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howlingflute

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Posts posted by howlingflute

  1. Yeah, I'm talking about an "undermine" or "siege mine" or "sap point." Basically, my idea is thus:

    Citizen-Soldiers have access to build a structure called a "Sap Point" which just looks like a shed. Like drag-clicking walls, one would then drag-click the length of the desired mine to its terminus. Garrisoned infantry units inside the shed would then start to "dig" the mine tunnel. You would see a dirt texture creep across the ground, kind of like how

    , from the shed toward the end point. Walls that the tunnel burrows under are then undermined and collapse. The units then eventually emerge at the end point. If the shed is destroyed before the units emerge, then all the units inside the tunnel die. Like all Siege Weapons, the shed is particularly vulnerable to melee cavalry and other siege weapons.

    Anyway, that was my general idea.

    I really like this idea. Would help make walls better balanced. (A way to counter the turtles). Also doesn't sound overpowered since the shed is weak to attack allowing the attacked player to sally forth from their walls to destroy the mine. Awesome idea. I really hope this is implemented.

  2. Hi wanted to say that I really like the waving trees. I haven't looked at the other effects yet (is there a demo map with them on them?). But I did notice a few things. After the smooth LOS update the tests broke (They still worked I think after the other massive update AO, wavy trees etc...)


    Running 283 tests........................Singleton.h(53): Assertion failed: "ms_singleton"
    Assertion failed: "ms_singleton"
    Location: Singleton.h:53 (GetSingleton)
    Call stack:
    (0x8d9d2a) ./test() [0x8d9d2a]
    (0x88b751) ./test() [0x88b751]
    (0x88b94d) ./test() [0x88b94d]
    (0x88c612) ./test() [0x88c612]
    (0x7041c7) ./test() [0x7041c7]
    (0x457ef6) ./test() [0x457ef6]
    (0x431aa4) ./test() [0x431aa4]
    (0x43a988) ./test() [0x43a988]
    (0x41c0ad) ./test() [0x41c0ad]
    (0x3e29021735) /lib64/libc.so.6(__libc_start_main+0xf5) [0x3e29021735]
    (0x42c3d5) ./test() [0x42c3d5]
    errno = 0 (No error reported here)
    OS error = ?

    (C)ontinue, (S)uppress, (B)reak, Launch (D)ebugger, or (E)xit?

    Also when I first updated to AO and wavy trees I got a core dump because I had previously enabled glsl without enabling gentangents. That is I had gentangents="true" in my config file without doing anything about the gentangents. Why are there two seperate enables here? Is it for the gpuskinning? I think it shouldn't crash if the config is messed up but notify the user and automatically change the config to a setting that would work. Otherwise keep up the great work. Looking forward to seeing all the new stuff in action.

  3. I agree with zoot. I would prefer to keep social media out of this game. Or at the very least make it an option at compile time to disable. I am not enamoured with the current social media trend. It could keep on going so it might be worthwhile to add to the game, but an option to disable the social media would be appreciated.

  4. Yeah I don't really get the point of this discussion. The game is already cross platform. Any change in underlying libraries would require a substantial rewrite, which would be very counterproductive now that things are functioning on all platforms. Anyways it is my understanding that Qt is only graphics which already work on Mac. The problem as I understand it is sound which should be soon fixed with an upcoming patch. Also the game already uses SDL and other crossplatform technologies such as WxWidgets to provide consistent graphical interfaces across platforms.

  5. That. Along with other buildings modifications for buildings like the civic center, temple... I also think the civic center current model should be used as late Tier Houses for the gauls, Because it really just looks like the house of a wealthy family. Apart from the civic center, I think all the other buildings model should not be completely changed, they should just be improved : they just have to look neater, have finer artwork as decorations, columns, more floors...

    I disagree. I like the current look and it fits well with rest of the game. If you used the current civ center as a house it would look wierd. Other civs do not have multifloored building either in general. So I think the current models are in keeping with the art style of the game. Though maybe as you suggest more decorations could be added to the houses.

  6. I think this is pretty cool but as has already been said better to save for part II. The path finder at the moment is essentially 2d so this would basically require a total re-write of the pathfinder again. (So I don't think it is worth it for part 1). Anyways at the moment you can still get some pretty steep terrain with the current system.

  7. I don't like the concept of resources over the picture. So here is my concept of a possible layout. I moved the icons for attack and defense to the right so it is more clear that they correspond to the stats also I made them smaller. In the space I freed up I put the gathering resource stacked on top of its number. I also kept shield bearers civ icon idea since I think thats pretty cool.

    post-12995-0-91735100-1339429013_thumb.p

  8. I like quantum's mockup. Basically keep the same gui already in the game but showing more of the units stats. I think that technology should still be researched in each indivdual building as it gives some buildings more purpose than they had before. (ie some of the dropsite buildings). I think a global tech tree could be used to suplement the current method to clarify relationships between techs. It could be generated dynamically. Maybe you could even research from it if you already have the appropriate buildings but still you should have the option to research from buildings.

    Personally I do not like tabs in a game since they take extra clicking. I guess I wouldn't mind the original mockup if I could move all the windows around myself to be where I wanted and maybe tear off the tabs to be seperate windows in the game that can be moved (kind of like what you can do with gimp).

  9. Its not a graphics issue. If anything I want more graphics. Its nice to have a game on linux that finally looks good (Nice real 3d). If you want isometric play a different game. As was pointed out the current issues with lag have to do with pathfinding and the ai. Both are currently being worked on. You can see the difference if you start a random map and set the players to unassigned.

    • Like 1
  10. So I created a patch that puts a red overlay over icons if there are not enough resources to build that building or unit. Additionally it puts in the unit tooltip how much more resources are required to build that building. Buildings that are already greyed out because of technologies remain so but with how many more resources are required to build them added to the tooltip. I would have added this to Trac, but I am not to be able to log into Trac for some reason.

    resourceCheck.diff.zip

    post-12995-0-29611900-1335647957_thumb.p

    post-12995-0-90012400-1335647980_thumb.p

  11. I just tried out vts's work in progress on the wall placement. One word: Awesome :banana:. I can't wait until its fully implemented. I made a quick video of 0ad patched with vts's work in progress patch. The video of placing walls in 0ad:

    . I kind of hope that celt fanatics keep their testing ability to build any wall LOL.
  12. I just noticed a bug with some of the new random maps. aegean_sea, guadalquivir_river, and the_nile. All of these maps will crash with less than 8 players. The reason is the function primeSortPlayers found in library.js. I think the problem is line 467 should read prime[2*i+1]=source[source.length-1-i]; not prime[2*i+1]=source[7-i];. Changing this line seems to fix the problem for me.

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