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sanderd17

WFG Retired
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Posts posted by sanderd17

  1. ^I can see territory border issues in the above video. Hmm. I think a blob of territory without a building in it should probably not exist (see red's territory blobbing beyond blue's walls and flashing because the blobs are separated from red's territory). I know why it's happening, so it's not a bug per se, but it's probably something we should look at changing.

    I don't think the territory border issue is a real issue. For me, it looks like a real battle for the territory (which 0AD is). Also it's an annoyance for the blue player because he can't build there. It's like a punishment for getting too close to the red player without defeating that CC. Anyway, I like that.

    There are other bugs with the border though (mostly rendering). Look at the screenshot

    post-15092-0-85740300-1366019365_thumb.p

  2. Oh, ok thank you!

    Now i will be able to do some real maps :D

    PS: delete things still doesn't work for mac at least not with me... couldn't you make a button for it?

    you need to use a combo, like mod+delete or something. It's because the mac delete button is in fact a backspace. It should be fixed in the next release (at least, someone said he had a fix, I don't know if it's implemented).
  3. Isn't that all a bit too much of micro management?

    Are the attacks always ranged vs melee? In that case, I would say always prefer ranges first, and if the unit you're fighting comes into the minimum range circle, switch to melee.

    An alt+right click could use the melee attack directly.

    I think differencing between primary/secondary and initial/primary would be a bit difficult for the user to get. And hard to control if you're fighting with a complete army.

  4. I like the idea of packed and unpacked buildings. Maybe combine it with some buildings that aren't movable, but always lose health.

    But I do think that buildings should only be able to execute their functions when being unpacked (only movable when they don't have a queue f.e.)

    As for balancing, I assume making the units strong or cheap enough would fix that. The Scythians didn't have anything like a siege tower, did they? That would be a nice replacement for a defence tower, but only if it's historically accurate.

  5. Ptolemies FTW!

    post-13528-0-24813700-1365465695_thumb.j

    I plan to add 3 variations more, seated, walking and a ¿female? all gathered in a 1024x1024 texture. Polycount is around 2k, but they will be quite big in-game.

    Colors look great to me (I also thought they used vivid colors), but the feet look a bit un-detailed to me. If you see the detail of the drawings below the statue, you would also expect to see some tones on the feet. It's also something you see very well from the game's bird perspective.

  6. I've recently had two times the Persian cavalry unit turning the wrong direction when attacking. See the screenshots after a tiger and wolf attack.

    Basically, they start running away from the animal, until it's outside their minimum range, but when attacking the animal again, they only make a quarter turn instead of 180 degrees turn. The projectiles they fire do go in the right direction, but the actor is facing the wrong direction. When you give a new move command, they face the right direction again.

    It happens with all ranged units I tested (cavalry and infantry), but it's clearest visible with the cavalry units, as they have a triangular selection marker, and they move faster than the animal, so they can fire a projectile before the animal goes back into the minimum range circle.

    It also happens with a regular melee unit vs ranged unit. But only if the ranged unit can walk faster so he can prepare a throw.

    Is this a known problem? It's a 5 days old build, so I hope it's still the case.

    2mq3sya.png

    2lnijxh.png

  7. The difference between dogs and the others (horses and elephants) is that dogs operate on their own. Horses and elephants are always mounted. It's not just the horse you get, it's the horse cavalry unit (including rider).

    The same for sieges and ships, you could say they're mounted with some units to operate the sieges and ships (although it would be nice if some of the sieges could show the units).

  8. These dogs are trained to fight. You've clearly never been attacked by one, or you would know that killing them can be harder than you think.

    And you've never been hit by the hind legs of a horse.

    If you are unarmed it is quite difficult, but as almost every unit in 0AD is armed and armoured, they should be killable in every 1-to-1 fight. Dogs also have no armour at all. If a dog attacks, their most vulnerable parts are in the front. If you hit a dog on the nose with a sword or your fist, they pass out, if you stab them in the throat, it's also over.

    The problem with fighting against dogs is that they never attack alone, but then we're again with the numbers.

    I do really like the idea of a kennel increasing the dog population limit. I didn't expect this was technically possible. As Pedro said, some info in the tooltip would be enough. Maybe in the same format as the hero build limit. And in the kennel tooltip some info like "increase dog limit with 10 dogs".

    I also like the alternative bloodhound idea from Idanwin. If that's possible to implement.

  9. I've been wondering about the celtic war dogs. According to me, they're too expensive, but also too powerful.

    Just look at it, they're just as powerful as the celtic melee cavalry unit, while I know for sure I could survive a dog attack from a single dog, but not a cavalry attack. Even the horse on its own is more dangerous than a dog.

    But the price is also ridiculous. 100 food and 1 population for a dog? That means a dog has twice the value of a female, and you have to build houses to have more dogs.

    I suggest the dogs should cost less than a female, and no population. Something like 40 food.

    The attack value is more difficult to suggest, as the system will probably change to an exponential system. So I don't want to give a hard value for it, but it should be less than every other citizen soldier.

    It would make the game more realistic I think. An army with dogs is only effective if there are lots of dogs.

    Btw, maybe a nice technology for the kennel: "train bloodhounds" -> makes the dogs have a large vision range, more than normal soldiers (bloodhounds can smell humans from a big distance).

    What do you think about it?

  10. Let me argue for the Germanics. Not a lot was known about the germanics, as they didn't bother to write something down, and didn't make long lasting structures.

    But some things were known. F.e., the Romans have never concurred a lot of Germanic tribes. After beating and murdering some Germanic tribes (s.a. the Eburones), he didn't move any further, and even called the Germanic Gauls the bravest of all Gauls (http://en.wikiquote.org/wiki/Julius_Caesar).

    Germanic tribes also invaded the Western Roman Empire, without a lot of fighting. The Franks concurred France, and called it after them. The Angels concurred England, and called it after them. They did all that without a lot of fighting. It all went quite easy. In fact, the only big wars they had were between different Germanic tribes and their offspring. They concurred North America without much trouble, Africa, India, big cities in China .... The only big wars they had to fight were between offspring of Germanic tribes. See the American civil war, the 100 years' war, the world wars...

    Guess which language we're talking now ;)

  11. Many thanks to Erik, it's a fine game you brought.

    Also thanks to Michael for taking up the lead.

    I'm sure you two can keep the steady and continuous growth of the game.

    As a reaction to Zoot, there's nothing wrong with a staff that's paid full time or part time, if others can also have the possibility to earn something. If you take something like a bid-for-fix system (http://www.bidforfix.com/), people can just take up the challenge, and if a fix gets released, the money can go to the developers who worked on that fix (it doesn't matter if they're part of the regular paid staff or not). Or some other system that gives rewards to the casual contributor.

  12. Not sure if I understood that correctly oshron. Since the water level on a map cannot have different heights, I had to came up with a solution to not show "where" the water is coming from, that's why I hided a supposed "hole" on the rocks where the water is coming. And yes, you can place stand-alone water falling next to each other to make like a wider waterfall, but from where will it fall? just appear from mid-air or directly from a cliff?

    I guess map makers can do this. There are rocks, there are bushes/grass you can use to obscure the source ... It all depends on the biome how a source is hidden.

  13. Honestly a dynamic/tile-based farming system makes a lot of sense (realistically) and is logical. I am refering to the concept of using special terrain tiles for placing farms Spahbod mentioned months ago. (I cant find the topic though.) And removing food dropsite form the CC seems like a good idea. However, why not keep it during the village phase? It would be logical because during the village phase the settlement is so small food would most likely be stored there. Oh, and nice terrain stuff (y)

    I like your ideas. In small communities, everything happens around the civil center. In large communities, it's distributed.

  14. You don't need a completed project to present at FOSDEM. Certainly not for the lightning talks. The lightning talks are normally about a single component of the project. Something innovative and finished (maybe it could be the pathfinder against next year ;)

    F.e., this year, Wesnoth gave a talk about the animation engine. It's a hexagon-based game, but some units come out of the borders of the hexagon. As they don't use GPU acceleration, they need to be clever in other ways, so they calculate which tiles need to be updated when something is animated. An other game, Unknown Horizons, was just talking about how they used Jenkins to continuously test their software.

    You also don't need to bring promotional material if you don't have a booth. People don't expect to get something at the talks, they just expect a decent technical explanation of the subject, and a possibility to ask questions.

    I didn't know about LSM btw, until a month or two ago, when it appeared on other places I follow too.

    Is LSM always in the ULB? FOSDEM is, but I wonder if it's some kind of twin event (one in the winter and one in the summer).

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  15. Elephants eat greek hoplites for breakfast though. I was really surprised that spears do not counter elephants.

    But they have serious problems with ranged units. They can't catch them and go down pretty fast.

    Btw, aren't elephants a bit too slow. I checked the speeds of a persian war elephant, and a persian cavalry spearman, and the walking speed is 7.5 for the elephant, and 10.5 for the horse. The charging speed is 12 for the elephant, and 25 for the horse.

    It's also the even worse with the maurians: the champion elephant has a walking speed of 7, and the cavalry javelinist 11.5. For charging speeds: 14 and 28.5

    While if you look up their speeds, horses have the following average speeds:

    • 6.4 kmh walking
    • 13-19 kmh trotting
    • 19-24 kmh lope
    • 40-48 kmh gallop

    An elephant has the speeds

    • 10 kmh walk speed
    • 40 kmh charge speed

    So you see there's not a very big difference in charging speeds. And furthermore, as elephants don't change their running mode, they can gradually speed up without losing a lot of extra energy. While a horse has to change its run mode to something more energy consuming (e.g. trot to lope).

    I think speeding up the elephants could make them more interesting (and more realistic) to use, without changing the armour and attack stats.

    http://www.elecam.org/Downloads.htm

    http://en.wikipedia.org/wiki/Horse

  16. I think this is something that should be decided in the atlas (per map). If you could draw cost fields (which are in some way needed, doesn't matter if you use A* or flow fields) in Atlas, then you could make that swamp is slow to go through, and what you colour as road is fast to go through.

    Of course, automatically generated cost fields are nice (like making hills slower than flat terrain), but hand drawn cost fields could make maps more interesting.

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