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alpha123

WFG Retired
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Posts posted by alpha123

  1. Hè! Me and my lil sis started watching MLP because of him as well! xD She's seen all of them now, but before she always said it was for little girls ... (I've seen quite a few as well and I liked it a lot!)

    Haha, wow, that's weird... my and my little sister started watching it partly because of him and some other people I respected on various forums that liked it. I can honestly say it's the best show I've ever seen. When I see LordGood again I'll have to ask him how he drew ponies, mine never turn out nearly that good. :/

    Anyway, to keep this remotely on-topic, I think the icon with the eyes would make for a great quinquereme portrait, which would be nice because currently the Medium Warship has a much nicer and more powerful looking portrait than the Heavy Warship. :P Is there anything keeping the quinquereme portrait from getting in game?

    EDIT: Oh, never mind, the eyed portrait is used for the trireme. IMO we should use the eyeless one for the trireme and the eyed one for the quiquereme, although the eyes should maybe be more prominent.

  2. Is Lordgood dead?

    I suspect he is/was very busy with school (although he's probably done with that by now) and/or life. I'd love to see him come back and do more unit portraits though, he's such an amazing artist (and is one of the reasons I started watching My Little Pony: Friendship is Magic but that's another story...).

  3. Is this the www.wildfiregames.com and/or www.play0ad.com servers? I assumed those were web servers, but I could be mistaken of course. For running things like the autobuilder we would need a full server with shell access.

    At least trac.wildfiregames.com runs on Philip's own server, which of course he has complete access to. IIRC he was planning to run the autobuilder on that.

  4. official multiplayer IRC channel.

    Like #0ad? :P

    (It's meant for multiplayer stuff, although yes, occasionally some dev talk happens. Still, the real problem is that nobody wants to play.)

    The problem is not that we don't provide a way for players to communicate, it's that there are very few people wanting to play multiplayer. :( Compounding the problem is time zones; when most American players want to play the European players are asleep.

    If some TeamSpeak or Hamachi stuff increases participation, I'd say go for it!

    Also, the lobby will probably be in soon, like Alpha 14 or Alpha 15.

  5. One of the things that makes Starcraft (both 1 & 2) great is that it's extremely simple. It's a fast-paced game of strategy and skill, which makes it both fun to watch and fun to play. There are no complicated rules to keep in mind, but the game is still very difficult to play. In particular, Starcraft 2 makes macro as skillful as micro (this wasn't the case in Brood War, where do to all the oddities of the engine good micro was extremely difficult) which is something I haven't seen in other RTS games. Each race in Starcraft has its own "macro mechanic," which adds a lot of extra skill to the game. Being able to inject larvae or chrono boost extra Colossi while in a heated battle separates the good players from the weak ones. Age of Empires-type games have nothing like this; just keep your buildings training and claim new resource locations occasionally and you'll be fine.

    Another thing is that every unit has its use. Even the earliest units are useful until the end of the game. Also, each unit has a counter, so if you can scout your opponent and see what units they are making you can create units to destroy those easily. This makes scouting more important in Starcraft than most games, and finding and killing enemy spies (such as Observers or Changelings) is very important. Continually gathering intelligence on the enemy and making sure they can't do the same to you is difficult yet necessary to be a strong player. I've even seen some pros fake out the opponent, making them build units to counter a specific build when in fact the player did something entirely different.

    Then of course there are the completely different and yet well-balanced races. I haven't seen another RTS that pulls this off half as well as Starcraft 2 (which IMO didn't pull it off quite as well as SC:BW).

    Really there's nothing novel about Starcraft (except possibly its treatment of high ground and cliffs), but the execution is almost flawless. The simplicity combined with strategic depth makes Starcraft fun to play and fun to watch.

  6. About the German video, I have heard in the past that Germany is the biggest real time strategy market. So you might want to keep them as friends.

    South Korea probably is. ;)

    Although German and France are actually pretty good-size RTS markets.

  7. Yeah is important in orden to respect all views and gamer style we must set a buch options i would say is the gameplay rules.

    Yeah, and in order to finish the game eventually we must not have a bunch of options....

    Meh, I'd go with Spahbod's, but frankly I don't really care for this feature. Once capturing is implemented some scenarios could have natives, but that's purely up to the map designer.

  8. On a side note, I feel like economy is a bit too easy late game (hence I would like this). I float resources most of the time. But maybe in multiplayer this is not the case?

    I generally don't float more than 1000 resources until I'm maxed out, but I agree macro is really simple in this game.

    I tried playing StarCraft II recently and was blown away by the amount of macro attention that game requires (which is a good thing IMO). In 0 A.D. it's enough to check that your buildings are training something, build an extra house every so often, and build an extra barracks when you start to get too high on money.

    I'm not really familiar with the concept of 'upkeep,' but any way to make macro a little more difficult would be nice.

  9. I think you could add a small marker, showing where you clicked, when you issue a move order to a unit. It would be a small detail but I think that it would make the game feel a bit more responsive.

    #657

    I have a suggestion: It would be cool to see how many females and how many citizen soldiers are gathering the ressources!

    #643

    Breaking it up between females and citizen soldiers is a good idea IMO.

  10. I think it would only annoy people tbh.

    Raids should be caused by the opponents.

    If you're planning on developping a strategy game, it is necessary to keep 'the luck of random' as low as possible imo.

    This summarizes my thoughts pretty well.

    That's not to say it doesn't have a place in an (eventual) campaign though, but it should be done with triggers and be map specific as opposed to actually being implemented in the game itself.

  11. I disagree. I learned programming with Java, and I still love that language (with the exception of UI and IO handling). The Java virtual machine is rubbish though.

    I have exactly the opposite opinion: The JVM is a very impressive piece of software, nearly capable of matching C++ in speed (LuaJIT still gets the award for best VM in my mind though). Java the language... um... this sums up my opinion pretty well.

    BTW, this is coming from a guy who used to love Java. I used it a lot as a beginning programmer, but now I wish I'd just discovered Lua or Ruby or Python. Java enforces a narrow way of thinking and overcomplicates things for beginners... and advanced programmers.

  12. What's wonderful in 0 A.D. is that you can click on the animal and see its name.

    Someting you can't do in the wild. They run too fast. :(

    Edit: And you don't have a mouse pointer. Real life sucks.

    The fluid simulation is fantastic though. :D

  13. Presumably you are familiar with StarCraft? Our groups work a little differently, as sanderd17 explained. So to add 5 swordsmen to the group, select them and then press Shift+1 Ctrl+1.

    sanderd17: That's a decent idea, although I'm not really sure if Shift+1 Ctrl+1 is much harder. I was using Ctrl+Shift+n for my experimental "restrict selection" stuff, but I don't really know if that's useful (also I think I lost all my work on it when I had some problems with SVN).

  14. Can you be more specific? Which idea do you not like? The normal animals raiding farms or the bear and monkeys raiding farmsheats?

    Neither, although the former is probably worse.

    The bear idea however I see no issues. It's effect would be similar to the dangerous animals that attack your troops. Or do you think dangerous animals are also distracting and extremely annoying?

    Yes, especially when there are more in one player's territory than another.

    The farm raiding would be limited to some specific species: bears which could take the most food, and monkeys which would take little food but would come in gangs, but are easy to kill. I would think these animals would not be numerous, at least the bear. This idea is just as random as dangerous animals attack. In my opinion not very random since you would know which species raid.\

    Do you know when they will raid? Do you know that they will raid all players equally?

    If you get some kind of warning when your farmsheat is being raided I see little issue.

    One of my problems with the idea is that something outside your or the other player's choices is influencing the outcome of the game.

    However, the issue I see with that is it becoming confusing. The idea is that the raiding bears would be for scenarios and the non raiding bear for multiplayer.

    That would be fine with me.

    At alpha123, when you're doing competition, shouldn't you just take a map that has at least random as possible? Also no dangerous animals.

    If we had such maps that would be great. Some multiplayer-optimized, symmetrical maps would be fantastic. I'm a pretty bad map designer though, plus the idea would have to wait for skirmish maps to be implemented anyway.

    I have no idea if most players rush in multiplayer. Rushing + animals raiding could be a bit too much perhaps.

    Not any more, although there was a time when it was popular when most players went for a female-heavy opening. I agree that animal raids would give an unfair advantage to the rusher.

    The special building I think is a good solution to this. It could be very Age of Empires 3 like or like the game I mentioned: Seven Kingdoms.

    In Seven Kingdoms the monster lairs would give you gold when you destroyed it (and the monsters themselves). In Age of Empires 3 (I only played the demos) I think you had all sorts of animals and humans that would give you gold or food.

    I sort of like that idea, actually. I think it might work well for some scenarios, but not for general multiplayer; perhaps for some special multiplayer maps.

    .

    I really want to know from you alpha123, with all these alternatives and solutions Sanderd and I give, do you think it is still an issue? Basically would you prefer:

    -raiding bears (and monkeys when they are made) to be only on specific maps made for singleplayer/casual play

    -raiding bears in multiplayer matches similar as dangerous animals

    -or no raiding bears at all?

    I would prefer no raiding bears at all, although raiding only for single player would be OK.

    I think if implemented it has the potential to be something quirky (read unconventional) in a good way. Reasons:

    -extra challenge early game

    -something unique

    -atmospheric

    That's true, it would distinguish us in an unconventional way. But I'm not really sure that it's a good thing.

    Obviously, it isn't just the idea itself that could be a problem, implementing it takes manpower and time, that could be used for more important things or for non 0 A.D related stuff. I'm no programmer but it seems not that hard to make a bear steal food from a farmshet.

    Do you mean that a bear would come by, attack a farmstead, and you'd have food subtracted from your resources? I don't think that's particularly difficult, although it's not trivial either.

    Seems like something that might be done on a map-by-map basis with triggers. I wouldn't want it for standard play.

    +1000

  15. I'm 15 and I don't konw much about how a computer works. But I want to learn this! You all are very good with computers, I guess. How did you learn this? Thanks for your ansers

    Do you want to know how a computer works or how to program one? Frankly I can't say I fully know how they work. :P

    As for learning to program, I recommend simply diving in headfirst. When I was 12 I took a few programming books (on Perl, of all languages...) out of the library and just started experimenting. I think that's a good way. If I may recommend a language to learn, I'd say Lua. It's very simple and easy to understand, but also quite useful. Play around with LÖVE (although stay off their forums, they're rather hostile :(). LÖVE is a very easy-to-use game engine that makes creating simple games very easy. Start with something very small and simple - pong or something.

    PS: Sorry for my bad english. English isn't my mother tongue, but I hope you understand me!

    Your English is fine. I understood you just fine. You should probably be aware that English is the language of programming though - the vast majority of programming resources out there are in English.

  16. As a fairly competetive player, I would find this extremely annoying. It adds an extra element of randomness to what should be a deterministic clash of skill and strategy, and adds another thing to worry about which doesn't really add any new skill and which distracts from what the game should be about: building the biggest army possible and using it in the smartest way possible.

  17. I say do it, as long as GCC, clang, and VS2010+ support it. I tend to strongly dislike C++ for a number of reasons, but IMO C++11 is a big improvement, especially with auto, lambdas, and the smart pointer stuff. Also, move constructors could definitely give a speed improvement, albeit probably a fairly smalI one. I would be slightly hesitant to move if only VS2012 supports it; a number of people including myself are still on VS2010. Additionally, I feel like clang is a better compiler than GCC and we should try to maintain compatibility with it. (Although I'm not sure, do we even support clang currently?) Whoever maintains these forums: it's a real pain to post with mobile Firefox. The editor is incredibly finicky; it won't even let me insert a new line, among other things. :(

  18. You dont do anything wrong. Only I posted when you do that and was weird hahaha.

    Haha, oops. Sorry about that.

    It looks like the topic URL changed as well, that kind of stinks. Oh well. If any of you experienced/powerful mods know how to fix that, the previous ID was 1219.

  19. I took the liberty of merging this with the official "Suggestions for 0 A.D." topic, since there's really no reason not to. (They even have the same title and everything....)

    EDIT: ...And hurray, I managed to both unpin it and move it to the wrong forum! >_< Hopefully everything's fixed now.

  20. personally, i would really appreciate an "Explore" function; it would help with macromanagement, so that the player doesn't have to be constantly checking on their scouts or even give them multiple commands for where they want them to go and therefore be able to devote more time to building their economy or training an army

    I'm personally against an explore button, simply because we don't need it. It's not hard for a weak player to queue up a few movement commands on the minimap, while a strong player will usually want to be constantly checking on their scouts and scouting more intelligently than an Explore button could.

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