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raymond

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Everything posted by raymond

  1. This should be used for advanced units like heroes, healer, siege units…
  2. Is it is like what you can see in #21 for Alpha12? "strategies: all/rusher/boomer/turtler" maybe for future version...
  3. I'm also familiar with launchpad and pootle and hoping to help translating into German.
  4. Nice to see the new settings. You can also thin (horizontal) the more options window. If you thin also the "Match Type", "Map Filter", "Select Map" you can place all options on the match setup side. You can do this also in "Player Placement". Will be this in alpha 12? I recommend also a cooling pad...
  5. thanks I see a ticket for the first request: http://trac.wildfiregames.com/ticket/629 So you need to create a ticket for the seconds, and rate it higher for the first
  6. Hello, creating multiplayer game: it is possible to show the external IP and internal IP address while creating a game (on the same field while connecting to a host so under "Player name"). Why: if you host a game you don't have to go on www.whatismyip.com to find out the current IP. Internal IP: for playing games in private networks. and: joining multiplayer game: Save IP address (for the current 0 A.D. session) for the host on the client. Why: if you play more than one game of the same server: you don't need the type the IP address twice in the connect field. So in "Server Hostname or IP". Should I add a entry in trac? thanks
  7. Hello 0 A.D., it is possible to implement total points in summary page to answer the question: who wins. This includes economic and war stats. regards
  8. Remove outdated, not supported any more and useless bots is the right way. So I fully agree. But: min one bot is needed Conqueror, defender and rush bots are also okay...but how will this be implemented in details?
  9. Demo and qbot? I use the new and I think the supported bot in the future: Aegis Bot @feneur: thanks for your reply.
  10. This are only suggestions (the first word of this thread: "example") how to integrate a difficulty system into 0 A.D. I think this is easy to implement. If the AI are less predictable and more intelligent are much better...but very difficult to implement: this is the long term goal I think. But if the AI can react "perfectly" in milliseconds to every enemy situation, there must be any adjustments that human players have the chance to win the game (but fixing the pathfinding problem is much more important). My wish is only: don't forget to implement a difficulty system (in this or another way)
  11. German Wikipedia are sometime strange. I have some other articles which are deleted due to not relevance. No problems in en.wikipedia.org...
  12. Playing with Alpha 11 also with Mac OS X 10.8.1 as host and Windows 7 as client against 1 AI: the client gets a connection to server has lost and return to main menu. I also save the game after the Windows client return to main menu. Can you use it? Playing with 3 human players (Windows!) against 1 AI: no sync problems and I think less lags in late game (in comparison to Windows and Mac OS X mix games), except some crashes while defeat the AI and return to summary screen.
  13. Hello, there are currently no article in German wikipedia. The English one are very good : http://en.wikipedia.org/wiki/0_A.D._(video_game) but where are the German one? http://de.wikipedia.org/wiki/0_A.D. was deleted in 2011 Can anybody create a the article? I will try to improve it...
  14. example (for a current unlimited population, if there is a limit later (maybe 300?!) adjust the population cap may percental: very easy: population cap for AI to 125, no upgrades of weapons and economy, no walls, no tower, no fortresses, max garrison send to enemy 10 easy: population cap for AI to 150, no upgrades for weapons and economy, max 1 towers of each civic center, no walls, no fortresses, max garrison send to enemy 20 medium: population cap for AI to 200, some upgrades for weapons and economy (not all!), max 2 towers of each civic center, wooden wall, max. 1 fortresses, max garrison send to enemy 50 hard: no population cap (or the max in current build), all upgrades, unlimited walls (inclusive city wall), towers and fortresses, max garrison send to enemy pop cap Another possibility: Just limit the amount of resources which workers can carry: AI workers can carry: very easy: 5 easy: 10 normal: 15 hard: 20 (same as you) (maybe) very hard: 25 (also adjust fisher; useful if the AI can build ships in the near future) Also posted here: http://trac.wildfire.../1586#comment:8
  15. 1 AI and a small map is not a challenge for a core i processor with a midrange graphic card. I wrote "some AI". It was I think 7 on a 8 player map.
  16. Which hardware do you have? Which OS? How many AI? So I think you have to add recommended system requirements on http://www.wildfireg...d/page.php?c=46 like "System Recommendation: Intel Core i7" or so.
  17. 300 is to much. I got massive lags (3 fps) with 200 population and some AI (probably also 200 population) with my Core i3@OS X 10.8.1. I think 200 should be the maximum currently. So maybe remove unlimited in my recommendations.
  18. Attached profile.txt. Playing with 3 AI players. System: OS X 10.8.1 0 A.D. version: Alpha 11 profile.txt
  19. I also like one defensive bot (or choose aggressive, normal, defensive for each bot): The bot never attack you on your area, instead the bot build a lot of walls and towers and fortresses and civic center and have the army only on his land. The bot tries to beat you to gain the max resources and have more land than you.
  20. It is also okay, but maybe choose via dropdown is maybe faster: 2 clicks instead of 1 click and typing 100. There also also possible to type a wrong value. Example: 1 instead of 10 or 100.
  21. Hello, It is possible to implement a tower defence mode? Maybe the requirement are new maps regards
  22. Hello, I think it should be possible to set the starting resources: very low (every resource: 100) low (every resource: 200) medium (every resource: 300) <- this is currently the standard high (every resource: 500) very high (every resource: 1000) that should increase or decrease the time in the beginning of the game. regards
  23. Hello, it should be possible to set population cap. Recommendation: 50, 75, 100, 125, 150, 175, 200, unlimited Does this request still exist? If not: I can also post it to trac (can't find it there). regards
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