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sanderd17

WFG Retired
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Posts posted by sanderd17

  1. Agreed.

    But now we're getting away from the topic of the thread. :)

    Oops, yeah.

    A quick summary about what this thread is really about:

    Currently, the Iberian starting walls are found too strong. There's no possibility to raid them.

    Disabling arrows from the towers + removing the gates would make them just as every other civ, so not really what we want.

    Disabling arrows from the towers without removing the gates seems a nice compromise. The arrows could be added in town phase again as a tech. Other civs could also upgrade their wall towers via a tech (e.g. to fire scorpion bolts).

  2. You can actually close the end up against a cliff, it's just very delicate and takes a bit of time (and not guaranteed to work). Ideally it should "snap" to the cliff or something.

    Well, the problem is that the tower turns. So you can set the first tower where it's allowed, but the moment you start appending a wall, the tower turns and often, a corner hits the impassable terrain, and your have to start repositioning your first tower.

    I would love to see snapping happening.

    Now, what's really not possible, that's building walls against shorelines. I think this should also be possible. Not sure though. I think as far as you can reach to build a wall, you should be able to build one.

  3. I gave it a try for a new asian elephant mesh. It would be great to hear some input from Zaggy where he wants the edgeloops to bend the knees and such.

    Great proportions, but I think the tusks are a bit big for an Asian elephant.

    Tusks

    All African elephants, male and female, have tusks - whereas only some male Asian elephants have tusks. African tusks are generally bigger. About 50% of female Asian elephants and a small percentage of males have small tusk like teeth known as tushes.

    http://www.eleaid.com/index.php?page=differencesbetweenafricanandasianelephants

    It's of course possible (and highly probably) that they selected elephants with big, sharp tusks as war elephants, but I think the Maurian support elephant could even be without tusks.

    Apart from that, it looks very Asian, great job.

    Btw, sorry for telling this so late, but I only notice it with the smaller ears (it makes the tusks more prominent, which shouldn't be the case).

  4. Things I've thought while reading this thread:

    1. If the growth is exponential, we could limit this by slower resource gathering. I'm thinking about slowing down the walking speed when a worker is carrying something. That way, you start collecting close to the base, so walking speed isn't that important in the beginning, but later on, you're collecting further away.

    To give this more effect, maybe let the ports be only a dropsite for food. So you really have to build mills or walk a while.

    2. Every project has an ideal number of workers. You can paint a room with 5 painters, or with 50, it won't make a lot of difference in real life (you need to get the paint, the paint needs to dry, workmen start to collide, etc). Am I right that this isn't implemented currently in the game? By limiting the speed increase for each additional worker, you'll also make sure that players don't let too many workmen in their population, but that they invest more in soldiers.

    I also like the techs that would allow citizen soldiers to become more powerful, but slower workers.

  5. Hmm ... the problem with shields is that they are civ-dependent. Maybe I could make a variation per civ? But that would be rather cumbersome in the map editor. Or a seperate model per civ, but that would result in massive amounts of actors ...

    It depends if these will be eye-candy actors only, or also entities.

    If those are actors only, it makes no sense to add a shield. If they are entities, it should belong to the civilisation instead of the biome.

    I think it would be best to have them as pure actors.

    Btw, they look so good.

  6. A lot of people seem to agree there are different buildings. Buildings which look great with foundations (walls, towers...) and buildings which don't (markets, CCs...).

    Why not, instead of flattening the terrain, smooth it, and place the building a bit tilted on it. Certainly for the market (with those tents), it would look normal when it's tilted (a tent on a non-flat terrain is always tilted). For huts of the celts, this could also be used.

    On the other hand, buildings that need to look strong (like the Greek CC), they can't be tilted without looking stupid. So strong building should need to have deep foundations.

    Anyway, my 2 cents.

  7. You're lucky*, in Belgium I've had to learn Dutch, French and English .... and read Middle Dutch, Middle English and langue d'oil (predecessor of French) ...

    I've also taken Latin and German, but those are not obligatory.

    *I like learning languages, so I didn't really mind ... except for the examinations maybe

    Yeah, middle Dutch,

    Hebban olla uogala nestas hagunnan hinase hic anda thu uuat unbidan uue nu

    Btw, almost all the middle Dutch comes from the region of West Flanders now. Go figure. They hardly call it Dutch these days.

    We didn't need to learn a lot of middle English or Middle French though.

    Btw, it's impossible to learn ancient Belgian, as there are no written sources. It must have been something Celtic, or Germanic (depending on the tribe), but nobody knows.

    Oh, and languages were a nightmare for me. Week after week getting extra lessons of French, only getting 50% on my theoretical exams, but luckily, my practical exams, especially talking and listening made sure I never failed in the end.

  8. It's more like a battle against Gaia than against your opponent. The island is very tough to reach. I did it with 3 boats, 5 catapults, 6 rams and some people in a siege tower to collect the treasures so the rams can reach the walls. But next to the island, there are also a lot of dangerous animals (and my spearmen seem to always miss them)

    If I'd play it again, I think I would just avoid the island.

    It's a great map, but it would be interesting if you could make "taking the island" obligatory. Unfortunately, the moment you place something there from one of the players, it gets attacked by Gaia.

  9. A few bytes? :P Maybe not, but it's something on that order.

    Maybe memory isn't a problem indeed, but most of the time, it's animated, while you don't see the animation animore after it sunk into the ground.

    anyway, I believe you guys when you're saying this doesn't cause slowdown.

  10. its hard to take by one person.

    I meant "easy" in a sense that it doesn't require a lot of abilities. But it's "hard" in a sense that it will take very long.

    It's like painting a wall. The only thing you do is putting your brush in the paint and bring it to the walls, so in that sense, it's easy. But it will probably take a long while. And you will always want to make corrections.

    Meanwhile. I've been trying to learn blender. I'm mainly struggling on the texturing now (haven't figured out that part at all). I think, when I know how it works, I can help here and there.

  11. i think i mentioned it before, but defensive structures should be exempt from capture on the reasoning that, unlike a civilian structure such as a house, a market, or even a barracks, the defensive structures would have soldiers actively stationed in them who are defending it from within. while, realistically, a group of invading soldiers would probably do everything they could to break down the door and capture a fort or a tower for their own use, that's pretty complicated in-game, so its just easier to require the player to topple defensive structures (towers, fortresses, gates), capture the rest of the town around them, and then build their own fortifications. as for barracks being "non-military" buildings even though they produce military units, you could reason that all of the soldiers stationed in there (symbolically) are out in the field fighting rather than manning any defenses and anyone who IS in the barracks is an old, retired officer who just has a desk job. y'know, a paper pusher. after all, the real-world Secretary of Defense may have been a soldier, but he doesn't actively go out into the field to fight when a war arises, and in the context of gameplay, such a thing would be unnecessary; 0AD is a military RTS focusing on macromanagement, so forcing the player to have to think exceptionally hard about such things would just be cruel. actions like that would be relegated to in-game cinematics and the plot of campaign missions rather than regular gameplay, and thats all we're currently talking about, really

    I agree with this. In any way, when a fortress or other defensive building will be captured by the enemy, I would just destroy it myself, right before it's captured. Better nobody have it than the enemy.

    I thought this also happened in real life, and it would be easy to do in the game too.

    If the problem is that destroying a building without siege engines is too hard, maybe it should be easier to create siege engines (like in town phase, you can create simple siege engines). Now it indeed asks a lot to create a siege engine. You need to advance to city stage and build a fortress (=10 buildings + 3000 extra resources) just to start creating a siege engine.

  12. I know it's perfectly normal that there's a slowdown when you and your opponent both have big armies. It asks more path calculations, more animations, more memory etc.

    But it becomes worse when you are constantly killing each other.

    I have noticed that, when you kill a unit, It takes about 3 minutes before it starts sinking in the ground. After 3 minutes of sinking, it completely under the ground, even for the most steep surfaces that are still accessible, but it's still sinking further for 2 minutes (you can see it in the atlas creator, where you can zoom below the ground).

    So combined, it takes 8 minutes from death till the unit can be removed from the memory and the animation stops. In those 8 minutes, a lot of new units can be created, causing to use up more memory than the original population cap of 300 would ever allow.

    I think that the last 2 minutes may be removed, and the first 3 minutes maybe brought to one minute. That would half the time it takes for a killed unit to disappear from the memory.

    Are there people who agree with me? Or have a different opinion?

  13. I have been playing around with 0 A.D. for several months and it looks like it will be a great game, and gets better with each alpha release. The one suggestion I have is that it seems like some of the civilizations are in danger of becoming too similar in the way they function and it may be a good idea to add different styles of gameplay. I think this could be achieved without a huge amount of extra effort.

    Personally, I have been wanting to see some Teutonic tribes and I think it might be a good opportunity to diversify gameplay. According to Caesar's description in the Gallic Wars, the Suevi were "the largest and the most warlike nation of all the Germans." He goes on to describe their lack of agriculture, impermanent residences, etc.

    My idea is that the Suevi are mainly infantry (something like the "Naked Fanatics" already found in the game) units that subsist off of hunting and raising livestock (new unit: cows?). If it wouldn't be too difficult to program, instead of civ. centers they have temporary houses that, like the outposts, etc., lose health slowly over time and could be placed anywhere on the map. The gameplay for this particular civ. may seem overly simple but faster unit production times and greater mobility would make them pretty tough to play against, or add an extra challenge as an interloping society while two major civilizations are competing.

    Just a thought... I'm studying programming at the moment and don't have enough coding skills to contribue more than ideas at the moment....

    Anyway, keep up the great work!

    all the things you mention don't need coding skills, just 3D design skills, and a bit of XML knowledge. So if you can design, it would be easy to do.

  14. I just found something intersting about the Gauls (in fact, the Belgae, but it looks like all Belgae in 0 A.D. are considered Gauls).

    The Nervii used to construct dense hedges (by cutting and weaving bushes). Those hedges were too dense to loo though, so impossible to penetrate. They also gave a big disadvantage to cavalry (and since the Nervii was almost purely infantry, they had an advantage).

    So I was thinking about a hedge that could be build like a palisade (cheap and quick to build), but could also be harvested as a tree, to gain wood. Maybe it could even be possible to build the hedges in neutral area.

    Sources mentioning the hedges:

    http://www.livius.org/caa-can/caesar/caesar_t19.html

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

  15. It's (somewhat) what i suggested in that thread about gameplay enhancement, to select by weapon type. Let's not consider adding this, yet, we'd first need to see how the final interface will look, for too many buttons can be very annoying, as Jonathan said in my thread.

    It wil indeed cause some extra buttons. But selecting the hero is a subset of 'selecting by weapon', so I thought it would be logical to include all unit types.

    of course, it's up to you to make the decisions.

  16. KXaLV.jpg

    Top left.

    Next to the heroes button, why not show the entire (non-garrisoned) population ordered by type. So you can e.g. select all females at once, and garrison them in a safe place. Or select all cavalry at once, and lead them to a battle. Now, there's a chance that you fight a battle, and when it's finished, you see 5 cavalry men standing behind a rock.

    When the numbers are shown (just like when you select multiple items), you can also see which types are losing too quickly and retreat them (e.g. if archers got in the middle of the battle).

    I also wonder with the patrolling, how would you define the path, or would it automatically be the boundaries of your territory?

    • Like 2
  17. Edit: The last error is interesting, I am guessing this only happens on your map? Could you upload the map somewhere since this is a new AI bug.

    It happened with my map, so I tried one of the default maps (you may notice I call "Gold Rush" in my command), and it still happens.

    I'm on Arch, the default binary packages of the distribution. On a 32-bit system.

  18. Yes you can do something like that:

    ./pyrogenesis -quickstart -autostart="Oasis" -autostart-ai=1:qbot -autostart-ai=2:qbot

    Check: http://trac.wildfire...stem/readme.txt

    However as far as I know you won't be able to watch the game in this case.

    Well, the UI does start with this, but I get the following errors:


    [sander@ArchingFar ~]$ 0ad -quickstart -autostart="Gold_Rush" -autostart-ai=1:qbot -autostart-ai=2:qbot -autostart-ai=3:qbot -autostart-ai=4:qbot
    Cache: 200 (total: 2832) MiB
    TIMER| InitVfs: 448.408 us
    Sound: AlcInit success, using OpenAL Soft
    TIMER| InitScripting: 6.62087 ms
    TIMER| CONFIG_Init: 130.766 ms
    ATTENTION: default value of option force_s3tc_enable overridden by environment.
    TIMER| RunHardwareDetection: 28.1899 ms
    TIMER| InitRenderer: 2.16348 ms
    GAME STARTED, ALL INIT COMPLETE
    TIMER| ps_console: 2.59458 ms
    TIMER| ps_lang_hotkeys: 911.876 us
    TIMER| common/setup.xml: 1.1542 ms
    TIMER| common/styles.xml: 64.895 us
    TIMER| common/sprite1.xml: 2.48124 ms
    TIMER| common/icon_sprites.xml: 118.493 us
    TIMER| common/common_sprites.xml: 2.84009 ms
    TIMER| common/common_styles.xml: 341.498 us
    TIMER| session/sprites.xml: 3.8518 ms
    TIMER| session/setup.xml: 96.43 us
    TIMER| session/styles.xml: 298.386 us
    TIMER| session/session.xml: 107.577 ms
    TIMER| common/global.xml: 1.62091 ms
    WARNING: JavaScript warning: gui/session/session.js line 446
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 447
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 448
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 449
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 446
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 447
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 448
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 449
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    Using Xcursor to sys_cursor_create 32 x 32 cursor
    WARNING: JavaScript warning: gui/session/session.js line 446
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 447
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 448
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 449
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 446
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 447
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 448
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 449
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 446
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 447
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 448
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 449
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 446
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 447
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 448
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 449
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 446
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 447
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 448
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 449
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 446
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 447
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 448
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: JavaScript warning: gui/session/session.js line 449
    Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined)
    WARNING: QueueManager received bad priorities, please report this error: ({house:500, citizenSoldier:1, villager:100, economicBuilding:30, field:20, advancedSoldier:NaN, siege:10, militaryBuilding:50, defenceBuilding:17, civilCentre:1000})
    WARNING: QueueManager received bad priorities, please report this error: ({house:500, citizenSoldier:1, villager:100, economicBuilding:30, field:20, advancedSoldier:1, siege:10, militaryBuilding:50, defenceBuilding:17, civilCentre:1000})

    I got this with my own map, so I tried it with one of the default maps, and it's the same.

    Setting another, unreachable, player on the map is clever though. I'll try that once.

  19. Is it possible to watch a game of bots against each other?

    I'm thinking about the map creator, there you can do a simulation, but the players don't move. It would be nice if we can make bots play against each other, so we can test if the map is in balance (if there are enough resources on both sides, if crossing the mountains isn't too hard for one side etc).

    It would be nice if I could create unequal maps with equal chances (like one player has all metal resources, while the other has all stone resources). But it's hard to test the equal chances if you can't let it play by bots.

    0AD is a great game btw. Thanks for your work.

  20. Next to growing trees, there could also be a possibility to "recycle garbage".

    When you break down a building, you could quickly demolish it (deleting all resources) like it is the case currently, or you could let it recycle, and recuperate a certain amount of the resources. I'm thinking about 80% of metal, 50% of stone and 20% of wood. It follows a bit the real-life recycling. Metal can always be melted again, stone and wood can only be re-used if they're not broken. And wood is more likely to break than stone.

    Of course, recycling costs time and (wo)men power.

    Maybe you could even have the option to recycle enemy buildings that aren't dangerous.

  21. But that is exactly the problem! Cavalry are worthless at scouting because they simply cannot cover enough ground fast enough!

    Women are better for scouting, because they are so cheap (not in real life, just in the game), and they go just as fast. So yes, I agree. If cavalry would be fast enough to run away when scouting, it would be more useful.

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