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Rasunadon

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Posts posted by Rasunadon

  1. I have done today a big check and summary of all my "tickets".

    Here are the results (Alpha 5, release 9530, Ubuntu):

    Closed (is/could/should (not) be done): 3, 4, 6AB, 7B, 16, 22, 28

    In progress (thinking about, working on): 1, 2, 5, 7A, 8, 10, 11, 12, 14, 15, 17A, 18, 19

    Still open (not answered, ?): 9, 13, 17BC, 20, 21, 23, 24, 25, 26, 27, 29

    1. Bad dog sounds: now barking but when you train him there is a sound of neigh (like some chariot)
    2. Missing animal animations: still there, in progress
    3. Slow rerouting: could be implemented but will be too expensive due to not-so-good pathfinding
    4. Button labels out of screen: done
    5. Slower loading: a switch suggested
    6. A. Minimize, B. Turning of building: A. Alt+Tab works only in windowed (Alt+Enter) mode, B. hold the mouse
    7. Garrisoning system: A. thinking about new methods of unloading, B. gates are not openable
    8. Garrisoning numbers: maybe working on, could be done together with Ticket 817
    9. Ships and siege units with GARRISON button: still there
    10. Ships moving too tightly: thinking about
    11. Ships getting stuck on beach: working on, suggested infantry being able to pull the ship back on water
    12. Name of Celtic gate in Celtic is "Insert name here": now there is none Celtic name; all other nations have they home name for buildings; maybe working on
    13. Building place of Celtic gate is too large: still there
    14. Celtic rampart only graphical: still there but better with silhouettes
    15. Getting units from enemy while being hit: thinking about
    16. Continue in building: done
    17. Rally point on resources/building/garrisonable place: A. Ticket 745, B. ?, C. ?
    18. Error while firing from towers: maybe working on
    19. Javelinists still going to attack: thinking about
    20. Backthrowing javelinists: ?; this is not Ticket 854; I will post those images again
    21. Multiplayer now: ?
    22. No you-see-this area on minimap: should be Ticket 803
    23. Only date of release in main menu: ?
    24. Rally point during building: ?
    25. Ships formations: ?
    26. Fire projectiles able to set target on fire: ?
    27. Spies with silhouettes visible on to their leader: ?
    28. Increase of zooming out when over water: could be done
    29. NEW Promoting of everything: ? (it say "Promoted" even if you have selected a woman/building/tree/nothing)

  2. Guess you will have to counter the units countering your units then. :P

    But your AI will do the same. So I will then have to counter the units countering my counter units countering its counter units. :(

    Are you preparing your AI already for Alpha 6?

    EDIT: I have written this reply before you have written your one. Cool.

  3. And what about more keyboard shortcuts? That should be really easy.

    For example

    • Enter = Start Battle (when selecting scenario)
    • Enter = OK (deleting units, ending game)
    • Escape = Menu (during game)
    • Escape = Cancel (deleting units, ending game, when selecting scenario)

  4. If he played in what I call "sandbox" mode, e.g. with no AI players, then I am sure his performance would increase substantially.

    Yes. My "no bots" mode = your "sandbox" mode. The shadows and reflections could help only a bit when problem is in pathfinding.

  5. What I always wanted to see... is that when the engine's life bar empties - the soldiers "driving" it are all dead,

    and then it's first come first serve - the first army to put a soldier in it takes control of it...

    If I remember well this was implemented in Castle Strike.

  6. For me (Ubuntu) it doesn't work too. The names of my maps could sometimes be found in game menu but I haven't seen any map file yet. I tried to told Atlas to save the map in my Documents but even then there was nothing in that folder.

  7. Another thing to think about with limited farming space is the effect on gameplay and available strategies. If each territory has a limit of three farms, then you can be absolutely sure that each and every player will have all three farms per territory. If they don't, their opponent might and that puts them at a food production dis-advantage. Now suppose one of those players uses a strat that relies on high food cost soldiers, while the other uses low food cost soldiers. With limited farming space, assuming each player has max farms (and why wouldn't they?) We can see that the first player with the food heavy strat is a disadvantage. He can't produce more food than the other player produces, but he needs more than the other player does.

    1) So he should use another strategy.

    2) Wouldn`t be those expensive ones better warriors?

    EDIT:

    3) I was talking only about limited farmsteads not farms.

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