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Everything posted by Pedro Falcão
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I have to agree that their speed is ridiculously fast. I have just checked out and they take care of a chicken in like what? 4 seconds? I think the bonuses of the cavalry should be moving faster and carrying more (since a horse can bear more weight than a man), but their gathering speed is too overpowered and makes me feel that when i need food i'll just have to spam sheeps and cavalry and then focus on the other resources. I thought what was planned was that cavalry would be scouts and sentries, and to bring food from far away to keep the food production steady while the farms are being built.
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Different territory line style for each phase
Pedro Falcão replied to Enrique's topic in General Discussion
Wanna know what? I myself feel more lost about in what phase am I than the enemy, imo. I remember of having the live score rankings to know in which age the players were, in AoE series, and a message on the screen in Rise of Nations, but since neither systems are implemented (aren't they?) (yet?), it is reasonable. I'd like some visual differences for myself, though. What about putting banners that become more detailed when you evolve? Or adding some details on the buildings, whatever to make you feel you really evolved, instead of just researching what seems more like masonry than anything else. -
History-wise, i only heard about the peculiar way of (some) the barbarians to tenderize the meat: using the meat as saddles.
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I was thinking of a game mode where there would be only 2 bases (well, it could have more) and only a straight line (or not so straight) between them. On the center of the map would be a very slow-walking neutral cage of a prisoner and the two factions would struggle to have that cage returned to their base. Whenever the cage reaches a base (wether for execution or to freedom), the owner of the base wins. Of course we would have to create clever choke points and good spots for ambushes and counter-ambushes.
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Sorry to resurrect this topic, but, even knowing that i may not change your minds, i must say some things i see as relevant. 1 - Subtractive elements lessen the glory of a player who, lets say, builds a huge empire, takes down 6 players and is beaten by the last player who was just turtling and then seize a weak spot of the brave expansionist. Well, at least a percentage of the points given should stay, uh? 2 - Some units may be relatively expensive and weak, thus affecting negatively the accuracy of the proposed resource-points idea. 3 - A "would be nice to have" (but indeed very difficult and very unlikely to be implemented) feature would be, not only detecting battles along the game (feature present on most RTS games) and showing them on graphics, but giving a bonus factor to points won when the odds are turning against oneself, for someone who manages to change the outcome of a battle that seemed already lost is surely more "skilled" than the other, and we want to see who is more skilled, uh?
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I think it is easier to make new players understand the uses for each stance than to not let veteran players use them for their strategies, since the focus of the game IS to weave new strategies (and the why it is called "Real Time Strategy") and execute them with perfection, instead of just sending a unit X against a unit Y and pray it is enough.
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Alternative Combat System
Pedro Falcão replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Hey guys! Sorry for my absence, but i'd like to express my humble opinion about this matter (i really appreciate discussions about this specific topic)... @Mythos Then to most archers's, a knife would be a penalty (since a knife is useless, compared to what a bow can do). I see this as more of an annoying thing, unless arrow damage is significantly buffed (along with shield ability to ocasionally block arrows). @Majapahit Nice idea, except for we have to rethink a thing: and if the enemy considers the hero to dangerous to be left alive and want to kill him? And if killing/ransoming a hero is implemented, we would have to think of ways of how to make it profitable both to ransom, to pay the ransoming charge and to bring the hero to the battle, instead of simply leaving him be in a highly secured town. (BTW, is that The Settlers I? I find it really looks like the second of the franchise). -
Since when a guy known as "Venom", in his minecraft gameplay videos, encouraged people to record gameplays too, the number of gameplay videos made by children (fans of minecraft) increased considerably around here... Not that i am complaining, but i think they are a bit immature to record these kind of videos (the boy of the first video is actually talks to the working women as if they were dolls).
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Logistics and attrition warfare
Pedro Falcão replied to The Crooked Philosopher's topic in General Discussion
I strongly support the idea (i've even suggested things like this a long ago somewhere around this forum), let's just wait for part 1 to be released to start wondering how things will turn out to be. Well, somewhere i can't i remember exactly where, the team said that they didn't had in mind how part two will be released, if as another game, if as a patch or if as an expansion, they just aren't sure yet. But expect part 2 to have at least the civs featured in part 1 plus 6 more (and maybe even more). -
Fala aí, manolo! Seja bem vindo à comunidade, você é o terceiro brasileiro aqui (contando comigo) de que eu tenho notícias (o outro é o Gen.Kenobi)! --- English Version --- Hey, Bro! Welcome to the community, you are the third brazillian around here (me included) at least that i heard about (the other one is Gen.Kenobi)!
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In one of the last lines, there is a commented "error". Is that where you think the mistake might be?
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please, remember to let the player set the default stance for new units at the options menu, it's very useful.
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Universities were created after the middle age, this game covers the period of 500 to 1 B.C. (and part 2 from 1 to 500 A.D.), so it should at least have another name. It seems farms will become infinite, so reseeding would be an useless feature. Repair within LoS is an interesting option, i remember such a feature in Warcraft 3, but it isn't that urgent, we can wait 'til the game is at least beta, uh? About the area of gathering seems also a valid idea and not suggested before (at least i don't remember it being suggested), but only the team can say something about if it will indeed be added. About the performance, the game isn't that heavy (since my PC doesn't have a dedicated graphics card and can still run it) but are being optimized, anyway, to demand less from your machine, but i'd say by the time a final version of the game arrives, most people will have the requirements for it. For those who don't, it'll offer the options to lower the graphic settings, so it won't be really a problem.
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Back again, wanted to say hi once more :)
Pedro Falcão replied to Kyriakos's topic in Game Modification
Welcome again, lad! And hey, i remember when you showed up last time. Nice work you did in these pics, FreeCiv would look much more awesome with a work like this! But, of course, i'm looking forward to see your talent put to good use for 0 A.D! -
What would you have me do, Caesars?
Pedro Falcão replied to Jubalbarca's topic in Game Development & Technical Discussion
I think that the competition is the best way of managing the AI development yet. Competition is funny (thus motivating the developers and the users), the developers will learn new tactics and the AIs will be tested. Since code borrowing is permitted, in the end there will be only two cases: either there will be multiple AIs with different strategies (and it's not a bad thing, since it simulates different playstyles/personalities) or there will be only one AI which will be the most efficient and challenging of all (and that is good for those wanting a challenge). -
What would you have me do, Caesars?
Pedro Falcão replied to Jubalbarca's topic in Game Development & Technical Discussion
Yeah, qbot and Marylin have been greatly improved, the AI API has been improved a bit (and probably will be further improved), you'd be surprised with the progress with the new random map scipts, romans have been added... I encourage you, though to have a look at both qbot and Marylin, they have been endlessly fighting for the title of best AI of the game! qbot's topic will surely have a lot of news for you, and then you can read the code to see the changes. -
Mythos_Ruler's Playlist
Pedro Falcão replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
The duet of Andrea and Sarah is well known here in Brazil for it was the opening of an old TV novel with italian theme (called "Terra Nostra"). BTW I always admired Bocelli... And that parody is great, geek, i LOL'ed a lot! -
First snowy map screenshot show in this forum, isn't it? Really cool!
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Playing Drums lvl: Asiatic
Pedro Falcão replied to Pedro Falcão's topic in Introductions & Off-Topic Discussion
Now, that's a drummer! -
Architecture for new sound system
Pedro Falcão replied to k776's topic in Game Development & Technical Discussion
"Unit responses" should have a controller to turn on/off whenever the player wants and may have only two volumes: inside the screen and far away (for when you call a unit for this point X of the map, i.e.). Interface sounds, like mouse clicks, hotkey/button activation, ability activation are the most repetitive sounds, so they should have the best quality possible and be carefully "boring-tested". Music are the sounds the player wants to be repeated less and should have a turn on/off button too. Ambient sounds are the most "invisible" sounds, the player doesn't actually listen them, but with bad ambience, the player feels the artificially of the game. Music, Ambience, Effects (this one includes both interface and responses) must have their own volume manager and a global volume manager. -
F1 - F5 were used in Warcraft 3 to select heroes. That should be included to find your heroes easier, imo.
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Letting the Player Decide Population Limit
Pedro Falcão replied to Tutle's topic in General Discussion
Users should set the max population cap. Some people's computers just can't handle a certain amount of units, but those who have a better PC and would like to see more bloodshed (in the game, of course) and overwhelming numbers on the screen will be pleased with this option. -
People know Jerusalem more than know Jericho, i think.
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I've already thought about all its repercussions, i was indeed joking, even though i really would like for buildings to be bigger.