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theShadow

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Posts posted by theShadow

  1. about performance, you can change various graphics options in a text file called default.cfg. For me, it is located in 0ad/binaries/data/config

    I am not qualified to comment on the games performance on Windows or Linux however.

  2. well, could you at least make it so buildings fight back? An elephant attacked one of my towers that was full of archers, but the tower did not shoot back at the elephant. same with fortresses.

    if you did that, I would have no problem with animals being able to destroy buildings.

  3. I am working on trying to get this into an executable form. Once I manage i, I will upload it for the general public. in the meantime, I can try and upload what I have now, although I am not sure where I could host it.

    I will also write up an updated compile guide, for those of you who are willing to take another stab at it. It is really much easier than it was before.

  4. I'm a big fan of the Settlers style of game play.

    The concept of having to move resources to buildings to continue their construction intrigues me. I imagine trying to build a military operation base on the other side of the map, trying to move the resources over there, only to have the other team rob you and take them for themselves.

    In the vision of keeping this game real/fun, would this be a viable option?

    here's one way this could work.

    when you collect resources, these are put in a "warehouse" type building. the civ center is a warehouse, and there could also be a second smaller building which serves this role. the resources you collect are all available from these buildings, and there is no need to distribute it yourself.

    then, when you build a building, the workers automatically start going to the nearest warehouse to collect the necessary resources. If only 1 unit is working on a building, they will both construct and collect, switching between the tasks. if you assign 2 or more workers, some will build and some will collect, dividing the tasks as necessary.

    when the tech tree is implemented, one tech tree would allow workers collecting resources to use a horse and cart, so they can collect more resources at a quicker rate, leaving more of the villagers to work on construction.

  5. right now, when a map is created, the mapper chooses where each player is going to spawn, and what faction is going to spawn there. Is this the final functionality here, or is there any plan to allow the player to choose which faction he wants to play as, selecting from a list of all factions? it seems like ti would make more sense to give this control to the player, as opposed to the mapper.

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