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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. It is possible that you have some fish too close to the AI's shore and they are sending units to attempt to gather the fish, which causes lag (cuz they just sit there idling at the shoreline looping their pathfinding commands over and over).
  2. The bigger problem is why Atlas is saving maps like this at all.
  3. I doubt this will actually be an issue when you have the minimap and your own nearby buildings to tell you. This was never an issue in Rise of Nations.
  4. Awwwww yeah! Looks great. I can even see some minor glow around the borders, similar to my mockup. The glitches are obvious, so I won't mention them, but perhaps the "glow" can be a third wider. Just a minor quibble.
  5. Perhaps a "mercenary camp" building where this is possible. I already had the idea of making a special "embassy" building for Carthage where they train all of their mercenary citizen-soldiers.
  6. That space between the two panels is closed up in a 1024x768 resolution, leaving no room for your new garrison panel. You generally have to design the UI for the lowest supported resolution. And if you have different UIs for different resolutions, then you are handicapping some people just because they run a smaller resolution. EDIT: Hmm, but maybe if we line up the icons of the garrisoned units above the formation and portrait panels for resolutions 1280 and smaller, while creating a separate panel as you suggest for higher resolutions?
  7. Those with the SVN version of the game can get these NOW!
  8. Saving a map with Atlas now causes Atlas to crash. Also the map is now corrupted, causing a crash when attempting to open in both Atlas and the Game. Oasis II is one such map. I reverted my working copy to a previous revision, but that's not a real solution. This happens on both my laptop and desktop local copies. Using auto-build.
  9. Well, this is another solution. Conversion though would make it so that you don't have top kill all the enemy goats to win, rather that goats would convert to your side or to Gaia. (or we can just remove fauna from the 'Conquest' requirements; all solutions would work)
  10. These are my proposed borders: Although they may be difficult to achieve.
  11. This is something that will be fixed once we have conversion. If all the enemies are dead or out of range of the sheep or goat, then the sheep or goat would convert to the nearby enemy player. Another feature would be that goats and sheep (and cows, etc.) would convert to Gaia if out of range of any units (friendly or enemy) for too long.
  12. Right, percentage of total trees that were cut down. I wouldn't think it would be difficult to simply tally up the number of tree entities in the map's XML.
  13. Above shows the current extent of the Civic Centre borders, along with my proposed Curtain Wall ring. I think something a little bit beyond the Curtain Wall ring (perhaps halfway between the ring and the green border) would be the Phase 2 borders, then the green border would be Phase 3 borders. A radius about 2/3 of the way from the CC to the wall ring would be the Phase 1 border (big enough to encompass the two closest groves of trees you see there). You can only build Mills within your territory, but you can still gather from items outside of your territory (I call this concept "poaching"). I think, as do others I believe, that the Shroud of Darkness should be lifted in your territory, but Fog of War should only be lifted by units and buildings.
  14. I'd probably just include citizensoldiers in the count.
  15. "Workers" in our game's context include citizen soldiers (they count as soldiers and workers).
  16. I'm just throwing numbers out there. Plus your territory will expand with houses and stuff, right?
  17. I think by general rule it should correlate, but they should still remain two separate stats so we can tweak them independently. Yeah, the current Civ Center (CC) territory effect (TE) is way too big, but I didn't complain because it's only in a proof of concept stage at this point. I think at Phase I the CC's TE should be about 33% the radius that it is now, then when you research Phase II the CC's TE bumps up to about 66% of what it is now (then it lays down the curtain wall ring), then 75% at Phase III.
  18. Actually, I've never played an RTS whose minimap actually had a legend. It would be very cool if 0 A.D. included one somehow, even as a tooltip or popup.
  19. Right, I'd maybe just use pixel art for: Civic Centres Metal Mines Treasures Not much else.
  20. Map is set on "hidden" so I couldn't find it in the map list to play it. EDIT: Just played the mod with Sanya's instructions and I have to say: Bravo! Awesome work!! Works exactly as advertised! End of desktop shortcut should look like this: pyrogenesis.exe" -mod=towerdefense
  21. Things like gaia buildings and treasures and stuff like that are white, if I remember correctly (actually, treasures may currently be yellow/gold; I will playtest and see).
  22. He's saying in the building selected UI.
  23. I think trees can be single pixels, since an individual tree is not very important at all. Depends on how it looks, I guess. But I think the more muted green color works nicely, while before trees were overpowering.
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