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Everything posted by JuliusColtranePille
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Terrain bonuses (and debuffs) on units
JuliusColtranePille replied to Ryze's topic in General Discussion
let's wait how the fundraising turns out and than one can possibly reconsider implemented gameplay-features and all that nice stuff. :-) that terrain-thing would be awesome... but imho the general fighting-simulation should be put towards fighting in formation (yes ... a known problem) ... so that you can effectively manage your battle tactics (and that this plays the most important role on the outcome of the battle) that and the lag will make the game 100% more fun :-) . because i think the graphics and cultures and technologies are already AAA :-) lookin forward! -
Rome 2 Total War Factions
JuliusColtranePille replied to lilstewie's topic in Introductions & Off-Topic Discussion
this might be a bit off-topic... i hope not too much. mythos_ruler said something abouth the "campaign map" and 0 a.d. I know it was a topic one or two years ago. is the campaign of which is the word in the indiegogo-text maybe a "grand-strategy-style"-campaign with such a map? ... i mean ... this would include a whole new implemantation... but sounds very promising... the combination of round-based-campaign-map and real-time AOE-maps would be a hard thing to do. but ... wow... could be so cool. but maybe it's way too huge? thanks for answers :-) -
thanks! i'm happy.
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sorry... i'm starting a "new" topic here... in atlas, is there a possibility to create a "random map" or to load a pre-made map in order to make your own maps based on maps which are already playable? (I loved this feature in the editors of AOE and AOK and missed it in the editor of AOE III) i rather like to tweak maps more than having to make entirely new maps from the scratch. thanks a lot!
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sorry! just found the other thread... alpha 14 preview..... closed --------------------------- Dear Community, i would like to put the spark back in this old forum-tradition; this shall be a place where features (and maybe screenshots? if some developments are visually recognizable) of the upcoming alpha are presented. makes the wait easier :-)
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Working on stuff for Alpha 14.
JuliusColtranePille replied to Mythos_Ruler's topic in Game Development & Technical Discussion
i like these ideas very much! maybe it should be connected to difficulty? or it should be done with a simple on/off-switch (non-fertile grounds...) -
Alpha 14 Planning
JuliusColtranePille replied to Mythos_Ruler's topic in Game Development & Technical Discussion
these new features sound beautiful! i'd say better get them all in and working (MP LOBBY!!!!! :-) ) and rather wait longer! nice... ! -
hey dear community, as we are all waiting for alpha 12, i would like to gather information concerning some of the upcoming features. which will be the key features? thanks a lot, this will be a nice christmas regards
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i love this pic, too. always thought on this campaign-mode. hopefully it will be built in sometime. concerning that - i am optimistic!
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hey dear community, wooow... nice! a big question: will there be a usable multiplayer-interface in the next alpha. i found it rather hard to do it the manual way. besides, it would increase the popularity of 0 A.D. before the beta-phase considerably in my eyes. the bots are good but the game would make A LOT more fun, if it can be easily played with human opponents. even though it will lag with more than two players. shall we found an extra-donation-fond for this issue?
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The Alpha 11 Preview Thread
JuliusColtranePille replied to JuliusColtranePille's topic in General Discussion
yes, i've read everything. and it's pretty much related. but - as a tradition - i liked the preview threads. maybe the community uses it ... maybe not -
hey dear community, as a nice summer breeze Alpha 11 of 0 A.D. will give us chills. guess we are all really lookin forward to this. hopefully there will be some preview-screenshots, small discussions (features, names, forecast on upcoming alphas) and any thoughts concerning the new Alpha Release. warm regards, claas
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About the game roadmap
JuliusColtranePille replied to German Diago Gomez's topic in Game Development & Technical Discussion
this list (it's new to me) sounds perfect to me. and the planned features for the second part sound very very interesting, too (units on walls, strategic campaign with round based kind of interface) so i have to agree with plumo. - things are going well. and i guess there will be a lot of user-generated scenarios with - at least - accurate maps and circumstances which will countervail the lack of an in-game campaign with triggers and narrative content. i think the only remaining major issue is the poor performance and an easy, stable and usable multiplayer interface. when having achieved this, the game will already be very enjoyable in my eyes! -
i liked the change of the buildings concerning the optic very much! will all or most of the buildings change their appearance when progressing through settlement-phases?
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The Alpha 10 Preview-Thread
JuliusColtranePille replied to JuliusColtranePille's topic in General Discussion
sounds nice... i am very optimistic concerning performance-optimizations for the upcoming alphas! will there be sound for OS X? would be too nice, good work Omri! (i am a professional musician, too...) -
Dear community, as it seems, Alpha 10 comes a little closer. So let the screens, info, etc. ... come : regards!
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Progress reports on funded work
JuliusColtranePille replied to Ykkrosh's topic in Game Development & Technical Discussion
is it likely that alpha X will have much better performance (concerning the problems with pathfinding and the AIs?!) so that it will be possible to play against more than 3 opponents? would be nice. -
i think the engine of 0 A.D. is better than AOM? or it will eventually be better ?! the italian guy speaks out of my heart. i can feel warmth in my stomach when i remember the time i learned about 0 A.D. ... there were times i wished exactly that: an AOE IV (a realistic one, rather like AOK) which depicts the ancient world again... thankyou wildfire games
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qBot (yet another AI)
JuliusColtranePille replied to quantumstate's topic in Game Development & Technical Discussion
same here! really strange. was on a small map "forest" -
precompiled mac version done
JuliusColtranePille replied to cc_julian's topic in Applications and Contributions
rock'n'roll! i'm so glad... thankyou guys! -
precompiled mac version done
JuliusColtranePille replied to cc_julian's topic in Applications and Contributions
would be cool if there is a compiled mac-version this alpha from the start... hmm? regards! -
qBot (yet another AI)
JuliusColtranePille replied to quantumstate's topic in Game Development & Technical Discussion
i think jubot is quite beatable (it has to be mentioned; that it was and is the most stable of the AIs, though) -
qBot (yet another AI)
JuliusColtranePille replied to quantumstate's topic in Game Development & Technical Discussion
eventually it would surely be nice to have several different (not in difficulty but in manner of acting) AI's. so they would act like "personalities". imagine a game-mode in which you choose "random AIs" and you will play against several AI-Opponents (or Allies)... only during more and more gametime you will ascertain against or with which you will play. to me this a neat kind of evolution concerning RTS-AIs