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WhiteTreePaladin

WFG Retired
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Everything posted by WhiteTreePaladin

  1. The non-linear campaign mode in BFME1 and BFME2 was awesome. It even supported multiplayer in BFME2. Really hope we get something like that someday. The resources in the campaign mode (and regular skirmish games) came from farms, which served the dual role of population and resource generation. Not sure how that portion would work in 0AD.
  2. Wouldn't the promotion animation fit better than the healing animation? (Might be confusing though)
  3. I think snapping buildings together accomplishes most of it
  4. I think it would be useful in the game too.
  5. I don't think there is, but it is a feature that I've wanted for awhile. Edit: there is a feature in the editor that turns the buildings red when they overlap, so that could help some.
  6. Another thing to note: when I captured a Chinese civil center, it allowed me to train Chinese units even when playing as another civilization. I did not check all buildings, so I don't know if it was just the civil center. Normally, you can train the same type of units in a captured structure, but only from your civilization.
  7. Very nice to see this kept up to date. Wanted to note that one of the house models has an inverted normal on the short, outside "garden" wall. You can see through the wall to the grass from the inside, but it is solid when viewed from the outside.
  8. Maybe fields could be finite at first and then upgraded to infinite fields by a technology? (Not sure what to call it, but there are probably several good names.) As a side note, I think it would be nice to have a visual way to quickly know which fields have the maximum gatherers. A glance over the fields is a lot easier than having to hover over each one.
  9. Could use the promotion animation for capturing I guess?
  10. I would agree. I don't think there's anything wrong with name changes, but I don't think we should encourage/advertise them either.
  11. Will these get added in the game soon? (I know the new meshes are not being used yet, but were they ever added in?)
  12. Neat! Really looking forward to the new models and animations. I hope he hasn't given up on them. Are you planning on working on them too?
  13. Sounds good. I hope we can get some of your earlier backgrounds in as well and choose between them randomly. They all would make nice menu screens.
  14. I actually think I like it better without the solder in the foreground.
  15. That kind of reminds me of the treasure guardians in AoE3. They would only attack if you attacked them first though.
  16. Have 3d stairs been added to the Seleucid civil center?
  17. I think making them an upgrade makes more sense. That way, the player can build walls earlier without having to wait until they can research because they can upgrade when ready. The fortified wall upgrade in AoK is a good example. If we want the three types of walls to exist concurrently (not have the best type replace the middle wall type), then perhaps we could have an upgrade button on a wall segment. To avoid having to upgrade each piece individually (and avoid mixing graphics that might not look good together), we could make the upgrade button upgrade all linked or connected wall segments and towers.
  18. I rather like the new fortress better than the old one, but both are good.
  19. The second typo was very possibly caused by autocorrect as it often tries to guess the next word by context. I believe that is correct. UDP port 20595 should be all you have to allow. You can post reports in the bug reports forum or create an account on trac. http://trac.wildfiregames.com/ https://wildfiregames.com/forum/index.php?/forum/378-bug-reports/
  20. I don't think he was referring to a release date. There's always testing, bugfixing, packaging and such before a new release.
  21. We currently support 1024x768 and up. This limits what we can do. We could stretch the GUI across the screen, but we wouldn't be able to take advantage of the extra width because we have to fit everything within 1024 pixels. We considered having multiple layouts awhile back, but determined that it would be too much maintenance for very little gain. I personally like the minimal GUI in AoE3 myself. I find it a bit more usable than the full AoE3 GUI shown in that screenshot.
  22. BFME 1 and 2 both allowed movement on walls and gates, but the walls were only allowed in predetermined places and were at least twice as wide as our walls. In BFME 2, they added a wall type that could be built anywhere, but those walls were narrower and did not support units on top. Having units on walls for a siege scenario is a lot of fun. However, the walls have to be fairly wide or there isn't enough room to move units around, In that case, the player would be better off with regular defense tower garrisoning. Siege towers and ladders allowed units to climb up over the thinner walls and to climb on top of the larger walls. The ladders or siege towers had to be attached to a wall first which was accomplished by "attacking" the wall with the siege unit. When the ladder or tower reached the wall, it attached and provided a path over. Units would automatically see the new path over the wall and attempt to climb the ladder when tasked to a location on the other side. Multiple units could climb at the same time, but only in a single file. It took a few seconds for a unit to reach the top. No garrisoning was required in order to use a siege tower or ladder, so there wasn't any micro-management of repeated garrisoning and ungarrisoning to get units on or over a wall. Units in the process of climbing a tower or ladder where killed when it was destroyed.
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