-
Posts
1.426 -
Joined
-
Last visited
-
Days Won
28
Everything posted by FeXoR
-
Mythos_Ruler's Playlist
FeXoR replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
All of them are great, yes. Just chose this one. And I love how the character Robert Foster gets on the one hand confused by his interview partners (somehow taking their point of view serious) but in the end stays critical. This somehow shows the process of realization. He does not really "know better" afterwards but he might have a clue that most others telling they would "know" it better don't either. Especially if they have a wide medial presence. I think there are two kinds of people needed to solve complex problems: One type to solve it or at least find a serious possibility to better it and the other to widely spread it so it gets backed by a broad community to have any chance of getting social reality. I guess both abilities are seldom found in the same character ^^. So the problem stays: How to connect the first type with the second? -
Mythos_Ruler's Playlist
FeXoR replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
I don't like rap but I like this! https://www.youtube.com/watch_popup?v=0Zjn-3ImdL8&vq=medium -
rmgen library.js changes
FeXoR replied to quantumstate's topic in Game Development & Technical Discussion
Just to post where this discussion went: The code changing the placement angle of units are in map.js line 330. The documentation is here. -
I miss it to. AFAIK it's just allowed to attach files in some areas of the forum. But you can always use a link if you have any other webspace to put the file.
-
Isn't a texture (and/or model) scalable???
-
About the game roadmap
FeXoR replied to German Diago Gomez's topic in Game Development & Technical Discussion
There's another problem with voting. Assuming the community votes in the end they may vote for something that the programmers don't want or at least don't want to do. Then the propellent forces pushing development forwards - motivation to code for 0AD in the free time - will start to fade. I think the team is doing a great job! Even if I don't agree with all concepts I think they are on the exactly right track of how to create an awesome open source project and am sure they or their successors will reach finalization. Another minor thing: I think for an unfinished game this one is played by quite a few people. And AFAIK the game is in general getting better playable each alpha release (and additionally more feature-complete and pretty/ambiance rich). Many positive comments (like my first glance) was about how much care is taken here for the detail. Though I'm only a fan for detail if it's not very time consuming/resource needing other's might say that's what make a game great. -
Great thing in general, even better for 25 min Hehe ^^
-
Some examples a units could "naturally" benefit from formations: - Units with shield might have a chance to catch arrows with their shield but only in the angle the shield faces. In a formation all units can hold their shield towards the outside of the formation because the other side is guarded by his comrades. - Tall units with high piercing resistance could be used for others to hide behind if no enemy melee units are near. - Siege engines could be guarded by melee troops defending them against enemy cavalry. - Units could swap places when a unit at the edge of a formation gets hurt. With healers present the wounded could be healed inside the safety of a formation. A fresh one could take his place. - If there where a moral system, moral could go down when fighting while moral regeneration dependent of how many ally unit are near. When circling (like the "got hurt"/"heal" example above) more units would allow higher benefit from it. Moral could just be a damage modifier so damage is scaled down between full damage (full moral) and half damage (no moral left). - In general harder to kill units/melee units could guard the edges while ranged units could fire from within safety. Those are just some examples that came to my mind. I don't have the highest interest to have any of those in the game but I wouldn't mind. I just don't want to have things in that seem "enforced"/"unnatural"/"artificial"... I don't know how to explain better x) However, I think formations could work great. But until this is indeed the case, please let the player decide if he wants to give a command to all selected units separately or as a formation.
-
Perhaps a (not to large) picture of the region of the world could be added to every map (random and scenario) where the rough location of the map is marked. Since not all maps are in a specific region of the world (like random biome maps) it might be a better idea to just add a picture to each map that might by default does as said above but also could display something very differently.
-
Ofc. they should get something in return and they do. They get attention, a banner in the forum and the good feeling they supported something they have chosen to like and so it's more likely the game will get awesome... and they made it possible. In addition (dependent on the donation) they could get physical material around 0 A.D. like an installation CD, printed artwork/game manual/historic civilization notes/..., CD stickers/jewel case. Other non-gameplay non-physical stuff could be granted as well like special avatars, being named as a donator in the credits, perhaps even other artwork to use in the game. But giving them an advantage in game is a bad idea IMO.
-
Sounds reasonable to me (and about balanced since movement speed increase has a drawback in armor here). Still there are some other things to consider e.g. changing a formation leads to longer paths for each unit, what happens if the army hits another army on its way, etc. So in the end the units might reach their target later while giving a move order has the aim to get units to a destination as fast as possible AFAIK. I mainly would like to have the possibility to give a move command to more then one unit at once (like most other commands) with the same possibilities available elsewhere (like running/charging or attack-move) and without any other stuff (like formations or glue functionality). But I don't have this alternative though it seams straight forward. Please add this... ATM I'm using the attack option for this which seams quite strange (using an attack command to make the units move).
-
Please don't
-
Shaped formations don't fall under the category "gameplay" for me, it's more visuals. To make units try to stay close to each other (maybe a kind of glue functionality like in Warcraft III) is one thing and does have a gameplay value because if they get into the fight together they are more efficient (But with the drawback of the speed of the group is reduced to the speed of the slowest unit in the group, though one could still gather units close to the point to attack and then attack together). Making them form a pre-defined shape is another think that is mainly visual. Enforcing the "nice looking" things to be effective by enabling features for them that are not otherwise available is a very bad idea IMO.
-
I totally agree In my book "marching" is slower then "walking". If you march you have to watch what other units do marching with you especially if you have to form a specific shape with them. So it's more exhausting than simply walking. Moving in a formation should be slower (or cost stamina) because of that. If the player is not allowed to make it's units run individually but allow running in case of formations it pretty much feels like enforcing formations to be of use.
-
What is a battle? (battle detection)
FeXoR replied to historic_bruno's topic in Game Development & Technical Discussion
What does radius mean? On screen? A fixed radius around every point of a grid? It seams to me like that battle music would be on most of the time until players filled the map (which can happen quite fast on tiny to medium maps). I think battles should rarely happen so the player gets his blood pumped with adrenaline if the battle music starts ^^ -
What is a battle? (battle detection)
FeXoR replied to historic_bruno's topic in Game Development & Technical Discussion
This way it would have a gameplay impact at least. With a cooldown I'd like it on the first glance Shouldn't be overpowered though. Perhaps heal 10-20% stamina, 5-10% health and add 1 piercing and 1 hack damage for all units. It would then work about like powers in AOM or TBfME though no supernatural background is required. -
Oh, didn't even notice it was the video thread x) Here we go (Who made this one and when?):
-
That would make pathfinding a lot easier but also would not be very realistic. Trees in forests are more or less equally distributed (simply because being to tight to each other makes them get less light). So I decided rather to define a tree density and not to use many small groups of trees. As a side effect it generates much faster then with clump placers avoiding itself with the same number of trees in total and it looks like wider areas of the map are covered with woods. And, as said before, it makes the map unique.
-
Having the town bell make garrison females only would sometimes make you loose a battle if your citizen soldiers loose the battle outside the civil center and the civil center does not deal enough damage before it is destroyed. Garrisoning only the citizen soldiers may perhaps lead to earlier deaths at your side (females) but may lead to a victory of yours because citizen soldiers add damage to the civil centre and the civil centers high armor and health/structural points protect your damage dealing units. So in the second case you'd loose less.
-
I agree as far as the non-cheating AI is kept the main developed bot.
-
Additionally incompressibility is enforced that reduces complexity to n*log(n) which is quite nice. At the surface it's fully 3D still as far as I get it. The grid used seams to be quite rough and particles are used to further increase the visual detail level. However, astonishing!
-
Is this really calculated in real time??? The Navier-Stokes equation is pretty complex to calculate even with further simplifications for high fluidity... This also seams to include a general physics engine (including most of mechanics like inertial and gravitational mass, coherent bendable materials etc.). I'd strongly advise not to try to implement this on our own but rather use an existing physics engine if available. It's hell a lot of work and has to be implemented extremely efficient. Of cause it would be cool to have though ^^
-
Now supports brit/gaul: http://fexor.dyndns....ack2012-6-9.zip Roads are not placed any more by default. Any idea how prevent resizing of my avatar?