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sanderd17
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Everything posted by sanderd17
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I don't mean to add new units, just female looking actors for existing units. The actors are picked randomly (so you have some variation in clothes and hair color), but for some units, gender in't important, so you could also have a female actor for it. I agree with the walls part, the problem is that walls for other factions are mostly symmetrical, while such ramparts are extremely assymetric. I think walls should be assymetric (there's always a side of the wall with entrances etc), but not everybody agrees.
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[Discussion] Spidermonkey upgrade
sanderd17 replied to Yves's topic in Game Development & Technical Discussion
Just wondering,if it's a single player game, so randoms don't have to be synced, can't you use a native random function that's faster? And if you set a debug option, it could still switch to the deterministic random generator to warrant replays. It looks like a nice tradeoff. In single player, you have faster randoms, but the AI will always take a serious amout of cpu time, and in multiplayer, you have no AI slowdown, so a bit of margin for longer random creation. -
I didn't know about Helots, but you're right. This vision of this game on genders is a bit too Roman (that culture stayed the same during many centuries in Europe). In Celtic cultures, there seemed to be not a lot of differences between men and women. Women could also be chief, just as men. While the only females are female citizens and Boudicca. Certainly a female variation of the druid would be nice (http://www.unc.edu/celtic/catalogue/femdruids/). But there were also female horseback riders, and other female warriors (http://ehlt.flinders.edu.au/archaeology/department/publications/PDF%20Theses/Mike%20Adamson.pdf). As the civilisation seemed to be mostly equally divided, it would be good to have random female variations of the different citizen soldier units. Having separate units s.a. tha Maurian maidens shouldn't be needed I think.
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Romans sneaking through gap between wall and cliff
sanderd17 replied to McAllisterw's topic in General Discussion
In this documentation: http://zaynar.co.uk/0ad-pub/entity-docs.html#component.Position The author says something about an Anchor of a building, which can be upright, pitch or pitch-roll (only roll should probably also be needed as an option). Unless it means something completely else from what I thought, this option doesn't work. I know it's not original 0AD documentation, but the documentation has to come from somewhere. Maybe it's a forgotten feature with a bug in it? It wouldn't be perfect yet (it follows the average slope over the segment, not the exact slope), but if this option could work, it would already be a lot better. If I do a grep for that option, I see the following templates have it set (non of the separate unit or structure files have it): $ grep 'Anchor' *.xml template_entity_full.xml: <Anchor>upright</Anchor> template_entity_quasi.xml: <Anchor>upright</Anchor> template_gaia_geo_mineral_slabs.xml: <Anchor>pitch-roll</Anchor> template_gaia_geo_rock_slabs.xml: <Anchor>pitch-roll</Anchor> template_rubble.xml: <Anchor>upright</Anchor> template_unit_cavalry.xml: <Anchor>pitch</Anchor> template_unit_champion_siege.xml: <Anchor>pitch-roll</Anchor> template_unit_mechanical_siege.xml: <Anchor>pitch-roll</Anchor> But as you probably also know, non of these actually follows the terrain. -
patch http://trac.wildfiregames.com/changeset/13405
sanderd17 replied to raymond's topic in General Discussion
That's right. But one problem is: how do you make the farming rate clear to the user, so he can decide how many farms he builds. Could it be possible to display the total gathering speed of a field with the current workers on it? So you can see, if you swap a male for a female, how much difference it makes, or if you add a citizen, how much your speed goes up. I also think such UI element will be needed to find good parameters. I tried calculating some parameters, but it's rather hard. I optimized it, so that when you have 20 workers, the fastest way to get 1000 food is by building 4 fields. Also using those units to first gather the needed resources, and assuming a farmstead is close, so walking time doesn't matter (which is mostly the case). Of course, it depends on the amount of food you want. If you want over 5000 food, you'll need to build two fields anyway. There are some things I didn't take into calculation btw. If you would concentrate all your workers on preparing one field, you would get the first food from it a lot faster. So if you have your first food faster, you can start producing new units faster, which speeds up the entire process. I just let everything happen in parallel in my little calculations. As I have no idea how much it will change to the time needed, my calculations aren't worth a lot, but anyway, here they are: https://docs.google.com/spreadsheet/ccc?key=0Albk4pIn1-QYdEJRR0pCd0M0V1JFb0RzYVRLbjA3Nnc#gid=0 you can play with some parameters if you want. -
Real dimensions aren't that important. If everything was modelled to scale, the infantry units would be so small that it would be hard to select them. So in general, buildings are a bit under-sized. It's more important that a model looks correctly scaled on its own. And that players do get the perception that something is a wonder.
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Will the ptolemaics be in the next alpha? What about Naucratis? (One of) the first Hellenistic colonies in Egypt.
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Romans sneaking through gap between wall and cliff
sanderd17 replied to McAllisterw's topic in General Discussion
I agree, getting them to "snatch" to the unpassable terrain would be great. But it's not that far. Some tips for building closing walls: Enable pathfinder overlay: Go to settings, and enable "developer overlay" There enable "pathfinder overlay" all impassable ground will be coloured red, so if there's still a gap left, you'll see it before someone comes through As the rotation of the wall tower changes the passable squares, you should start building your wall from a free point (not connected to a mountain) en end it at the mountain. That way, your last tower will be oriented correctly, and you can aim better to leave no gap. -
Very nice icon. Only try a more contrasting hue between background and sails. The reflection is very well done. Not too obtrusive, yet clear.
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For a market cheat, what would you think of "keynesian economy". It would allow you to make debts in when selling resources (so the resources you sell arrive under zero). Or an other one: "another brick in the wall". That would produce walls all over your territory boundaries (doesn't really matter if they go through mountains or not, random Iberian walls are placed through mountains too). Just thinking aloud.
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Introduction of a new player
sanderd17 replied to DruidzPatjuh's topic in Introductions & Off-Topic Discussion
There are some tutorials in the game, although quite well hidden Set the map filter to "demo maps", and then you can pick the "introductory tutorial" (learning the commands) and the "starting economy walkthrough" (learning a good way to set up your economy. Anyway, these tutorials are not profect, as a big part of the game is still work in progress. A lot of statistics even changed since the latest alpha version. Aegis bot (the most intelligent AI for the game this far) is also a WIP. It can't handle naval warfare yet (so no island maps), and it has problems with packing and unpacking certain weapons. Next to that, it isn't the smartest one out there. But it gets smarter every release. The biggest problem in this game is pathfinding. If there are a lot of units, it can sometimes generate a serious lag. So if you play against AI, try to limit it to one opponent, and keep your population limit at 300. Development happens very openly (if you follow the forums, you'll see every new model pass by, you'll see which statistics or technologies they want to change). And I'm very happy for that. Btw, I'm not a developer, just an admirer of the beautiful work they deliver. -
patch http://trac.wildfiregames.com/changeset/13405
sanderd17 replied to raymond's topic in General Discussion
It's already planned that fish, land animals and berries will grow slowly again, but that has yet to be implemented. -
Alpha 14 Planning
sanderd17 replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I had to look a bit to find the "enable heroes" button. To me, that one belongs to the building which can create heroes (this differs from civilisation to civilisation). Apart from that, It was a nice experience. The changes since last alpha have a positive effect on gameplay. -
I've read the terms of service, and it looks pretty good. This part is the most interesting: So you keep intellectual property right. But Sketchfab is allowed to use the work for certain purposes (s.a. editing and displaying it for promoting the website). The only thing you can't ask is getting paid when your content is published. So to me, this seems perfectly compatible with CC-BY-SA, as you can ask them to mention 0A.D. and the license when they publish your content. Which is just what we need for CC-BY-SA.
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When you assign delayed building actions to a unit (with SHIFT+CLICK), it gets always executed, even if the building is done. How to reproduce? Take 1 unit Let him build two buildings (preferably, buildings that take moderately long, like barracks) via SHIFT+CLICK Assign a bunch of other units to the second building he had to build The second building will finish faster than the first one When the first building is also finished, that one unit you used to construct the foundations of the buildings will run over to the second building and start hammering on it The unit also can't be seen when using "idle" state search, and will never finish his job (so even if you assign a new job via SHIFT+CLICK, he won't react)
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Hmmm, there will probably be problems with textured stuff, but uploading a plain dae from the repo works very good. Maurian civil center: https://sketchfab.com/show/9SmcWxH3YxwcSQsSOAKjjWlALOZ Maybe handy for 3D design discussions, but probably too much work to upload all the models.
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Walls and wall tower actors are oriented the wrong way
sanderd17 replied to sanderd17's topic in Bug reports
People still like to see where their garrisoned soldiers will come out if they need them. On buildings, you also see the front and the back. Maybe the wall models itself could be made less symmetrical. With more defence props on the outside, s.a. spikes, wooden panels between the merlons (image: http://www.visitgent...een_gent5_1.jpg). And less defensive on the inside (leave the merlons, some civilian props like crates or weapon racks ...). Or you could go the other way, and make inside/outside irrelevant. Make them ungarrisonable to both sides, and get rid of the asymmetric parts in the models. This is just a minor annoyance I noticed btw, nothing too urgent. -
A lot of walls are rather symmetric, so it's hard to notice, but you can see it quite good with the Hellenistic walls. Hellenistic wall towers have doors on one side, but when you build a wall, and you garison some people in the wall towers, they ungarison to the side without door. So certainly the Hellenistic wall towers are wrongly oriented. But, for a lot of other walls, the gates aren't symmetric (they don't close in the middle, but on one side of the wall). I assume the outside of a gate is where you can't walk under the wall (they close off before the wall, not after). And for every faction where you think the gate is oriented so a certain side of the wall represents the out side, all soldiers ungarison to the outside. It's also very easy to see in the random "fortress" map. When you load a faction with asymmetric walls, they're all faced the wrong way, but soldiers do ungarison to the inside. As a result, I think the software is rather consistent about what is the inside and what is the outside of the wall, but the actors are turned the other way around. Btw, as a side note: it would be nice if the outside of a wall would be tougher than the inside, and when placing walls, you get some hints about what the in or out side is.
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[Discussion] Blacksmith
sanderd17 replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I didn't know repair rate was bound to build rate, that could make the implementation a bit more difficult. -
[Discussion] Blacksmith
sanderd17 replied to Mythos_Ruler's topic in Game Development & Technical Discussion
will it only be for tech research? or will it also have a separate unit you can create with it? or a certain aura or other bonus. if it's only for tech research, one building will be enough, while it's nice to see cities with a big diversity of buildings. If I may propose a unit, what about a 'repairer', someone who can't fight, but who can repair buildings quite fast (repairing buildings with normal units is slow, and usually not worth the effort). -
This wasn't about you. Some post in between was deleted. It was about someone else who keeps making suggestions for 0AD that are already implemented, or don't fit with the kind of game 0AD wants to be.
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I agree. Including an easy way to access the history of a faction when you choose it and a screenshot of a city or army with that faction could help a lot. Currently, accessing the history of a faction requires you to get back to the main menu. Something for the UI redesign I guess.
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Ah, so it also happened when the enemy wasn't beaten yet? Well, I believe you can't attack walls and wall towers with normal units. And it looks like you're playing with the athenians. Athenians only have ballistas as siege engines, (I don't know if it has improved lately), but as far as I know, the AI didn't really know how to efficiently pack and unpack them. Most of the time, they just go into a cycle, without doing any damage. So to prevent this: * don't let the AI handle the Iberians (as it will tear down the walls immediately, it can't handle walls), * if you want a realistic game, don't use the Athenians until the ballistas are fixed. If you play against Athenians, they have a hard time getting your buildings down.