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Everything posted by Pedro Falcão
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Their walking speeds are similar (even though cavalry still wins), but their run speed will make the difference, once it is implemented. For now, those that play multiplayer matches agree that the small difference in walking speed is ok. But don't worry, one way or another, moving speeds will be buffed or nerfed, later on.
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A rather late hello
Pedro Falcão replied to LordGood's topic in Introductions & Off-Topic Discussion
Oficially welcome, LordGood! lol, wut?! -
Okay, you guys convinced me. Of course there is the difficulty about the method of calculation, but it's not like any player needs to know how it's done, i see now. And if the player ever wants to know how it's done, it'll probably be for complex calculations about if this or that upgrade is better and this kind of players generally have high level maths. And yes, Warcraft 3 used it, but it didn't use "upgrade 10% of this armor", it was more like "add 1 armor point to every unit with this kind of armor" And zoot, that is why the attack itself had a damage value range, instead of the absolute value, in wc3. And the percentage simulates the average protection of the armor.
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Accessibility in 0 A.D.
Pedro Falcão replied to Jeru's topic in Game Development & Technical Discussion
The problem, Amish, is that they have less colors to represent all colors we see, so they can understand that that is blue, but which blue? -
IMO? No. First Etruscan records date back to 800 BC, and the iron age, in Italy, began 300 years before.
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The details and quality are amazing! I'd really like to see these in-game! One minor thing, though: the blind eye, in the heat of a battle, won't be noticed by many... Maybe you could blind the other eye instead?
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My vote is for Percentage armor. In my point of view, exponential armor is far too complicated and slow (compared to others) to be considered in this game, and the current flat armor system has some flaws (for example the disproportional attack speed/damage contribution in damage boost) that should be avoided.
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My loyalty lies with the EU!
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Enrique reports some problems with this version of Blender here: http://www.wildfiregames.com/forum/index.php?showtopic=15552&st=320 Maybe something related?
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Mapmaking issues (and some suggestions)
Pedro Falcão replied to 60and80's topic in Scenario Design/Map making
I think different standards are confusing, principally for new users. When you are introduced to a game by your friends (and that's a far too common practice), you'll ask first your friend, about the game controls, and if the key that works for your friend doesn't work for you, you'll surely think it's bugged. Of course it's not that hard to find it's not bugged, but IMHO, ppl should be spared of this inconvenience. -
Accessibility in 0 A.D.
Pedro Falcão replied to Jeru's topic in Game Development & Technical Discussion
I have 2 color-blind friends with whom i used to play Rise of Nations. According to them, player color wasn't that kind of a deal, except when there were many details in a gray/red/green combination, then they couldn't notice much of a difference. As a side note, I'd like to remind of the map color schemes. I'm not color-blind, but sometimes i find it hard to differentiate the red player's units from gaia's units. Perhaps another color could be found for the gaia's units? -
Yeah, actually Greek voices have 2 per gender. But IIRC, not some civs don't have their voices yet, so they use the Greek voices as well.
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I should've posted this earlier, but... I translated the report to (Brasilian) Portuguese and our friend Aurium edited it. Here's the final version: http://softwarelivre.org/0ad/noticias/0-a.d.-relatorio-de-desenvolvimento-11
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Haha! I noticed that. I find it funny, principally in Oasis maps!
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You card is actually pretty good. Have you tried downloading newer drivers? Generally it solves the problem. Also, check this thread here: http://www.wildfiregames.com/forum/index.php?showtopic=16709 (might not be useful, but just to check...)
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Transporting horses, elephants and siege engines isn't that hard, i think this is a point where historical accuracy (if that's the problem) shouldn't be taken into account, it only adds unnecessary complexity to the game. Though they make take more room than normal men, I still want to be able to transport them, no matter what. I don't think it'll be like that, Lion, since the "units on the wall" feature was also postponed. But who knows? It doesn't hurt to hope, does it? Sincerely, if the guys implement at least ship ramming (also unlikely, though), i'll be more than satisfied.
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IMO, a mobile dropsite is already too big a bonus. In fact, it makes that tech to increase carry capacity a bit useless. More carry capacity decreases the number of turn ins and so, the time to gather the same amount of resources. But with a dropsite as close as possible, that tech isn't really needed.
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Interesting. Could you give more info about the book? We need to make sure all the articles within the game are of a reliable source, so we'd need to research more about it (what proof of his claims the author has and this kind of stuff) before accepting (or rejecting) it.
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There are simpler ways to solve the attack/move problem, like making the units come closer to the target before attacking or making them finish the action of attacking before resuming the chase. Attacking while moving would require a whole new animation state for all units (since units with minimum range suffer from the same issue) and some programming too. About the physics simulation, i don't think what consumes processing power is the trajectory of the missiles, but the collision checks (correct me if i'm wrong). With this in mind, it is possible to add more realism to missile trajectories and still use the complex game rules, to obtain a better performance. IMO, we don't need to follow the example of the Total War series, in which they have the physics AND complex game rules AND complex micro managing, what can be annoying, at times, but we can instead adapt it to our game, so that we may not be the most realistic game in the world, but we'll have freedom to tune this or that detail and yet have a 'simulated' realism.
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A "Horde" remembers me of this... (Archangels are the strongest trainable units in this game, and a horde is a quantity between 50-99, while you may only train 3 per week, so this 'Horde' is something a 'bit' overwhelming) I like the idea. Once triggers are implemented, there will be tons of maps like this one you propose. Just a matter of time.
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Disagree, not everybody has access to a pelta. But whatever, that isn't the point. Slingers are basic, that's why they're in the first age. Since they're on the first age, they can't be too strong and neither too fast (talking about moving speed), else they become OP, for they're ranged. They must also have low armor, so that the buildings themselves are a good counter against them. But later on, they become useless, unless they can be massed. And they can't be massed when their cost of stone, a resource needed for your defenses, is so high, their defense so low and their attack being nerfed. It's not that they can't be massed, it's that those who mass them would be dumb if they did so, a fort would do better with no food cost. That's what i think.