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fireprog

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Everything posted by fireprog

  1. I'd prefer a usb stick with a portable version Sorry for the crappy, simple design...
  2. Maybe a panel that slides out when a hotkey or button is pressed?
  3. Indeed that's a good idea but you might want to turn those icons into a clickable button instead of a 'hover over'. Those hover over boxes seem to get in the way when you don't need them and with a button the player can choose to see this information when he/she wants to see it.
  4. It might be a good idea to make applied upgrades visible in the unit's stats and also show when a tower's attack stats have increased when garrisoned by soldiers. Or would that make things too cluttered perhaps?
  5. I think this is a good idea, its something that should be clearly displayed I think, this information is pretty important for your strategy.. You lose time with the hover over the symbol and you get distracted from the game. Though it should be implemented in a way that it doesn't crowd the GUI like Kimball stated.
  6. Well if the shortcut key was written next to the name when you hover over a button, people wouldn't have to read the manual to be able to use the shortcut key's Like: Garrison (ctrl + right click) or Garrison (ctrl) And I do think its right for it to be right click for actions which are done either directly or with the help of a shortcut key, and left click for left click initiated button actions. its just that with the garrison action it gets a little confusing when you use both the shortcut key and the button.
  7. I noticed when you click the "garrison" button (on selected unit(s)), you then have to select the building with your left mousebutton to get your units in there. Yet when you use the shortkey ctrl to garrison units, you have to select the building with your right mousebutton to get them in the building. Personally I think it would more clear when its the right mousebutton in both cases, since you move units with your right mousebutton anyway... Or might there be a reason for this?
  8. Thanks for all the info Maybe the Web Development Team could make something dynamic that needs minimal management? Though I guess that would be pretty low on the priority list...
  9. I don't see all the different teams and their members listed in a centralised place on Wildfire Games forums, so I was wondering what all the different teams are. By looking at various topics I've found that there are teams like: Management Team, Development Team and History Team, but could you provide us with a list of all the different teams of Wildfire Games? On a side note: Maybe it would be a good idea to make such a centralised page with all the teams, their members and a description listed? Though that would be something for the new website I guess..
  10. Just brainstorming here, I can see that ads would make 0 A.D. look 'cheap' and I agree that the little amount of money you would make with ads isn't worth the effort of implementing those ads. For me, donations would be the best way to go about it, if you attract more players you would get more donations. (if players know that donations would actually speed up the progress on the game.) But I think this game also needs more marketing, the youtube channel etc. is a good start but not quite enough I think. More 'mainstream' media coverage would be better, I haven't seen a lot of articles about the alpha 8 release. Do people actually know 0 A.D. is playable now?
  11. My first post on this forum, so I'm not sure if my opinion is actually needed in this topic. As an end user, I would not have anything against non-offensive adds in the game like customized Google Ads (I would certainly choose to enable it if its opt-in). Another possibility could be to include a "0 A.D. Advertisement" in-game. Purely to make people aware that they can donate or help out if they are developers. I'm already supporting this project through Flattr, an in-game donation ad would remind me to donate more each month
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