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FeXoR

WFG Retired
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Posts posted by FeXoR

  1. EDIT:

    English Wikipedia (Trait) states:

    Quote

    The trot is the working gait for a horse. Despite what one sees in movies, horses can only canter and gallop for short periods at a time, after which they need time to rest and recover. Horses in good condition can maintain a working trot for hours. The trot is the main way horses travel quickly from one place to the next.

    ...suggesting trot is definitely a natural gait.

    EARLIER:

    I can't find any solid reference for if trot in general is or is not something used by wild horses (or if not when it appeared in the history if riding and if it's a genetic or a trained gait).

    English wikipedia (trot) just states:

    Quote

    Working trot or Trot: The stride length (note: some breeds have naturally varied strides) is "normal" for the horse and is the natural trot of the horse when under saddle. It is a gait between the collected trot and medium trot.

    ...which can mean both, that there is no natural trot so that this kind of trot is just the "most natural" or that this is actually a natural gait and also feels most natural to the rider.

    German Wikipedia (Pferdegangart) states:

    Quote

    Der Tölt ist eine vererbbare Spezialgangart, die für den Reiter besonders angenehm ist. Im Gegensatz zu Trab und Galopp hat Tölt keine Schwebephase, sondern ist eine gelaufene Gangart.

    ...suggesting that at least some horses have a gait between walk and gallop, in this case inheritable (so likely not trained). This specific one is not considered trot though.

     

  2. In general there is nothing wrong with university/school projects working on 0 A.D.

    If they come here, ask for a task or choose one and work on that and seek for help in #0ad-dev that's fine.

    However, in general it's not that simple as the school likely wants to have some feedback about the progress/quality of their students work and a mentor to guide the students through their task.

     

    There are several difficulties involved when it comes to 3rd party contributions like those of student projects IMO:

    - New contributors in general need time to get familiar with the code base needed for the chosen task

    - You usually have a limited ammount of time to work on a project (that may be nearly up when the participants got an idea how to fulfill the chosen task)

    - Mentors need to be familiar with that codebase, too, meaning they could likely get further within a given ammount of time not mentoring

    - The mentor has to actually have the time/will to guide the participants through the project (which might not be available in the first place)

    - We had some bad experience with students not actually working at the task/disappearing (That is no harsh critique, just the outcome - maybe they underestimated the complexity of the codebase or the workload - I don't know)

  3. @elexis: I agree. Belgian Uplands and Schwarzwald allready use them and the functionality is extracted in a library in my working copy.

    @wackyserious: I also argee with a recategorization of random maps. However, for the climate there should be a setting to chose the biome.

     

    Biome:

    There is no real biome system implemented yet. Historic bruno had some ideas about using it not only for random maps (I guess skirmish maps as well?).

    In that case we should make chosing the biome a map setting.

     

    Categorization:

    Since maps like this (realistic terrain demo) are not always very fair IMO we should categorize maps optimized for multiplayer games and fairness that also should have about the same starting resources and large space for each player to build a base (and to allow the Iberian civ bonus walls to be placed without problems).

    The other maps focussing more on realism or beauty should go into another category. For now this could just be "demo map" but in the long run I don't think that those maps likely more interesting in the long run should be categorized that way likely hidden for manny players and thus much less likely played.

    However, the map size should be a setting thus not going into categorization. Same with the biome.

     

    Library (some variables going to another library and the needed changes to the maps using this functionality allready):

    RealisticTerrainDemo2016-1-31.zip

     

    EDIT: Actually I would be glad if this would be added ASAP because it's interferring with the wall placement functionality in my working copy.

    • Like 2
  4. @wraitii:

    So you would prefer an info section that displays contectual information dependent on selection (like a citizen soldier), mousover (like a resource) and the selected/mousover entities states (like attacking)?

    That info area could be shown if needed and otherwise non-present to enlarge the overwiew of the game world's view(?)

    Additionally an enceclopedia that can be accessed at the relevant page by a default button (like a questionmark) on many things.

    Do I get this about right?

    That would be nice.

    Consider though that this will involve a huge number of possible combinations of entity type/entity type (and maybe even their states).

    For each of those combinations there would need to be a seperate pool of information shown and thus the appropriate GUI elements layout.

  5. I'd like to add that in multiplayer games pausing the game is inconvinient for all other players so in that case the game should not pause when entering the enceclopedia.

    (Multiplayer was what I was referring to in my previous post)

    For me personally in a multiplayer game no single player should have the ability to disrupt the game for the other players in any way.

    Nor should there be the ability for many players to interupt a single players game.

    At least not supported by 0 A.D. main branch.

  6. wowgetoffyourcellphone:

    Yes, I am in favor of a hierarchic information structure:

    Show basic information any time a specific unit/building (type) is selected

    Show more information in a tooltip when hovering (or maybe only when clicking) over stuff (those should not be to big in general to not obscure oversight of the world view area).

    Show detailed information within an enceclopedia (so useng them within the heat of the battle is not really bossible but if you value this information over marco in calmer times of the game you don't have to tab out and open a .pdf or something).

    Yes, an option to disable the tooltips should be easy and thus be added.

    The part you marked bold is the shortest way I can think of to not confuse anyone after multiple games about the units base stats. This way it's easier to memorize the unit's stats and you could actually tell if an armor upgrade is missing for that phase you are in without going into your base and check at the smith.

    Note that this is in the tooltip, in the fixed GUI section it only sais 3/4/2.

    BTW: I like clean, seenthrough designs that show the values in the corners/above simple stylized icons. I have no problems with GUI elements changing entirely dependent on e.g. selection (so some GUI elements are there sometimes and sometimes not like in warzone 2100 - though it should only show things of that specific thing selected not all of that type).

    Actually I love Zero K's GUI (Sadly all things deal so much damage that anything feels like paper).

  7. Any attempt to make things clearer by dragging the explanation further away from how the game's ruleset actually is will not work well.

    Selected unit's basic stats should be directly shown in a manner that fits the games ruleset as well as being easy to grasp. A tooltip can be used for more details like derivated values (e.g. damage reduction in 1/100th - also known as percentage - derived by the armor rating - likely just 1 to 9 - for each damage type and the formula which is of little importance within a game - besides of cause a short but descriptive name for that stat like "Health" or "Armor").

    For stats anhanced by upgrades the tooltip could show the calculation rather than the final value (that's shown in the info GUI allready) like:

    GUI (The icon could actually be behind the value if made simple, clean andclear enough):

    [Armor Icon]: 3/4/2

    Tooltip of the armor area:

    Armor:

    Pierce: 2+1 (27% damage reduction)

    Slash: 3+1 (34% damage reduction)

    Hack: 1+1 (19% damage reduction)

    Hovering above a units icon should show a table of all the unit's stats to get an overview.

    For the production queue icons a tooltip should state the units more general capabilities (e.g. "fast" for cavalery and or it's general purpose like it's role) in a wordy manner.

    The detailed information about units including historical descriptions and their ingame stats as well as the game's ruleset should go to a "enceclopedia" or something that can be accessed from the main menu as well as from the matchsetup screen and ingame (similar to Age of Empires II).

    There the purpose of the units should also be described thoroughly including what stats makes the unit fit for this role.

    • Like 1
  8. Thanks for sharing this, Lion.Kanzen!

    Since this interview is from another webpage please add a link to that page (hopefully the original one), the title of the original post and the user that posted it (and if known the name of the person making the interview) at the top of your post (above it's content to make clear that the following is a copy/citation).

    Yes, you have the link at the bottom of your post but IMO the original page and it's creators including the interviewer should get the credits for their work.

    • Like 1
  9. You replied to a topic that was closed. And it was closed for a reason. Replying in another topic defeats the purpose of both topics in general and closing a topic specifically. So I ask you to stop that.

    All i want to to do is to play with my friends from all over the world, theres nothing wrong with that.

    Playing doesn't requite you to write anything and it was not your playing that got you banned. I can only advise you to think before acting (including but not exclusively writing), again, especially how others might feel about your actions (including but not exclusively what you say).

    • Like 1
  10. CPU: Intel Pentium 2x1.7 GHz

    RAM: 3 GB

    Graphics: ATI Radeon Xpress 1200 Series

    I can run any game I want but 0 A.D. (at least not fluently) and Path of Exile (Sadly)

    Sidenotes:

    - High framerates can cause headache and sickness ^^

    - On my first LAN party I played Duke Nukem 3D on a 14'' Monitor - and reduced the viewport to a size smaller than a regular postcard... after I edited my system files so network drivers fit into the memory

  11. AFAIK for a long time in history ships where mainly used for transport purposes. They where more or less all the same size and had no real measures of attacking.

    Than, within a relatively short timeframe, ships got bigger and bigger and ramms where added.

    It would be nice to know what timeframe that happend in. If you have any information about this (or I overlooked that in the forum) I would be greteful if you could point me to it.

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