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Everything posted by Pedro Falcão
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In Warcraft 3, there were arts in the ground around the originary unit of the aura and simpler art (or just a light under the unit) on the units affected by the aura, like the screenshot below: Aura Sample in Warcraft 3 In Age of Mythology, altough, the aura system was more realistic: the heroes accumulate a special resource (that increased over time), and when the special resource reached its max and the hero was in combat, the hero shouts a war shout and the units within the radius shout back, gaining the "aura" bonus for a short period of time. (I couldn't find a screenshot of it, sorry!)
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Guys, while playing, i could notice some units being stuck in a wall when walking back from a resource spot to a warehouse. Also There are some buildings without the rally point feature.
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I think it is the trample damage
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But the 'superdock' will be a special building not able to be built in free-mode games, will it? So there is no point in limiting the object. Maybe in the campaign, they figure out something to balance things. Besides all this, i'd just like to nota that the Carthaginians had not only triremes and similars, but they had the next generation of war ships: Galleys. In one of the punic wars (i can't remember wich one), the romans stole some galleys and reverse-engineered them to use them against Carthage. I never forgot this since i did a school work about punic wars 4 years ago!
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The Blizzard Entertainment is known for their dark environment in all their games, Starcraft 2 included. A good point in this is that you can easily find a special unit within a crowd, the bad point is that it's harder to identify the environment at the minimap and it's easier for you to identify low res textures, what makes the game graphics 'uglier'...
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I've got lost with all those -ans you guys said... I didn't know even some of these existed... I must say these last units seem heavy-armored and well-ornamented, i'd dare to say too much for antiquity civilizations, of course not doubting your knowledge, guys. And just taking the opportunity, i'd like to see germans too, if possible...
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What about building various ships at the same time? I imagined if each deck of the dock could build one ship at the same time, even if with decreased speed of building.
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0 A.D. Portable
Pedro Falcão replied to Pyromaniac's topic in Game Development & Technical Discussion
I disagree, at least in my computers, the use of flash drives (wich we call pendrives, by the way) makes the processes slower, as the USB interface bus can't be compared to my Hard Disks' IDE/SATA2 bus. My Hard Disks upload an average of 100-400 MB/s to my memories, while the flash drives only achieve splendid 10 MB/s, so it's not faster, unless your hard disk is full and very fragmented or you use a netbook (which doesn't have HDs, but Flash Drives as Long-term storage devices). -
Will we have a "Punic Wars" Campaign for the Romans, leading to the siege and destruction of Carthage? I'd really love to see maps featuring the city, just like what had been done in Warcraft 3 (at Dalaran and at Capital City). I'm already anxious to build such a map...
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Mila Kunis plays WoW
Pedro Falcão replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
If you want to play casually and just for fun, you just need to learn how to read chords and get some agillity at positioning your fingers and there you go! At the start it's a bit boring, but when you get 1 or 2 musics, it gets a lot fun and you'll want to spend even more time at training. I trained 10-20 minutes per day for 3 months to fully get the "Sweet Child O' Mine"'s intro solo when i started learning, and now i use to play for 1 or 2 hours, when time permits! -
Mythos_Ruler's Playlist
Pedro Falcão replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
I LOL'ed a lot with AuroN2's links, it was a bit hard to understand some parts ('cuz of their accents and entonation) but when i took it... haha! -
I liked the the embassies, but the civic centre is far the most awesome-looking building of the carthaginians. Also the map is very nice, except for the fact that there aren't any cliffs as alternative to walls! had to build about 4 fortresses and some walls to stop the constant attacks from all sides while i gathered a massive army to crush bot's town...
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Let's thinks this way: Decay, in real life, would be the lack of supplies for the people of the building. In enemy territory, even civils can't go out and hunt for their food, so they'll start to starve and die. In neutral territory, it would be dangerous, but civils can collect their supplies on the forests nearby to survive, but if there are soldiers in the building, it is neutral territory no more, except if the soldiers are just passing through. In allied territorry, tough, soldiers can go out and find their daily bread, but being you the president of the USA, would you like UK (an ally) people building military bases next to Washington D.C. without consulting? I think no nation would like other nations' military buildings in your territory.
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Let's imagine it: You're a spearman on the frontline, druing a battle. There are horsemen coming, you have to stand firmly against the impact that, you know for sure, will be heavy. The horsemen come, some horses refuse to throw themselves into the spears, some die, some trample the spearmen. This is formation breaking by trampling. But, just to be sure you guys remember, there were also formation breaking by low morale (some soldiers simply flee in fear of dying) that played important roles in the outcome of some roman battles, for a sample. There is, also, the 'surprise element', ambushes may scatter the units. Surrounding and attacking by behind contribute for some casualties, so the side the formation is facing is also important. I know it's not a thing to think about now, it's just too early, but, as a programmer, i know things need to be thought of before starting to implement. And even if it won't be implemented in 0 AD, who knows the future? Maybe in 1 AD...
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Guys, i played the seventh alpha yesterday and i have some suggestions to implementations for you. - Problem: I've been observing the battle system and it seems too pre-determined. I mean: when you have some spearmen and the enemy have a proportional number of cavalry, you are pre-destined to win, even the "dumbiest" of the players. - Suggestion: The game above is Warcraft 3 ('Defense of the Ancients' map) from Blizzard. Look at the unit stats. The unit has a range of damage (from 39 to 53), not a fixed damage. And also the armor of the unit reduces by a percentage (Don't know if it's how 0 AD works or not, just pointing), and there are types of armor (Unarmored/Light/Medium/Heavy/Fortificated/Ethereal/Hero/Divine), some attacks may have bonus to X kind of armor (like siege engines against walls). Units also have basic attack's cooldown time that scales according to unit's agility nd unit's max hitpoints and hitpoints' regen scales according to the unit's strenght. Other good stats could be Dodge, Parry and Block chances for war-trained units, melee units and shield-bearers respectively. For exotic agility-based units, i.e. persian immortals, we could add critical strike chance (an attack in certain points of the body that deals more damage than normal basic attack). ======= And about the interaction player-unit, i'm having problems to know if the place i clicked on is the place the unit will walk to, i mean sometimes i click on the ground next to a fence and the unit attacks the fence, you guys are planning to have some sinalization to what location the unit is going, aren't you? I'd like to have it appearing the whole time.
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I know, for sure, that in AoE 1 the scrolling is disabled while selection box is being dragged. In AoK, AoM, Warcraft 3 and others of the genre, i think the scrolling is delayed for about 1 or 2 seconds and the scrolling speed lessens while the selection box is being dragged.
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Mila Kunis plays WoW
Pedro Falcão replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
I played WoW for a long time. I got very addicted to it (some days i played for 10 hours) and then i left it for my own choice and will. I'm now 7 months without even launching WoW's client. Guys, if you are likely to get addicted, do a favor for yourself and your social life and never play it. Thanks to god i have my social life back and my new addiction is acoustic guitar and drums... -
I still have 'The Settlers II', and i play it sometimes. I like the (economic) pathfinding and resource shuttling system of the game, but the military aspect of the game sucks. Besides that, i've already thought of bringing that style into an RTS like 0 A.D., but it would take some more advances in the concept of an RTS to make it fit with the military emphasizing style of our game. I think of 0 A.D. as some kind of experiment for evolving the RTS game style, i'm watching very carefully what i like and what i don't in 0 A.D. for the day i'll create my own RTS (wich of course i plan to be open source too) in a far future.
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I was 3 years old when AoE was launched. My father and one of my cousins used to play AoE and watching them playing (i was 6 by this time) was how i started to play and to like Age series. But, sincerely, i found this AoEo the most disappointing of all the 5 games. Even my lil' brother could suggest new features to implement this time, but the thing they kept in mind wasn't the quality of the game, was the money they could win with it. They'll probably not fix all the mistakes of this game 'til the final version, so i'll keep having fun with my old, but really good, AoE: Rise of Rome! At least 0 A.D. gives me hope for the future of the RTS games.
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Question about walls
Pedro Falcão replied to NOXAS1's topic in Game Development & Technical Discussion
Some days ago i watched a documentary about a great battle of Rome (can't remind wich one now, but anyway...) in History Channel and they described with details the roman siege walls: palisades of low height, some spikes against the cavalry, but not only this, there were many pits of different levels, some full of water, some with spikes (hidden under leaves) and even some empty but deep; There were so many obstacles that with the archers firing arrows on the upcoming enemies that it was impossible for cavalry to reach the walls and the infatry would take great losses. About the wall building style stuff, i think there's no point in not letting people build walls wherever they want, if you see the movie "300", for instance, you can see the hoplites building a "wall" (with stones and persian corpses) at the pass of Thermopylae, just to contain the persian advancing army. -
There's another thing you should consider to at least include it into the game's engine: manual balancing of unit power/speed/resistance. To those who want to have a look at it, Warzone 2100 (old game, but a freeware) and Spore have this resource. To better explain: think about your civ inventing something new, inventing a ship called "Trireme"! Oh, a revolution! Yeah, but what weight, power and speed must it have to beat our enemies? Choose your balancing ideal! Decide if you want the ship faster than the enemy (to scout, for instance), or tougher (to guard your harbor) or well ballanced (to compose your war fleet). In Warzone 2100 you'll see the feature less... utopic... than in Spore, you just choose which pieces you want to use, you don't where the hell you'll put. Warzone 2100 Beta 4: http://www.wz2100.net/ Spore http://www.spore.com/ftl
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Translations:General
Pedro Falcão replied to jotakob's topic in Game Development & Technical Discussion
Portuguese pronunciation is something like " z-ɛ roo ɑː d-eɪ " (without the last "ɪ"), according to http://en.wikipedia.org/wiki/Wikipedia:IPA_for_English#Key Our exact pronunciation of letters "r" and "e" don't exist in english phonetic alphabet, so it's not very accurate. -
In Microsoft's "Rise of Nations" (2003), units could turn into transports in contact with water if you had science research at level 1 and a dock. About spaceship movement, Blizzard's "Starcraft" (1998) are a good sample, they not only accelerate and deaccelerate their movement, but are influenced by centripetal acceleration and organic flying units also flap wings faster when the creature is in movement. Have a look at them in YouTube or play them, it's worth to at least have a look at the systems.
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Translations:General
Pedro Falcão replied to jotakob's topic in Game Development & Technical Discussion
About the title, i thought that putting "0 A.D." could confuse with something more, forgetting i was in portuguese wiki, years in portuguese aren't with 'A.D.', but with 'D.C', sorry! There aren't any natural words for 'snapshot' in brazillian portuguese, choosing to translate can create misunderstandings, so i decided to keep it in english. About 'resource shuttling', thanks for the explanation, i'll fix it. the new link: http://pt.wikipedia.org/wiki/0_A.D. -
Translations:General
Pedro Falcão replied to jotakob's topic in Game Development & Technical Discussion
Here's a parcial translating of the original page. I tried to be very loyal to the original page, if anyone needs fixing, just say... http://pt.wikipedia.org/wiki/0_A.D._%28Jogo_eletr%C3%B4nico%29