Jump to content

Aurium

Community Members
  • Posts

    23
  • Joined

  • Last visited

Posts posted by Aurium

  1. I realy realy like the Grim_Fendango proposal! It is driving the 0ad to a new perspective where the game-play is a RTS+RPG and the possibility of history creation goes far nicely away from buildings and battles. The strategies variability can make that a new game when you find a new opponent. But yeah... that may be harder to code. But not that hard! ;)

    The av93 idea is nice too, and we can mix both putting the av93 idea inside the commerce building.

    I am thinking this is the sort of thing that could only be incorporated into 0 A.D. as an independent mod, unrelated to Wildfire Games, both because of technical aspects, and because of cultural connotations of slavery.

    Jeru, i'm brazilian and we have a dramatically pain long slavery history, but that is a strong historical characteristic and i don't know who can say 0ad project is in favor of slavery because that is a game feature while that game has murdering and that is ok. I understand the cultural considerations, but in this case the person must point us as "pro killer" also and that is ridiculous. Well... be sure: the history teacher will love us. (y)

  2. (...)

    Unfortunately I doubt a gradual player colour change will be distinguishable on the textures, especially if conversion takes a minute or more.

    (...)

    Thanks by helping us Pureon.

    Well change color in texture will be really difficult to see, but what about blink the selection circle when loyalty decreases? The progress bar and the circle can only be displayed when the unity is selected, so we can chose. That can also have more details in the info box, displaying numerical values. As Jeru propose, we can grow up the blink frequency while the loyalty is lost.

  3. Hi oshron, i believe the Jeru idea simplify your proposal using another ways to display some status. I also believe that three bars is not a nice thing. Will be a real problem when we have some entities together. At least this will crap the artistic value of 0ad. ;)

  4. You've got Resource Supply written in both bars and icons - is this intended? I agree with your suggestions, but i don't think Resource Supply needs a bar (if the bar can be used for something more important). Garrison capacity definitely does not need a bar, it can just be a number.

    Yeah! Trees, rocks and dead animals are resources and some of us like to know the resource level without selecting it. So a resource bar is interesting.

    For alive animals a resource bar is useless, but is nice to know how much resource comes from a chicken or an elephant before killing it. So a icon with the number on details box is interesting.

    Multiplayer games will get very interesting when capturing is implemented (y):)

    Yeah! I want that too! :yes:

  5. For loyalty, perhaps the player color on the unit texture should gradually fade, or oscillate more and more strongly as it approaches the conversion point.

    For garrison slots, I suggest showing a set of small person-shaped icons that fill up as occupancy increases.

    Looks like a good idea... Please, call the artists to analyze and comment this proposal!

  6. Agreed, especially when it has been proposed to add even more status bars (see this topic) to the confusion. I can think of these possibilities:

    * Health

    * Resource supply

    * Siege pack progress

    * Loyalty

    * Stamina

    * Garrison capacity

    A different color for each? It's not very intuitive :unsure: Surely there is a better way to present this information.

    Yeah... My proposal:

    • Display as bars:
      • Health (for alive things)
      • Resource supply (for dead animals or plants in any state)
      • Siege pack progress (only while progress)
      • Loyalty (for alive units and some animals, when that is not in 100%)

      [*]Display as icons on details box:

      • Stamina
      • Garrison capacity
      • Resource supply (for alive animals)

    The maximum that we will see will be two bars. Color may be not intuitive, but with only 2 for specific cases, will be easy to understand seeing the details box.

  7. While i'm trying to implement this feature i need to add a loyalty/wildness bar, like the health bar... but i see that is difficult to put more information together. For animals we already have health and resource (food) bars, 3 bars is unhandable by the current layout, and i believe that will be worst to make that bigger. However, the animal is a food resource only when dead and has loyalty/wildness only when alive. Why have both at same time? My proposal is to make this change on the entity info box:

    post-15096-0-11661300-1357584224_thumb.j

    The resource bar will be replaced by loyalty/wildness bar while alive, the resource amount will be displayed as a icon information, also more readable. The loyalty bar will be also applied to units.

    • Like 1
  8. Hi all,

    I still far away to understand how magically things are placed on the game interface and the game structure at all... However, as i did my first task with Leper orientation, i want to make a bigger step: the capture ability, with your orientation.

    First query: How to add a button on unity details area?

    post-15096-0-28814800-1356819289_thumb.j

    I didn't find myself here, but i believe i will touch the unit_commands.js file. But, how? And, where more?

  9. More one concept to think about:

    Wildness X Loyalty

    Gaia units are independent and wild, while, on the other hand, player units are related and loyal. There is no direct translation between this concepts. A gaia's horse has a big wildness, but a owned horse has low loyalty, while a gaia's building has low wildness and when owned has a bigger loyalty.

    Loyalty needs to interact with territories, the current damage for out of territory structures should be changed to a loss of loyalty, this is basically capture by the gaia player. Neutral structures within a territory would be gradually captured.

    ...and its wildness will grow until 100%, until nobody try to own this.

    Wildness is like self loyalty, so wildness and loyalty will not decline and grow together. When wildness becomes 0, the unity is owned and its loyalty start to grow up. The same happens to the "gaianization".

  10. I agree with Pedro's idea for animals. I'm not sure about vision range, that might be too large a distance, but that is a minor detail.

    Perhaps we must set an animal attention radius where no enemy can capture while it has a owner inside. We may understand this like an area where the animal can accept commands that will protect it from a capturer.

    (...)

    The original idea is to have capturing as the primary way of non siege units dealing with buildings. This means that capturing should happen with any amount of health.

    That is ok to me!

    Loyalty needs to interact with territories, the current damage for out of territory structures should be changed to a loss of loyalty, this is basically capture by the gaia player. Neutral structures within a territory would be gradually captured.

    Great!

    I think a player should be able to prevent loss of loyalty using garrisoning, so you could capture an enemy building and then keep it, even though it is in their territory. I am starting to think that ths is essential because otherwise you have a silly situation where a structure is captured but then you are unable to prevent loss of ownership until you lose control of the structure and then use nearby units to recapture it restarting the whole cycle.

    Ok...

    Should nearby non-garrisoned units prevent loyalty loss?

    Please, can you clarify this question?

    One idea I had for capturing is that buildings must switch to a gaia state while being captured. So a structure would be owned by player 1 and have 100% loyalty. Then player 2 comes along with an army and starts the capture process. Loyalty decreases down to 0% at which point the structure becomes neutral, owned by gaia. Now it starts gaining loyalty for player 2 but is still owned by gaia. Until it reaches 100% loyalty when it now belongs to player 2. This would prevent rapid ownership changes between two factions fighting over a structure.

    I don't like that. That does not represent a common real capturing. That is done by violence, with no neutral stage. The building is owned by player 1, the player 2 start the capturing process, than that becomes owned by player 2 when that loses the resistance forces. Garrisoning and protecting captured is the way to prevent rapid ownership changes.

    The effect of garrisoning is interesting. One option would be to have garrisoned troops make capturing slower, and have the garrison kicked out when the structure reaches something like 10% loyalty (this happens with health currently). This is the simplest approach.

    Nice approach! I believe the kick must happens only when the loyalty becomes 0. Why kick if there still loyal?

    Otherwise there could be an idea of storming a structure. Units could have a certain storming ability, so there could be specialist units useful for defending or attacking garrisoned structures. The defenders would have some sort of bonus, this could depend on the type of structure as well and even structure health (e.g. use a battering ram to "knock the doors down" and then it becomes easier to capture). This adds quite a lot more complexity to the game play though.

    Cool!

    (...)

    There will need to be some difference in animation so that ranged units can capture, firing arrows to capture is silly.

    Yeah... How about hands trying to catch the female?

    One question is how to deal with differences in unit speed, should a woman in the process of being captured be slowed down or stopped? Otherwise infantry will have difficulty capturing, though perhaps this is desirable behaviour.

    Looks like a desirable behaviour. :)

    (...)

    As long as capturing is slow enough I don't think a cooldown would be needed. With the short range of capture an army of sufficient strength should kill attackers trying to capture it. Capturing should only be viable when there is a large difference in strength.

    Yes!

  11. I think the capture-button and the rope may be suitable for capturing e.g. elephants, that , while in the corral (?) decrease the cost of further war-elephants. Same with camels and horses.

    Kosmo, you mean gaia animals? Training this animals is a nice idea, but we must split this to another track ticket and another forum topic.

    Anyway... I believe some gaia animals must be capturable, but they must have "wild points" to be dropped. What you think?

  12. Now i remember, we have a special category for animal: dogs. Dogs must have a greeeeeat loyalty points, while others has no loyalty.

    Dogs can be converted? We may consider that dogs will fight until dead like soldiers, so that is uncapturable.

  13. Hi folks,

    I'm new here and i don't know if i really can do this, but i want to implement this feature (ticket 997). I was oriented by Leper to start by enabling to capture animals from other players, but we may talk how to do this and what more we can capture in the future.

    First step: animal capturing

    Any human unity (man, woman, horseman,...) can capture other player animals.

    The interface

    A button, like the garrison button, called "capture" will appear on all user human units. When clicked, that will work like the "garrison pointer" lighting when over a capturable unity.

    Ongoings

    The capturer will walk to the animal and pitch a rope. The capturer will fight with the animal by some seconds and then it is owned.

    Future: What and how to capture other units

    • Buildings
      • What exactly: not walls, or towers, or special structures? (see #996) I believe anything can be captured and converted, the problem is only with the "loyalty points" :declare:key idea
      • Who: Any military unity can capture buildings.
      • How: When the building has less then 50% of its hit points, the attacker may switch the attack action to capture, then the loyalty points will be displayed and consumed. The animation is the same as attacking, but the distance must be the same as the sword attack for any capturer -- that means: the capturers can be attacked while they are trying to capture the building. When that achieve 0% of the loyalty points, the ownership is changed to the attacker. When changed, the loyalty points start in 10%. The loyalty points grows up 1 point each second (that may be a lot of time to 100%), only with a garrisoned unity and the build hit points upper 50%.
      • Question: How to capture a garrisoned building? While we attack a a building we are attacking the garrisoned units too. They may be killed by some way. Can't be? How difficult that must to be?

      [*]Female workers

      • Who: Any military unity. (why not a group of other female workers too?)
      • How: The interface is the same as the animal capturing. The animation is the same as attacking, but the distance must be the same as the sword attack for any capturer. The rope do not works here, so the woman can run while her loyalty points are dropping. The loyalty points will grow up 1 point by second, only when she is inside the owner territory.

      [*]Male workers

      • Who: Any military unity.
      • How: By the same way, described to female workers, but... if this unity is a potential soldier, that can be commanded to fight against the capturer and that will lost the capturing possibility... so a fight will start.

      [*]Boats (and ships, that is all the same)

      • Who: Any unity that cam be near enough. On the beach that means any human, on the deep water, any boat.
      • How: The logic is the same as capturing a building, but boats may run out or attack. The capture work will not stop even if the boat attacks back.

    The capturer is unprotected wile trying to capture. That is not bad enough? Did we need a "capturer cooldown" before another capturing?

  14. Bitcoin can pay hosting and some computer related things. That is enough argument, but the options are growing, and a company make a bitcoin chip card to be used on physical world. If that can't buy all our needs today, at lest is a nice investment.

    • Like 1
×
×
  • Create New...