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Everything posted by Pedro Falcão
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I couldn't find better words.
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Good idea, but i think that the possibility of converting into another would make it just the way it is now: the player will build three different embassies.
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AOE3 also had a plunder system, but it didn't substract from the other player's resources...
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I laughed. How can they say that is a beta, that they will release it in november (today is the last day of november, btw) and that they changed the engine (as if they changed more than 500 lines)???
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soldiers with piercing weapon can bring down building
Pedro Falcão replied to grepmaster's topic in Help & Feedback
"Fire arrows" were not just arrows, at the tip of the arrows there were ragged cloth with some kind of flammable oil, so the difficulty of firing fire arrows is that they need to transport the oil, the cloth and make a fire before being ready to fire! Besides that, the bows and the arrows were not made of dried wood, they were made of strong and resistant wood, strong and resistant wood is equal to hard-to-ignite wood, so with the exception of using the oil, the bows wouldn't burn. -
Suggestions from an AOE/Starcraft player
Pedro Falcão replied to Inazuma's topic in General Discussion
I bought Starcraft 2 two weeks ago (50% off, because of the thanksgiving, i think, or the 7th birthday of World of Warcraft) and i found out that the multiplayer is indeed a bit boring (less than i thought, though), but the only campaign of the game is really amazing! There are the cinematics (which give the player a real notion about the story of the game), there is the campaign menu (where you progressivelly buy upgrades, researches and hire mercenaries for your missions, you can choose which of the available will be your next mission, there are exclusive upgrades and units to the campaign (not present in the multiplayer, but, some, present in SC1), at some points you'll have to make decisions that will determine which missions will be opened next, and throughout the campaign you role the rebel Jim Raynor (Not physically, as you only have control over him in one mission), but you really feel as if you were there (the way the characters interact with you is very good). And a very important thing too: it was available in my language! Finally, as a conclusion, i can say that, besides the multiplayer, i really liked "Starcraft 2: Wings of Liberty" and i'm looking forward to the expansion "Starcraft 2: Heart of the Swarm". -
Rise of Nations also featured them.
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Code::Blocks integration?
Pedro Falcão replied to mindsystem's topic in Game Development & Technical Discussion
I generally use Eclipse IDE with Java, C and C++ and the plugin Subclipse to work with SVN (I had to reinstall my windows because of problems with TortoiseSVN, so i'll never use it again). Eclipse has a very friendly (and configurable) interface, detects semantic and sintax errors within the code in real time, supports both windows, linux and Mac and is totally free. http://www.eclipse.o...nents/indigosr1 -
Alternative Combat System
Pedro Falcão replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I forgot to add that i asked the opinion of a friend of mine who never played 0 A.D. about what he likes in strategy games and he told me that graphics aren't essencial, but the strategy and the dynamics of the game are. RTSs in wich units don't have special abilities usually have less strategy dynamics, so aren't that fun no more. He said RTSs with flying units are funnier because flying units add a lot more of dynamics to the game. And units with special abilities add even more dynamics and planning. Planning strategies is fun, so the more dynamics, the funnier the game becomes... And also harder to balance! -
Alternative Combat System
Pedro Falcão replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I agree with almost everything said. Yes, randomness like mythos proposed is a bit frustrating, BUT randomness isn't that "random" as you people are imagining. My thoughts may seem a bit confusing, but try to read all, and only then, judge. Some things may seems a bit overpower, but they can be balanced when implemented, at least in my imagination they are very well balanced. Unit stats: Attack power: the basic damage value of the unit. Attack speed: slow-attack units should be protected or they can overwhelmed by masses, but against single units they can be extremerly effective. Attack skill: the "expertise" of that unit, the mastering the unit have. Experienced units should have this value substantially higher and well-trained units too (legionnaires are well-trained soldiers, while slingers are only farmers). Attack type: The type of attack grants bonuses against some unit types. There must be 6 attack types: Melee blunt (hammers), Melee piercing (spears), Melee sharp (swords), Ranged blunt (throwing axes/hammers and catapults, these may ignore some armor), Ranged piercing (arrows and javelins. Javelins have higher base values, but less speed, less range and more accuracy), Ranged sharp (throwing knives, shurikens, etc. These should be very uneffective against heavy armored units, but very effective against light armored). Defense base: Just a scale of how armored the unit is. Should be a percentage, as defense types are the ones granting bonuses. Defense Skill: Same as attack skill, but for defense. Defense type: Defines the lgihtness of the unit armor (light, medium, heavy, building). Grants bonuses for attacks, but these bonuses must be low (javelins can kill some light cavalry, but are overwhelmed by heavy ones). Unit type: If the unit is mounted (granting bonus for spearmen) or not. Unit Speed: How fast the unit moves. Unit Stamina: How tired the unit is. The more tired the unit is, the slower it attacks. Can be base damage instead of attack speed. Unit Morale: Less morale, high chance to break formation and/or flee. Low morale units can't charge. Unit Focus: Only four states: In Combat, Alert, Out of Combat, Distracted. "In Combat" is self-explained. "Alert" is when there are military units within line of sight, no "Ambushes" can take effect in this state, but once the Ambush ability is used, it is too late to become alert, they'll take some extra damage. "Out of Combat" is the normal state, when the unit isn't fighting, nor there are any military enemy units in line of sight. And "Distracted" is when the unit has been out of combat for some time. Some units may have the ability to force enemy units from Out of Combat into distracted (why not?). Unit Abilities (examples): - Camouflage: Celts may be invisible next to trees, but they become visible as the enemy draws near or if they attack. - Charge: Melee units-only. Once enters combat, runs faster towards the enemy and delivers a stronger blow, but needs some range to take effect. - Shield: Passively adds a blocking chance and may be activated to dramatically increase protection against ranged and giving a small area aura that increases protection against ranged. Can be raised against charging units, but are uneffective against mounted units. Each type and material of shield must have different specs for this ability. - Trampling: Mounted units have increased charge bonus, can eventually charge into more targets. - Long Spears: They can be positioned against charging units, having an average chance to break their charge and when charge-breaking works, has a very small chance of critically hitting the charging unit (higher against mounted). In this state, they are very vulnerable against ranged attacks (can be solved by placing shielded units behind them with their aura. - Sun Resistance: Carthaginians and persians (who are used to the desert) have more stamina. - Morale Aura: A general or hero may increase morale of surrounding friendly units. - Inspiration: Heroes may shout inspiring words to their soldiers, temporaly increasing some stats, like morale, stamina or attack base, depending on the hero. - Weapon-Duo: Units that carry a weapon in each hand can deliver 2 independent attacks at once, doubling the base damage and critical strike chance, but since they don't have a shield, they also take more damage and are very vulnerable against rangeds, especially javelins. - Crushing Attack: Units with heavy weapons (like two-handed swords/mauls/axes) have a bonus against well-armored units, but just like Weapon-Duo, they don't have shield, so take even more damage. These units should have very slow attacks, high morale (like the celtic fanatics, a buch of naked celts almost naked going to war totally "high", so to have less fear). Ideal for ambushes, as they have a high damged first attack exactly when the enemy is distracted. - Military Training: Passive ability that grants the unit higher morale, higher stamina and increases the time before they go distracted. Military training is a researched tech. Units trained in Civ Centre don't have military training, but those trained in Barracks or Forts already have (when it is researched) and with the same resource cost, but a bit higher training time. A unit can receive military training with some metal cost and a quick training time (about 10 seconds). Units can't go into formation without military training. -
As Edward said, there should be some research about it. We are researching too much about military and forgetting about the economic aspects of the game. Indeed some farmers were controlled by the government, as even the bible says it about the egyptians (See Joseph of the Egypt's story). But crop rotation was discovered amidst medieval age, Edward, so not likely it'll be featured in the game, i guess. I really think this could add even more dynamic to the game, as this changes the gameplay. For example, egyptians would rather farm than hunt, animals were not easy to find all the year, plus they traveled in groups and the sun was very strong there. Meanwhile, greeks preferred to hunt and herd, as theiy had a more friendly climate and a richier fauna. Egyptians should (if they were in-game) have farms that produced long amounts of food, but they take a while to grow the food, while the greeks should have a steady, but very low, income of food from the farms, plus they were infinite. I don't know how long it has been this way, but italians were very good with wine, so romans should have a farming bonus too, like infinite farms & average income? Anyways, we have to investigate it further, even though it is with very low priority.
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Good Kob and welcome, guys! I'm not from the team, but i want this to get done and encouraging team members is a good way to help, uh?!
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Mythos_Ruler's Playlist
Pedro Falcão replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
These are what i was hearing today:http://youtu.be/6Z6hOf7QlIA -
Game hangs when trying to start a skirmish (match)
Pedro Falcão replied to Metallistic's topic in Bug reports
I had the same problem once when i tried to run the game while in safe mode (don't ask me why i'd do that, it is a long story). Safe Mode = some funcionalities of the OS deactivated, so i bet the problem is really about drivers... This is my video card: http://ark.intel.com/pt-br/products/52206/Intel-Core-i5-2300-Processor-(6M-Cache-2_80-GHz) . (LOL!) -
The JuBot Thread
Pedro Falcão replied to Jubalbarca's topic in Game Development & Technical Discussion
I played today on the alpha 7 and found that when i attacked villagers who were gathering metal far away from their base, they did'nt send troops to defend the villagers (all females), they built a warehouse, instead... So o kept attacking and killing their villagers until had enough troops to strike their base once and for all. I couldn't end the game (8 players, 7 JuBots, FFA) because when i was going to destroy the third JuBot the game stopped responding. -
I found my gameplay in this new PC very smooth, i think i'll record some propaganda videos for 0 A.D. edit: I need a good adventure soundtrack and a good forest map... Anyone has some ideas about?
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I know that, but these details are processor-specific. Not meaning they aren't important, but let's take in account i was speaking with someone who hasn't much knowledge about these technical info and the general rule is that some part of the processor is limited to that X value.
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Most Hardcore Groups in History
Pedro Falcão replied to Cassador_Chris's topic in General Discussion
IF they survived! -
Most Hardcore Groups in History
Pedro Falcão replied to Cassador_Chris's topic in General Discussion
Mainly because slaves were expensive and not that easy to find... -
A processor being 64-bit means it receives a bundle of 64 bits of data (each 8 bits = 1 byte) per tick, instead of the common 32-bit bundles (independent of the processor speed). The more bits the processor can process per tick, the more expensive it becomes, so simpler tasks may require simpler processors (some microwave monitors, that one which calculates the time of the food inside, have 8-bit processors, for a sample). Knowing this, we can come to the conclusion that a 64-bit processor, having the same speed of a 32-bit one, will have a better performance if anf ONLY IF the programs ran on it are properly designed for 64-bit bundles of data. Also the same thinking applies to multi-core processors, the performance of a 9999999-core processor will only be better than yours if and only if the programs ran on it are properly designed for multi-threading.
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Most Hardcore Groups in History
Pedro Falcão replied to Cassador_Chris's topic in General Discussion
Being "Badass" for them was the normal behaviour at that point of history. Cortés, as any man back those days, was ambitious for the gold the natives had and the laws of his country didn't apply to America, so he felt free to do anything he wanted, save betraying his country (else he could be hunted down and he was afraid of that). They had 500 men, ok. But don't forget they had heavy military training, superior weapon and armor, mercenaries, sicknesses brought from Europe, better strategy planning and the natives didn't know how to counter horses and feared them as if they were demons. As if not enough, the natives didn't knew to treat the wounded and how to prevent illness disseminating. Some of them were killed by envenomed rivers, too. The natives had what? They were great numbers, were familiar with the territory and had walls. Don't forget the spanish were "allies" at the beginning to spy them, and only then they had turned against them. I like to compare these massacres to the revolt of Boadicea in GB, where 10000 romans (under Caius Suetonius command) beaten over 10 times a larger celtic army with only 400 losses -
Haha! I feel shame for him, he doesn't know how to speak some words (like "Carthaginians" and "Scutari") and isn't very informed about the game, seems like he just found the game and is already making this video about it. He emphasizes the not implemented (yet) features of the game, as if the game is developed but incomplete (i didn't like the way he spoke of it). In the end he says the musics of the game are very boring and made him and his' wife sleep. Most of his talking is what he's doing in the game ¬¬'
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Capturing Buildings
Pedro Falcão replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I was thinking about this and i agree with Michael in some ways... Loyalty stat, ok. Units drain loyalty and siege units drain health, ok. But still sounds very "volatile" to me. I mean, people can still accidentally destroy a building while trying to conquer it or vice-versa. I don't know how it's gonna work within the game, but the destroying process must be slow. Building construction costs should be expensive, so to force people to repair and conquer new buildings instead of building a ton of new ones. Forts, Civ Centres and towers should have a minimum distance between them, also, to prevent people from transforming the RTS into a Tower Defense game. Every building should have a very (very) slow auto-repair, workers should have a slow repair for buildings being attacked and fair repair for out-of-combat buildings, so that the enemy won't feel like his work of demolishing is pointless, but destroying is a strategic last and ultimate tool to better handle your enemy. For Loyalty, the quantity of military units next to the building is what should work. I.E.: I'm the defender, with 10 units next to a fort. The attacker has 20 units next to my fort. The attacker slowly wins the loyalty of the fort. The attacker has 20 units, i have 10 units plus a fort, if i'm not winning with a fort beside me, then the attacker is really winning and should have the fort. BUT, still, to have the fortress, after all the loyalty bar gone down, the attacker still needs to wait some time while it assimilates, but during this time, the fort will attack nobody (this is to prevent flash rushes to win a building too fast when there's reinforcement on the way). The time for assimilating is a default for each kind of building, but the distance to the nearest players' Civ Center could be a percentage bonus to the assimilating speed to help those players too suffocated by territorial limits. -
I'm using a 64-bit machine now, so i was wondering if there aren't any 64-bit version of the game (as 64 bit versions generally have better performaces) or if i have to use the emulated 32-bit version? I don't care at all about it, but the installer seems to emphasize it is 32-bit and i've not found any other versions for windows, so just to ask will not hurt, uh?