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Potter

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Posts posted by Potter

  1. @Sonarpulse

    zsync (from what is said in their website) is basically just a file copy/sync program.

    So, like Ykkrosh said, it can be used to integrate with an already installed game to sync any updated files from a central server.

    There is a difference between an installer and an installed game. An installer contains all files to be installed (along with any metadata) in a compressed form. An installed game contained all the files in an uncompressed form. So, updating an installer does not really make sense and make require lots of unnecessary technical workarounds. That's why all patching systems target updating the installed game, as it is much much simpler.

    And, gzip is one of the compression algorithms widely used. So, it can be used to compress the patched files, but the percentage of compression varies depending upon the type of file compressed.

  2. Are Hindus against drinking a cow's milk as well? If not, the Hindu faction could still garrison cattle in their Corral building and gain a trickle of Food.

    Hindus are not against drinking milk, but historically would not like killing cows. So, garrisoning cattle in corral is a good idea victory.gif

  3. Wouldn't that overcomplicate the menu?

    You mean the display of the old menu on the right, or the splitting into two levels of menu?

    I think that two levels of menu would eventually have to be included:

    1. Learn to Play

    2. Single Player

    - Matches

    - Scenarios

    - Campaigns

    3. Multi Player

    - Matches

    - Campaigns (why not? This could add a new twist to the RTS genreshrug.gif)

    4. Settings

    - Graphics

    5. Custom Content

    - Add/Remove from Game

    - Browse & Download

    6. History

    - (Diff factions)

  4. The main goal with the new main menu is to facilitate extensibility--in other words, make it easier to add and remove things. Also, a menu like this is easier for modders. It's a win-win, whereas the old menu design locked us in to a specific set of options. :)

    The old design also locked us into English text, whereas the new one can be translated to other languages (once we implement translation support), and a fixed aspect ratio (it looked ugly on widescreen monitors). I think it was a nice idea, but not very practical :(

    hmmmm. I like this idea of extensibilityvictory.gif

    Maybe then, can we have the reverse of what I previously said? The main screen will be the new menu with things like "single player", "multi player", settings, etc

    After clicking on an item, like "single player", in the main menu, there would be the old screen displayed on the right side (replacing the drawing shown) displaying buttons like "Matches", "Scenarios", "Campaigns", etc.

    Will that work out to keep both the camps happy blush.gif

  5. I too liked the old menu. It kind of differentiated 0 A.D from the other games which has a regular linear menu structure.

    But, the new menu has potential to display various screenshots - including user-created ones...

    So, maybe , should we keep the old menu (with some modifications to get a new look) for the main screen displaying "single player", "multi player", settings, etc

    And, the new menu can be used for the screen that comes after clicking the main menu. For example, after clicking on "single player" in the main screen, there would be this screen displaying buttons like "Matches", "Scenarios", "Campaigns", etc.

    Just my 2 cents unsure.gif

  6. On second thoughts, I think that Loyalty draining "when cut off from civic centre" could add a strategic point-of-attack to the game. If 0ad wants to add a different point of play, instead of just war, things like this can give players different attack strategies...

    Of course, with an option like "Disable strategic tactics" to toggle off such things dry.gif

  7. The only reason I introduced the decay(loss of loyalty) concept when engulfed in enemy territory is that I felt there should have been a benefit for the enemy player for engulfing your building and a consequence to you for allowing your building to be engulfed. :) All this extra stuff about decay happening when disconnected from a civ centre and all the edge cases involved with that (building in allied territory, etc.) seems superfluous.

    I side with this. Territories is a novel idea which has a physical equivalent - that you own those land where your buildings are. And, when your building is single-handed surrounded by enemy territory, we can assume that it becomes intimidating for it to stay loyal and starts losing Loyality. It is also a shortcut for the enemy to capture the building instead of destroying it and building another one...

    But, I feel that this extra thing about losing Loyality when cut off from Civic Centre, has no physical equivalent/explanation, and could lead to confusion (as the Player wouldnt expect it). My building has the extra support of other buildings if the enemy comes knocking by. So, why should it start losing my Loyality? It could lead to more micro management or not. I agree that needs to be playtested unsure.gif

  8. Wow. I didnt expect such technical depth would have been discussed while choosing the language good.gif

    Anyway, I feel that Javascript has been a good choice, as with the recent browser wars, everyone is tripping over others to optimise Javascript engines ...

    I also got hold of an interesting statistics that says that the Javascript V8 runs faster than Lua and that Spidermonkey is fast approaching V8 in performance. So, victory.gif

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