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Posts
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Everything posted by ribez
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lol, the old UI fan club is growing: WE WANT OLD UI just kidding
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+1 walkable walls
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well, also for stances you need an extra click to activate a new stance. The difference is that most of the time you don't need to build anything, and in battle, for example, you have always units selected and the building panel (that is quite big) hides the field of battle. Instead stances need to be swapped quickly in battle, so i think should be activated with a single click, maybe graying out not active stances
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i'm sure the new UI offers more info, but i think some things could remain hidden, for example all the buildings a unit can build: IMHO this panel could be showed only after you press a build button PS i'm sorry i'm going off-topic
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sorry if i appeared too rude . I'm sure you have good reasons to swap to the new UI, this is why i've asked to see the guideline i'm a sort of UI maniac, used to games like Civilization and Europa Universalis franchises
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really? well, i'm not talking about aestethics, but i think the old GUI is less obtrusive. Playing with a resolution of 1366x768, the bottom center is occupied by the GUI too much IMHO Do you have a guideline for the GUI? If possible, i would like to take a look to it
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why? i prefer this new UI, because it leaves free the bottom center of the screen... when we can see it in the game?
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good tip i didn't know this site. Yesterday i joined the site and started translating some Freecol phrases to italian
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nice graphics. Have you created them for Civilization 3?
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i'm sorry for your problem, but beheaded soldiers are hilarious. Maybe it could be an idea for a fantasy mod
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good i like your piece, but less the introduction (i'm not a music expert)
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thanks, i'll try the new map as soon as possible :-)
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i like the starvation concept It make sense to do raids to enemy's farms, without the need to attack the city, at least at the beginning of the game. And it forces a defensive player to extend the zone to defend.
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i see... wonderful. But seems that provinces are quite hard to implement. Meanwhile could you think to implement a solution like the one i suggested?
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If you already don't know, I would suggest you to look the way are implemented unit orders in Warzone 2100. I found that way very complete and intuitive: http://guide.wz2100.net/orderingunits I also like the GUI during gameplay, that leave free much of the screen.
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thanks. ok... so the second problem is directly connected to the design of the map and can be easily corrected through the editor. But the first problem is only marginally due to the map, and i think that is more related to the game engine design. In future Alphas is planned something like sphere of influence? From my point of view a player shouldn't be able to build in the middle of a enemy village. Maybe a solution could be a zone determined with a circle centered in the Civic Centre where enemy buildings are not allowed
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hi Jubalbarca, thank you for your maps. I've these problems with Barcania map: 1) i'm player 1 and player 2 try over and over to build a Gymnasion in the middle of my village. My units destroy the foundations, but AI continues to set the Gymnasion there. 2) i've made a group with cavalry units and heroes and they are unable to pass this point near the enemy top village. Maybe the problem are heroes units?
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hi, i'm playing alpha 5 and found these bugs or problems: a unit that was a member of a group, after promotion,became indipendent from that groupproblem to set destination: In these screenshots, the pointer is not visible, but the mouse is clearly pointed on the road and not on the tree. I was trying to set the destination for the group of units, but they take the order to chop trees. Possible workaround: a button to disable funcrions like mining, chopping, etc. The map is Barcania from Jubal
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You Will All Be Happy To Know.
ribez replied to Mythos_Ruler's topic in Game Development & Technical Discussion
being an ambientalist, i'm not agree with you -
also you can create a group, with CTRL+(1-9), then you can select the group using that number
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well, more is better than less... and i think that this tile could be used for fun in custom multiplayer maps, where people shouldn't search too much the historic accuracy
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thanks for your responses. About point 5, there is a parameter that can be tweaked?
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well, then it will be difficult find something that start with 'f', because of the greek 'f' -> ''ph'