Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Yeah, but the way it's developing, it doesn't look or feel like any of the Ensemble Studios editors at all. (ours is a better direction, IMHO, thanks to you and others)
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It's very possible we can increase the Max Zoom when over water.
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The 0 A.D. editor isn't based on the AOE one in the slightest, actually. Carry on!
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I doubt we'll have replanting trees and such (for one thing this would complicate pathfinding; maybe Philip will contradict me). I could imagine us having spawning animals though. Seems easy enough: Respawn rate x number of existing animals. If all the animals are poached, then no more spawning. Could even make the number of predators as a ratio to the number of passive or skittish (prey) animals.
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A Couple Of Ideas For Organised Gameplay...
Mythos_Ruler replied to Sebovzeoueb's topic in General Discussion
The Civilization games tend to be much much slower than 0 A.D. though, so a ledger like that would be very useful in a game like Civ. -
A Couple Of Ideas For Organised Gameplay...
Mythos_Ruler replied to Sebovzeoueb's topic in General Discussion
There would be potentially dozens of structures and hundreds of units in your empire in each match. Not sure if these advisory ledgers would be helpful or just clutter things up. -
There is not an in-game list, but the units do have UI tooltips in-game that give this information. It's not accurate yet though (unit bonuses arent implemented).
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Likely the host was behind a router.
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You Will All Be Happy To Know.
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
LOL, You seem to be in a minority. Most complain when the map runs out of wood too quickly and the map looks clear cut. -
Sulla actually isn't a Roman hero anymore. The Roman heroes are Marcellus, Maximus Cunctator, and Scipio Africanus. The in-game stuff is out of date. I also agree that someone (myself?) should do a once-over on that stuff to make it readable. It was originally just copypasta from the Design Document. We're going to be working on the UI stuff for Alpha VI anyway, so it's a good time to update the in-game manual stuff. Stuff.
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Well, if it's super slow and you have to keep your units idle for a super long time to have a great effect, plus units get a Health boost when they are promoted, then what's the point?
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Units are actually spec'd to self-heal over time, when idle only. I'd rather only have this feature for Heroes, so that healing units is reserved for the Temples and Priests.
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Well, I figured we'd go for simplicity and make the drag-click walls double sided. But if we can make them one-sided with some kind of orientation command, that's cool. Looks like my curtain walls idea is universally panned. The whole idea was to force the player to make realistic self-contained cities, rather than making all kinds of odd shapes with their walls. I've played AOK and AOM and people's walls were generally pretty ugly.
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Couldn't you use a Basic Cavalry Skirmisher or something for this purpose? Except for the map flare warning of course.
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There are basically 2 ways we can do walls. One is the standard "drag-click" system we're all familiar with from Age of Kings, Age of Mythology, Age of Empires 3, etc. You basically click an end point, then drag, then shift-click all the points and corners along the wall where you want. You can even "snap" the wall you are dragging out to the end point of another wall. We should definitely have this. The second is to have a "curtail wall" system, which is basically a ring around your Civic Centre at a fixed distance. I like this very much, because we can then have "directional" walls with the fortifications facing outward. With the click-drag method the walls need to be double-sided. With the curtain wall, you can have a button in the Civ Centre UI that you click and it automatically places all the foundations for you. You can then task a bunch of units to the curtain wall ring of foundations. We can even make it more realistic by making the curtain wall take a long time to build. Click a curtain wall foundation and you can click a button in the UI that summons all idle workers to the wall to build it (like the Titan Gate in AOM). We would just make things like trees and mines "snap" to one side or the other of the ring so that you aren't building a wall over your resources. My ideal would be to have both systems. The "curtain wall" method for city walls (which face outward), and the click-drag method for Roman siege walls (remodeled to be two-sided).
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Reading your comment, I agree wholeheartedly. Related, I'd like the speed bonus for batches to be steeper than it currently is.
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Shift+Ctrl click to add increments of 1 to a batch could work.
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Your plea has not gone unnoticed.
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You will eventually be able to put domesticated animals in the Corral for a constant source of food (and other benefits).
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Count on seasons being pushed back to Part II.
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This has changed in Alpha 5. Double-click to select all of that type and rank, triple-click to select all of that type regardless of rank. A wall system is not implemented yet. Just remember we are only in Alpha stage.
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I would approve of this if I can double-click and/or shift-click multiple farms and click this button for all of the ones I select.
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Fonts Display Windings (?) And Many Non-English Characters
Mythos_Ruler replied to Jurph's topic in Help & Feedback
Awesome! -
could put the platform stuff at the end.