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JuliusColtranePille

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Posts posted by JuliusColtranePille

  1. Some of these are easy, like just take the height difference between target and source, apply some formula and use that in the damage calculation. Other ones are more difficult, like determining the "flatness" of a terrain. That's normally comparing the height of n tiles around the unit. If you have to continuously do this for 200 units fighting, you end up with big lag probably. The same for detecting forests.

    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!

  2. 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 :-)

  3. Yes you can,

    Here is a screen of the settings to make that happen. You can change the type of random map to generate in the drop-down list, the size of the map, and you have also the random seed there (typing a different number each time will generate a different map even with the same settings). Enjoy!

    post-13528-0-66910300-1378214688_thumb.j

    thanks! i'm happy.

  4. 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!

  5. 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 :-)

  6. This is a good discussion. My thoughts:

    1. I also do not like the farms next to civil centers, because it kills atmosphere. Something that stops or makes it difficult to do so I would agree on.

    2. Fertile ground non-fertile ground could be really interesting, making maps more strategic. However it has the potential to make the game too complicated, and I'm certain it will make map developing more difficult.

    ....

    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...)

    • Like 1
  7. He borrowed it ;) Michael (Mythos_Ruler on the forums) who created it used part in-game images and part other images to create that image in Photoshop. As was mentioned before there is an in-game mockup you can try which has the barebones of it though. And just to be clear, as with everything else it's important to remember that the game is a work in progress and that no current images/information is guaranteed to be relevant when it comes to the final game. That said, we do hope to include some kind of single player campaign, and something along these lines is currently the best option we can see to get something done within reasonable time. There is no guarantee that 0 A.D. will come with a single-player campaign though, so the best way to make sure it happens is to either have/get the skills yourself and help out, or try and get someone else to join to help out :)

    i love this pic, too. always thought on this campaign-mode. hopefully it will be built in sometime. concerning that - i am optimistic!

  8. 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?

  9. 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

  10. ... really not be worth cutting, we need to have something to set 0 A.D. apart from other similar games or at least make it worth playing. And with all the things we've already cut, triggers, cinematics, etc there's really not much left to cut :P (See http://trac.wildfire...ayFeatureStatus )

    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!

  11. Hmmm, I actually think Alpha 10 will be slightly less laggy. That's been my experience so far, anyway. There have been lots of little AI improvements on that score.

    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...)

  12. 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 ;)

  13. I was playing on the Lake map with qBot as Carts. For some reason, about 15 minutes into the game, qBot sent all his women to my farms to try and farm from them. You may want to check how it prioritizes food.

    Also, can you just implement a cap to how many female villagers qBot will train? It always seems to have around 50 but hardly any actual troops.

    same here! really strange. was on a small map "forest"

  14. I'd agree. Turtle, Raid, Cavalry, Infantry, Expand, Defend, Navy, Land, Ranged, Melee - all of these and more can influence the way an AI acts during a match. I also think we should soon begin to create Easy and Medium difficulty varieties - we've had quite a few comments about the AI (qBot) already being too difficult for beginners.

    But for all of this we need time - or more volunteers :D

    i think jubot is quite beatable (it has to be mentioned; that it was and is the most stable of the AIs, though)

  15. 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

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