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quantumstate

WFG Retired
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Posts posted by quantumstate

  1. Been playing with this a bit more, here is a list of some issues.

    It fails to handle maps without a preview image.

    Connecting to a computer on the same LAN doesn't seem to work, I'm guessing this is because it tells it to connect via external ip, perhaps it could try local ip's afterwards.

    In the welcome message polishes should be polish.

    At the 800x600 resolution the number of players column is hidden in the list of games.

    My username isn't shown anywhere (except the welcome message), maybe it could be a different colour in the user list.

  2. I just tried this out. It looks nice so far. I registered a quantumstate account which worked and I was able to connect. After this I tried registering bob which failed with "Registration unknown error", I tried restarting the game, using a longer username, choosing a different password and changing the log in details before clicking register. This had no effect on the error message, I am still able to log in with quantumstate.

    Edit: just tried again and it registered correctly (maybe about the 12th try).

  3. The game can connect cross platform. I don't know of any bugs in the network connectivity area so it is probably worth checking how you try to set up the connection. Check things like firewalls and port forwarding if you are connecting over the internet.

  4. There is a dropdown box at the top where you select units, where you can select entities or actors. Entities are the things that you interact with like units and trees. Actors are just graphical models, like the rocks and grass (every entity has an actor which is the model for that entity, but not vica versa). All of the scenarios have been created in Atlas so everything you see should be available.

  5. Thanks for the suggestion. Some natural disasters might be fun to have for scenarios but this isn't a core feature and would be quite a lot of work. Our game is primarily a fighting rts game so we don't want to add more simulation like features such fire fighting, hospitals etc.

  6. My experience with non farm food resources is that I use everything that isn't hunting wild animals before starting on farms. Hunting is a massive pain right now because animals are too enthusiastic in running away making it really hard to hunt. Also the random maps are too random with the distribution of animals to hunt, you often don't have any nearby. So basically there isn't enough non farm food on maps and hunting is too difficult.

    I don't have a problem with farms around CCs, people would probably just build their farmsteads close to the CC anyway. If you did want to restrict this then I prefer only being able to use farms within a certain distance of a farmstead, this is clearer for the player.

    For village phase I was wondering if a barracks should be available with only the CC units being trainable in village phase. This would encourage more fighting and time spent in village. Town phase would then allow expansion with new CCs, techs and more advanced units. Perhaps this would lead to the need for a tower in village phase though.

  7. FOV dictates the viewing angle that you see, not the zoom.

    The terminology is confusing because with a real camera changing the FOV is done by zooming. In our game we use the word zoom to mean changing the height of the camera so that it moves closer to the units. So when you zoom in 0 A.D. the FOV is not changed, the real life equivalent is moving the camera towards the subject so that it appears larger.

  8. I did start looking at running and charging (I wasn't looking at trample). My idea for charging was to have something quite similar to ship ramming, when you aim a charge and units will accelerate up to a charging speed. To get this working well would need some interaction with the pathfinder, which is where I got stopped. A slightly simpler idea could work without pathfinder interaction though. I'm not currently actively working on this.

  9. Auto reseeding farms basically remove any micro management from farming anyway. They require you to gather a bit more wood for the reseeding, but apart from that it is essentially the same as having infinite farms. The infinite farm implementation will limit the number of workers per farm to 5 and also encourage fewer by having a slight decrease in efficiency with more farmers. This will spread the farmers further from the CC because more space is needed, making raiding easier.

    Also you can't just ignore food as a resource, to play well you need to have a nice even distribution of resources so workers need to be added/removed from food as your situation changes.

    • Like 1
  10. For the javelin thrower the hand holding the javelin doesn't look quite right to me. If you look at pictures of people throwing a modern javelin (which I assume uses a very similar technique) the fingers tend to run along the javelin move than being wrapped right around it. I also tried holding a stick with my hand like your picture and it felt wrong.

  11. i'm just doing a sea peoples long sword :sword_rune:

    The battle between sea peoples ans egyptian is very near !! :lol2:

    That looks pretty high poly for a sword. I think you can lose some detail without it being noticeable.

    • Like 1
  12. There is also one point worth to consider with trade which is to have the possibility to put some limitations on the number of trade routes we can have on each market. A simple way to achieve this feature would be to have a new component (something like TradeSupply.js) acting on each markets and docks and in which we can implement such a code. This would have the additionnal advantage that some variables presently defined as constant in the JS could be put in the market's xml (like for example the bonus for international trade).

    Putting this kind of limitation in place just leads to each player creating 4 markets next to each other. The real cost of a trade route is creating the traders and protecting the traders from being raided.

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