sanderd17
WFG Retired-
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Everything posted by sanderd17
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The icon of the "female festival" technology (available in the houses) has a baby in it. So I think, to avoid confusion, it'd be better to not display the baby. As females are only meant as workers in our game (sorry for that, it's true for the Greeks and Romans, but there are civs that should really change this), it might be better to display something work related. Like the Carthaginian female has some corn. Carrying a basket would also work. For the healer, I think he should be looking at the camera. All units are attacking the camera.
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Romans need a little bit of rethinking for balance purposes.
sanderd17 replied to Dancing's topic in Help & Feedback
I'm saying that wooden towers are stronger than stone towers in the game (at least for siege engines). -
This is fixed now. So if you want, you can use it. There's just an extra argument you can use in the actor xml, you can set "selectable" to "false" for a certain prop, and it won't be counted in the selection size. So I added those auras visualisations again, like they were before the A15 release.
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Romans need a little bit of rethinking for balance purposes.
sanderd17 replied to Dancing's topic in Help & Feedback
Hmmm, the siege wall towers have 10 crush armour, while regular wall towers have 5. So that makes the sieges less effective against them. Maybe we should start with fixing that -
Romans need a little bit of rethinking for balance purposes.
sanderd17 replied to Dancing's topic in Help & Feedback
The Roman strategy didn't work very well it seems. The walls are all gaia-owned, this means the Roman player has lost. -
The best way of working is to get to know the game first. See its problems. Then you can find something you want to do, either an existing task, or something you find lacking yourself. In both cases, it's good if you drop by on the #0ad-dev quakenet irc channel to ask some questions about the code or the specifications. Also when your patch is done, it's good if you come by that channel for a quicker review.
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Enrique is working on the animations. But he's first doing the horses. The units will come later.
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Yes, sometimes it's just handy to arrive in group. There are some heros that give a "speed bonus" to formations though. That speed bonus is implemented. Other things can't be implemented yet, as the formation stops existing when the units stop walking.
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When you select your CC, there's a little bell icon (in the bottom of your screen).
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Formations do nothing, apart from unit movement so far. The wish is to get them fighting, with some proper animations. But it won't be for next alpha.
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I agree it will be easier to review without those rendered reflections. Btw, did the iberians use such sloped walls? I don't think any of our other Iberian buildings has it. The crenelation wall is also a bit thin. Like you can fall though it without applying too much force. Apart from that, it looks good to me.
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Calculating obstructions in a battle is far too CPU intensive. It would also need to be rather exact (they could fly through a fence, but not a wall etc). So it's just kept simple, and let all projectiles fly through everything.
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More General, King and other names for AI.
sanderd17 replied to Prodigal Son's topic in General Discussion
There is no point in opening a ticket yet. It's a feature that will cost a lot of time, and can only be done when the AI itself is already pretty good. These are things we won't forget either. -
Instead of editing the actor files (like this: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/actors/units/athenians/cavalry_swordsman_b.xml) by hand, you can use the actor editor to edit it. Though I never use the actor editor. I prefer to just edit it by hand with a good, general text editor.
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There will be a 0 A.D. II that is will be late-classical (1 A.D - 500 A.D.). There are no plans for other versions, though it's always possible. A mod can be done by everyone. You don't need us for that.
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That's how I see it. Separate entities that can't move on their own, only rotate. Making it not attackable is simple. We have many entities like that (like the trees). If you don't delete the old model, no problem (though I shouldn't decide on this). Maybe that model can be reused in a way like the iberian monument.
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Selecting between the different ones will be rather hard. Instead of working on this. I'd rather work on supporting turrets from the start. So a turret can fire individually, and even turn towards it target. Then you could have 4 separate turrets in the Iberian fortress (not necessarily with a rotating actor, a projectile empty will be enough).
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Teams assigned to maps
sanderd17 replied to Romulus's topic in Game Development & Technical Discussion
We have an extra map type now: skirmish maps. Those are designed by hand. So the starting positions (hence the number of players) is fixed. We still have all random maps as before, which are computer generated, and can have 1 to 8 players. -
Roman Castrum VS Medieval Castle Siege
sanderd17 replied to Romulus's topic in Introductions & Off-Topic Discussion
Let me remind you that one of your previous "imagine that" topics derailed almost in a war. This topic here has no point, and I don't think many of us would like to spend time moderating such heated discussions. -
See http://trac.wildfiregames.com/ticket/2304
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Adding a model, even an animated model, should be possible. But the model wouldn't resemble the garrisoned soldier in any way. It can look strange, if you garrison an elephant in a fortress, that suddenly a regular unit appears on top of it.
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Note that the scale is always a bit exaggerated in the game. When units are considered to have the correct size. Buildings will be scaled down to 3/4th of the size, and doors and windows (as a compromise) to something like 7/8th (so they look rather large in the game) http://trac.wildfiregames.com/wiki/ArtDesignDocument#ScaleandProportions