. Okay let's assume community advice is bad which is a little weird on a community game but whatever. I think we should then look at the original plans: http://trac.wildfiregames.com/wiki/Design_Document and see what we are missing and what we have that we should'nt. If you don't know where you are going look where you are from. I see a lot of features than we lack and only capturing that is added. Maybe I'm wrong but we are still on trac. I thibk what we need is someone to lead now.
    2 points
  4. If the poor AI was more than one week ago, it may be because of the bad behaviour of the pathFinder we had at that time. A lot of its units were blocked, penalizing its performance. With recent patches from Itms, pathFinding has improved. That could explain what you see, because otherwise, the latest changes in the AI were only minor tweaks and cannot have such an effect.
    2 points
  5. If you want "taxes" you could just do it with a tech and don't overcomplicate. In my mod I add 'Commerce Taxes' tech that gives trickle of resource for each market build. I could see maybe having it be a trade off tech: Harvest Tax All farms 10 food trickle per minute Units -10% grain gather rate Trade Tax All Traders 10 resource trickle per minute for every resource But -10% speed Something like this. Just ideas. But they should be simple and abstract, not require additional micro from player.
    2 points
  6. You need bunch of loading screen tips to new players, even those are unfamiliar to 0A.D.
    1 point
  7. I agree in general. One must have strong vision for end product. And most community ideas are just people spitballing and seeing what sticks. That's why I advocate use these idea in mod first. Github is wonderful tool for this. And the game has a good mod manager to test changes.
    1 point
  8. Thank you for your answers.
    1 point
  9. Emitter is different than what I propose, because the "windy" sound would be for all map and not dependant on a emitter actor. it would be base purely on zoom level. Volume/gain inverse proportion with music.
    1 point
  10. The game feels like it is too micro based atm. I think there should be unit formations and army formations. The units (of 5-30) would operate as a group, then they would be arranged into an army formation for battle. It would be nice if users could create their own. You would have the basic unit formations at present then would group them together to form an army. That way the users would be free to test different locations for ranged and melee units etc. The combat could be reduced to hard counters for units and it would become about the way you arrange your soldiers that allows you to win. E.g scouting revealed you opponent has their archers near the front, so you position your ... Whatever in the front to counter that.
    1 point
  11. In nomad mode can be a hostile ambience sounds, some like Silent Hill dark ambience but less intense to try affect the player psych, is not difficult for a sound maker do it.
    1 point
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