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alkazar-ipse

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Everything posted by alkazar-ipse

  1. honestly, I'm disapointed 'bout what you are posting: was expecting suggestions for future AIs for being better... Harder bots are beeing worked on, and if you seriously think the demo bot is not easy enough, but should be even more limited to have only 5 ressource carring then put player "unassigned" and you'll be served with a waste of time game where you can't be harmed. On the other hand, making bot gather twice as fast as you, and having double of your HPs is not really making him play better, you can then give him a 300 pop army at start arround your TC with no units nor resources and then you got ur unbeatable bot... Must say with sadness that this is what AoE 3 did: just make enemy gatheres faster, it's really tricking: the bot is not better, not more intelligent, just cheating... Not meaning to hurt anyone, just being honest... edit: to me ArtificialIntelligence means making a bot less predictable, less monotone... in otherwords more intelligent, humanlike. and not letting him win on purpose by just giving him stronger units.
  2. I guess this is a bit early for (good) campaigns. I prefere having them later and better. Not some of those crappy campaigns u get in some games. (games which are intended for multiplayer, granted), but still IF campain, do something worth it...
  3. hum, it... DOES be long... I've only read half thrue so far, and many things are not new, (Im not a developper myself) and yet i know those things are being worked on. So I stopped at the wall sticking to edges problem, and I fully agree on that (for the gates... Its not that hard to see if it's going to be long enough or not (I can only say this for my self of course (played AoE in a very addicted way))) <- good_code.syntax(); Furthermore: I would suggest that towers can only attack walls once they have STARTED to be built. I mean when I clik on the map to build a house, it's just a project, a tower cant shoot on a project: (on a virtual drawing on the ground that just only represents -and nothing more- then the place this building WOULD eventually, potentially, hypothetically occupy. Its like shooting on the equator) If, how ever, you would disagree because one should be able to avoid oponents to build a wall near enemy teritory as it would be in peacefull territory, then AT LEAST this feature of "sticking wall to edge" should also be featured for wall-to-wall, because when i start building a multisegment wall and the middle towers get destroyed, i cant remake them(not enough space) leaving holes that make the whole wall useless... cheers,
  4. I agree with the idea. But I do understand that this'll have to wait a bit as it is a prioritie to get the ONE bot better (not perfect, but walls and ships should be there even if the bot would suck at it, at least one should make him try XD)
  5. Im (always) up for a game. find me at http://webchat.quakenet.org/?channels=0ad
  6. sheep gather, yea. pieces of wood still spooking
  7. I've tried it today: 30 days trial version. The prob is i can't shoot more then 30 secs with it. Any freeware alternatives? tx anyway for the suggestion. If I had the proper means I'd try to make a more serious record, showing that 0ad is really playable for pros. Not one of those "Oh, hi, my name is Joky-Joe, and I'm here to review 0ad, or why not bc... let's click on play. oh, seems this is me.." don't know how to imitate that bull-sh-t. I'm convinced there is two types of players: those who just have fun running around the map with a horsemen, getting owned by a demobot, and those taking eco and military operations as a serious buisness.
  8. I'm not asking that the siege engines have a munition count, or a scalable speed according to people pushing it. My request is purely graphic (visual), not semantic. It's not about ability to be captured, though I think when the time comes for buildings, siege weapons should definatly show the same feature, but just about my eye that sees a piece of wood walking around... I mean, as You truely say: you HAVE TO simplifie. If one wants a simulation, your ranged attacks should be hurting your own melee units. And as other people suggested, you'de have to add lots of resource types: honey, milk, salt, pillows, shoes... (fill in the blanc with what ever objects existed at that time) It's a game, but i think animating a walking unit next to a siege engine shoulndt be too much to ask. I mean even if its temporarly an already existing unit in worker mode next to it only walking along. furthermore the gathering point is already implemented for civic centers, barracks and forts, i think sheep should be gatherable. PS: it sucks that hunters have to shoot 300 javelos at a DOMESTIC sheep to kill it.
  9. where is alpha 11? still testing?
  10. Can someone tell me the best way of recording a game? Camstudio kinda sucks at it (alt-enter). I'm so sick of those noob reviews, I'd like to show youtube some more professional 0ad gameplay. Edit: if anyone else also feels like making a REAL 0ad review, showing the subtilities and detailed strategy, I'm up for a recorded -let's say 1v1 or 2v2 - multiplayer to show youtube how to tech. and fight in 0ad.
  11. BTW, So impacient, excited, ... (fill in the blanc) about alpha 11. oh, and... did i mention I was waiting for alpha 11? PS: so excited about alpha 11 being released soon. PPS: still waiting... You get it (and that even though i do have the svn version)
  12. That's not a crap joke at all my friend, the first "bug" was called after it's author who was indeed an insect provoking an electric shortcut or something in the circuit. "this bug, found in the computer room at Harvard by technicians searching around for what was wrong with the darn machine" http://wondergallery...nts-at-relay-70
  13. Gatherpoint for sheep production plz edit: also... I'm always scared by those spooking siege weapons moving around on the map all by their own. I think historicaly humans were necessary to make ie. a balista be in use, I stoped believing in ghost stories.
  14. Doubleclick if you want camera to folow unit, but i totally disagree with I mean, I agree with: "The button/hotkeys are finding-and-selecting (with the focus on finding imho)" , but once u found it, and selected it, it's as any "others [] what you already have in front of you". So I completly understand that it felt odd for zoot. IMHO no need to follow it: it's in the middle of the screen, I know which unit I just gave orders to... Doubleclick is a good solution though for compromizing opinions about this But yeah: "perhaps the control groups, so for them it would make sense to have the same behaviour imho" (doubble click on group number having the same behavior makes sense) EDIT: I would actually rather use doubleclick to select ALL idle settlers, makes sense too... (imo no need to follow any unit of the game: it might be nice for running around the map with a few horsemen, but for people taking eco- and military- competence as a serious buisness, it's a completly useless feature.(ich change map view every 5 sec...))
  15. Well, if you have two romans in the same game, you can't give them the same color anyway. But I still like your Idea, Sighvtar
  16. was still much later then 0 AD
  17. I think 4 resources is enough, why not make silver, gold, iron, honey, milk etc? salt? haha yeah, why not? as buildings also: little gardens etc I'm just sayin, plz dont do more resources, and I know it wont be done ;-) Furthermore, there are different types of games: in stronghold you make weapons one by one before you can actually train units: units cost their weapons, and as humans they eat, constantly... 0ad went for AoE style; I still find it annoying, that units have to bring the resources back and can die with 20 wood in their hands. It's more realistic for sure, but the question is: what gameplay do you want? go 0AD! (I loved stronghold btw, good gameplay (the first one))
  18. Also: make artillery units be pushed by the amount of people it costs population. its wierd to have a catapult spoking around, moving by itself. No gost stories plz
  19. Hey, for the multiplayer color-fight problem: color is just on the screen... player 1 has color 1, player 2 has color 2 etc. Just make association player-color local for the clients and dont bother the server (hosting pc, as there is no server (yet)) with it. Then every player gets his favorit color and can give his teammates the colors he likes. Of course, I'm not saying that my suggestion is perfect: since i can't tell my team mate on skype "watch out for blue" anymore, if that player is red on his screen XD summary: How about each player choses the color each player should have on HIS screen (out of 8 standart available color, I fully agree on "NO COSTOM COLORS!") ... Give it a though, I know it's hard work to implement it ;-)
  20. YES, bro It's like (the WC and especialy) TAD in AoE III. Their units unbalance everything. Already splitting same language speaking tribes is a step toward AoE 2's exagerated diversity of civs IMO. I think 0AD should stick to geographicly coexisting civs, and keep it simple: few civs, but make sure they are really different, balanced etc As of the Greek civs, I suggest the special buildings and units (which you can do anyway only after aging) should be a result of a decision taken while aging. I suggest you start age 1 as "greec" and then age as spartans or macedonians or athenians (so it stays the same civ, but you can still play the 300 Sparta (literally 300 (pop) haha)). If you ask me, well... no one asks me anyway, so I'll end it here
  21. "In matters of principle, stand like a rock; in matters of taste, swim with the current." [Thomas Jefferson]

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