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Chakakhan

WFG Retired
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Posts posted by Chakakhan

  1. The only reason I gave them a border effect is to see the border nicely and gently arc around them. Their effect isn't great enough to give room for building anything else or to deny the enemy much room either. It's mostly cosmetic.

    This sounds like a good idea. I was thinking about when AoE2 came out and Town Centers were overpowered and people started using them as offensive weapons. Buildings became overpowered and folks were calling it AgeOfBuildings or something like that wink.gif

  2. Well if we are going to make houses count towards dynamic territories (not sure where we are at on that), then it might make sense to limit the number you can build. So it will be nice to have that option at least.

    As long as all those values are stored where they can easily be tweaked we should be fine. We might come up with some really fun unique types of combat tweaking those combinations.

    I am excited by the number of options we will be able to tweak!

  3. Is there anywhere where the 0 A.D.pathfinding is well documented so I can get a good overview of the current implementation?

    Heres a good post from Philip describing lots of thoughts about current and possible future implementation details: http://www.wildfiregames.com/forum/index.php?showtopic=13042&view=findpost&p=216739&hl=pathing&fromsearch=1

    Here is one I wrote that give a top down view of it:

    http://www.wildfiregames.com/forum/index.php?showtopic=14883&view=findpost&p=221439&hl=pathfinding&fromsearch=1

  4. I had problems with the delayload on opengl and taking them out solved the problem, but it really shouldn't require that. Delayload is just a lazy load mechanism and this kind of problem probably indicates a dependency issue of some type. I will run the dependency walker app on it when I get home and see if that shows some problems.

    So a short term fix is to remove the delayload on opengl, but we should dig a little deeper and fix the root problem.

    EDIT: Ok, so everything is working fine for me with VS2010 Ultimate on Win XP 32. I just checked out the latest and did a complete rebuild. No errors, no problems at all. I ran depends and saw nothing unusual either (which I wouldn't expect since it is all working fine for me).

  5. From what I remember of SWGB, lots of people like doing RPG-like sections in their maps (particularly to add some variety to campaigns), so it'd probably be good to support a simple version of it as a proper part of the game. (Also I've always thought it'd be interesting to do a Diablo-like action RPG in the engine, but that's probably excessive feature creep :P)

    Ok, I agree it's probably feature creep, but we should definitely add functionality for this in version 2!

  6. I just wanted to clarify, my comments about balance were in general. I think a lot of it has to do with little things like inconsistent unit behavior (UnitAI.js), sometimes inconsistent pathing, the way ranged and non-ranged units interact, etc. Nothing too major, just lots of tweaks! It will be a lot easier to clean up the balance issues at the unit level when the core stuff is a little more consistent.

    I second the game speed increase by the way!

  7. As long as we don't give all buildings decay so you have to "maintain" them or other some such tediousness. ;)(y)

    Totally agree, but I can imagine lots of different play styles where having decay would be interesting (plus it supports your desired behavior for territories). I can think of some cool scenarios where it would be cool.

  8. Our thinking here is that the red house I circled here would fall into enemy territory and gradually start to lose Loyalty and convert to green's side. Green could send some soldiers to speed up the capturing process. We don't have capturing or Loyalty yet, so in the meantime we could maybe just drain the building's health instead. What do you think?

    It would be nice to have a decay factor of some time that could be set to zero to eliminate decay and different values would change the rate of decay.

  9. Keep in mind- training 50 Spartans = 2500 Food, 3750 Wood, 1250 Metal-

    Whereas I could train 75 Hoplites and 16 Archers for- 3750 Food, 2500 Wood, 1200 Metal

    So 91 Average Troops vs. 50 Super Troops?

    In Rome Total War, I would choose Super Troops, but in 0 AD, numerical superiority is better- and hoplites have economic abilities to...

    Yea, this obviously needs some balancing

  10. The quality of graphics drivers varies considerably and there are some known problem cases, so it is always helpful to know the driver versions as well as the os version. If a driver doesn't implement one OpenGL feature it can really kill performance. There is also usually some adjustments that can fix the performance. Always a challenge getting good consistent performance with 3D graphics!

    Anyway, if you are having long pauses, that is most probably game play code and not just graphical stuff. We still have lots of optimization to do on the gameplay side of things (AI, pathing, etc).

  11. Hi Lord,

    We don't have general triggers up and running at the moment. We hope to add these soon.

    You can take a look at the AI scripts and see how they send out messages at the start of the game and get an idea for what the scripting interfaces look like if you are interested.

    I haven't done much script implementation work, so I don't know if there is any good documentation out there. I did a quick search and most of it looks pretty outdated. If you do some research and figure some things out please feel free to update the Wiki.

    Let me know if you have any more specific questions and I will try to get you an answer.

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