alpha123
WFG Retired-
Posts
411 -
Joined
-
Last visited
-
Days Won
7
Everything posted by alpha123
-
Programmer looking to contribute
alpha123 replied to vromanowski's topic in Applications and Contributions
If I may suggest something for you to work on, getting corrals to function the way they're designed to would be great. Currently they merely train sheep which can be slaughtered for food. This isn't very useful, and only a few players use them in competitive games. Perhaps someone can point you to a more detailed description, but they are designed to work by garrisoning sheep (or other animals) in them, which will generate a slow trickle of food. This should be relatively easy to implement, and is sorely needed. If you have any questions on the code, feel free to ask in #0ad-dev on quakenet. Usually someone is around who can help you, and if they aren't, most of the programmers here read the logs and so can get back to you at a later time. -
I got the idea because it's pretty historical, but I'm worried it could be overpowered. Also, we'd need to implement some way for the tech to only be researchable if a normal CC could be built there (i.e. you couldn't build an army camp right next to your opponent's CC and convert the camp to your CC). I find that slightly unnecessary, but I'm not really opposed to it either.
-
I smell an upgrade to turn army camps into civ centers (like the wall to gate upgrade, it would be for each camp independently). To balance, CostArmyCamp + CostUpgrade > CostCC + 100 (i.e. it would be significantly more expensive than a CC to begin with).
-
It's still quite special in that it can be built anywhere.
-
That brings up another interesting possibility: I'd be fine if it could garrison 40 soldiers if it only fired no more than 20 arrows. Either cap it at 20 or make it so that only every 2 soldiers adds an arrow (to simulate half resting while half defend). The army camp heals soldiers inside it, so there's still a point to garrisoning 40 even with only 20 arrows fired.
-
I suggest you attempt playing the game against a Roman player with an army camp. The only thing that doesn't make sense is why the army camp can garrison twice as much as a fortress.
-
I'd go with 1.5 or 1.75. Slingers are currently definitely OP, but given the recent cavalry buffs they aren't quite as useful as they used to be. (Cavalry kill slingers like flies.) It will need some testing. I'd be more than happy to make a few changes and test with you Oimat. I'm actually okay with that Spartan unit, given that the Spartans have no good ranged units (just a basic skirmisher). This really hurts late game. Perhaps he could use a little nerfing though, or could be debonused and countered by skirmishers or archers (I don't know if this is already the case, if so, it should probably be a little more obvious). I think archers are already 2x vs swordsmen. Oh, and also the Athenian Marine (champion swordsmen) has the same speed. This is true, I was playing my sister once and sank 3 of her merchant ships packed with slingers without even noticing with a single Briton ship. ^ The truth. All civs should be able to be played both defensively and aggressively. On the subject of a tech tree: I would be happy to research, design, and implement a tech tree. Ideally with your help Oimat, and some of the other good players and devs.
-
Thanks! I'll try to record some more (I finally got some recording software working on my computer). The problem was I didn't have the food to mass melee cavalry (my eco that game, for some reason or another, was pretty poor). My garrisoned forts would probably have taken out enough of his spearmen that he probably wouldn't have been able to counter, so that would have worked quite nicely.
-
Why wouldn't they? Those Gaul horsemen are actually quite good (as alkazar teaches me over and over... ). Mostly the reason was I primarily trained ranged units that game, and not nearly enough spearmen to counter quantum's horsemen. Ranged units aren't particularly good against cavalry.
-
I don't think you were actually using r13060 given that I've played against you on newer revisions. That's just when the autobuild you were using was from.
-
Design Iberian circuit wall
alpha123 replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Not necessarily. However, one civ that's overpowered because they're unraidable is. -
Design Iberian circuit wall
alpha123 replied to Mythos_Ruler's topic in Game Development & Technical Discussion
On the contrary, it would still be much easier to defend the Iberian starting position. The wall towers would still shoot if garrisoned. But most importantly, the enemy would only be able to raid from two or three locations -- much easier to defend than the entire area surrounding one's civ center. Then the Iberians would still be unraidable, and that doesn't solve anything. -
Design Iberian circuit wall
alpha123 replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Now there's an interesting idea. I'd be okay with that. Carthaginian walls might be a little overpowered right now though. OTOH, nobody really uses walls much in multiplayer. That's also true. A good mix of offense and defense is essential for a good RTS. This game currently is primarily offensive. Non-siege units can't even attack walls, so their health doesn't make a difference. They're still impossible to take down pre-city phase. -
Design Iberian circuit wall
alpha123 replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Their units are not nearly as underpowered as most people believe. Slingers are the best unit in the game due to their 2x vs all infantry bonus combined with the quick fire rate. Also, their champion cavalry is excellent (especially when you have 50 of them... quantumstate...) and their tower, combined with the Crenellations upgrade, is a killing machine. I'd they're no longer one of the more underpowered civs. If you do need to compensate, perhaps make their civ center stronger (to fit with stronger towers and fortresses). And the siege cavalry definitely don't need a boost. >_< They're already considerably more effective than battering rams. Keep the towers. It's still useful, because it's much easier to defend a few chokepoints than the whole area surrounding your civ center. Also, when garrisoned the towers could still be effective at reducing or preventing raids. Like Spahbod said, a town bell would take care of that. Even until then, it's not much extra micro at all. The main point of walls is not to shoot, it's to create chokepoints. Use freestanding towers and fortresses to shoot. The wall towers shooting is just a nice bonus, which is why I think it should be unlocked with an upgrade. -
Woah, these look really cool idanwin. Good work. I do prefer the not-quite aligned versions. They look a bit more real. And yeah, maybe add a shield propped up on the side or something.
-
Foundations under attack (discussion)
alpha123 replied to Yves's topic in Game Development & Technical Discussion
My vote is for 100% health. That way it's obvious when the building will come up. I don't think you should be able to build an incomplete building, although I can't really put my finger on why. At any rate, something needs to be done about the current system. I was playing earlier today and basically had a fortress pop up out of nowhere. The aggressor was overpowering my construction team and defenses, and yet somehow I managed to build it anyway. That doesn't quite seem right. -
I noticed from the civ symbol that you're the Mauryans, who have a +10% pop cap bonus. That means someone's not using Math.floor when they should be.
-
Gee, it runs the game quite well usually (of course not on full settings). I'll install the newer driver sometime. So does this mean it's a driver bug?
-
Right, sorry. I attached the output of dxdiag to the first post.
-
I was playing a game on the 1st, and I got this lovely rendering on the map Phonecian Levant: http://i.imgur.com/90cOG.jpg It's consistently reproducible, and turning on Water - Use Actual Depth fixes it. Without Use Actual Depth: http://i.imgur.com/tdWNC.jpg With Use Actual Depth: http://i.imgur.com/52GiO.png The following water-related settings are enabled: Water - HQ Waviness Water - Enable Reflections Water - Enable Refractions These are the default settings for my computer. All other water-related settings are disabled. Attached is the output from dxdiag.exe DxDiag.txt
-
Could be cool for hosting custom scenarios, mods, recorded games (once that's implemented), tutorials, etc.
-
===[COMMITTED]=== Mauryan Civilisation Centre (Civic Centre)
alpha123 replied to Mythos_Ruler's topic in Completed Art Tasks
Merry Christmas Enrique! Woah, that looks amazing! -
===[COMMITTED]=== Mauryan Civilisation Centre (Civic Centre)
alpha123 replied to Mythos_Ruler's topic in Completed Art Tasks
I really like the current civ center. Will it at least be reused as a gate?