sanderd17
WFG Retired-
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Everything posted by sanderd17
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there is a blacksmith in the newest release for which the only purpose is researching military technologies. Some factions also have a library where some special technologies can be researched, but no other things can be done.
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We're working on it: http://trac.wildfiregames.com/ticket/2190 Some things are meant to happen (like you shouldn't be able to garrison rams inside a CC), but some things (like the dogs) are a bug.
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The collada files in the release are cached, and can't be read from Blender, you need to download them here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/meshes Note that some old files (created by Max3D) still might not import correctly, they can need manual editing (normally removing some lines with a text editor), and manual rescaling the model.
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I think in that case, Aegis remembers it has to attack the CC, but doesn't find it. This is a worse bug indeed (I never tested that, as Aegis never could take down a CC of mine).
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as eyecandy unit this can work for sure. If someone makes it, we could include it.
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We aren't talking about the Libyan civ though, we're talking about the Carthagians. They used many mercenaries, and they already have a javelinist available, the Iberian one. As the Iberians provided many mercenaries, they should be present under the Carthagian civ. So you should compare the Libyan to the Iberian javelinist, and see which one was stronger or used more. If the result is the Libyan one, then there should also be found an alternative Iberian unit.
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Sorry, I don't get your question, do you want to modify the game, or are you asking if that's possible with the current game? For the last case, the answer is no. Civs only have a limited set of units showing off their historical strengths. If a civ didn't have strong javelinists, it won't be shown in the game.
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He's copying a real part of the image (small, but nonetheless real), and then editing it. This falls under derived work. Btw, WFG wants to play safe. We barely have enough to pay a single programmer, we won't have enough to pay a lawyer. @Zentaoaki, you model looks great though.
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http://trac.wildfiregames.com/wiki/LatestReleaseMac
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In those cases, it's ok to take it over from English, but in some cases it isn't. Like "Philip" is written as "Filip" in Dutch, and "Philippe" in some other languages (like French). Sometimes, some letter combinations can be modified (like we don't often use a 'th', but that's mostly transformed to a 't'), but it's always good to research those changes if they were applied elsewhere.
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Can the corner merlon be made more like the photo Michael posted? I think they can be a bit taller too. Apart from those things, I really like it.
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Let's say I agree, but not everyone does: http://trac.wildfiregames.com/ticket/2092
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Quick solution: don't build walls when playing against AI, the AI can't handle it (it creates the same situation as a naval map). Wraitii is looking into fixing those issues. But it will take a long time. I mean, hiding the issues is easy, solving the fact that AI is getting stuck when it's facing a wall is more difficult.
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Sapping, Siege Rampart build order and other siege options
sanderd17 replied to Mega Mania's topic in General Discussion
Siege ladders will probably require units on walls, or visibly garrisoned units, and that isn't planned for the release of Part I, but if someone can make it happen, I think the team will be more than happy to include it. -
I mean a unit could cost 1 food per minute as long as it's alive (exact values need balancing), so when you have a big army, you must also maintain a big food source. That way, it doesn't matter that food sources are infinite, when your army grows, you will need to expand to have more food sources (more room for fields, more berry bushes ...). As a compensation, the initial cost could be made lower. Mercenaries are a separate case, they don't need food, but they need money, so they could cost 1 metal per minute. I think it will make the early game faster (while it's a bit too dull now), while it will also provide a penalty for stronger players, so the actual battle might last longer.
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I think we could experiment with a periodic cost. But I think storage capacities are too much micro. By having a periodical food cost per unit, your army will grow more linear. When you run out of food, I wouldn't kill any units. The fact that you can not create more units is enough of a punishment. Mercenaries could have a periodic metal cost (as they're paid in gold or silver), but a very low initial cost, so you'll have to use them quickly.
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Right click is used to repair ships (and buildings), ctrl-rclick is used to garrison for every garrisoning structure. Switching those two around just for ships would make it very un-intuitive. And having to use ctrl-rclick every time you want to repair or build something would have the opposite effect of what you wanted: less hotkeys. As for animals, I think it's fixed in SVN now, they should be garrisonable now.
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Meanwhile, also auras are in, which generalises some of those concepts. And now I can also see how individual entity upgrades could work (like pay 100 stone to make one fortress even stronger). This can easily use the same technology interface (so there's no difference on the receiving end), which would mean that individual model changes don't need extra code apart from knowing about technology changes. That button (including stuff like conversion time, cost, ...) could be handled by the individual upgrade component.
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Have none territory/borders an option? Free build everywhere?
sanderd17 replied to LionKing's topic in General Discussion
Taking out those limitations is fairly easy, just editing a few templates. But balancing could indeed be harder, though I don't know what the effect on gameplay would be. -
It works immediately for me, what version are you using? Maybe you can join #0ad-dev on Quakenet to get better help.
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[Discussion] Formations Review
sanderd17 replied to stwf's topic in Game Development & Technical Discussion
For the too ridgid formations, I think the solution is relative places. Currently, every unit has a fixed place in the formation (based on unit type and id). But instead, a unit could walk to a certain distance from the unit before him. A move command should be given to the central unit on the first row. And every unit (except the first row) should follow the unit before him. This can give a natural looking reaction time before the turn command reaches the end of the formation. When the turn is too sharp (almost a complete turn), the units should get new places inside the formation (i.e. a new unit is the first one). -
Hmm, there's probably a number of posts limit in that case. I hope it's 5 posts, so if it doesn't work after your next post, I'll send him a PM to look here.
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Our house composer is Omri, but he's usually too busy to read new forum tickets. You can contact him here I guess: http://www.wildfiregames.com/forum/index.php?showuser=12189 You can always do freelance work too (compose and produce an entire song). There can never be too much background music (every faction should have a few peace and a few war songs). When it's good enough, it will be included in the game anyway (weather you're part of the team or not).