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WhiteTreePaladin

WFG Retired
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Posts 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.

    • Like 1
  2. 8 hours ago, Itms said:

    We desperately need those indeed. For the record, I think that something along the lines of kicking down doors was the best solution brought up. Currently some units use pitchforks, which looks a tad ridiculous. Some people were in favor of using the healing animation but that would look "magical" - however cheering with weapons and armor would be a nice addition to kicks and bumps.

    Wouldn't the promotion animation fit better than the healing animation? (Might be confusing though)

  3. 3 hours ago, Loki1950 said:

    Silly question what grid as far as I have seen there is no grid just a coordinate system so first a displayable grid will need to be coded before you could even consider snapping to said grid in either atlas or the game.

    I think snapping buildings together accomplishes most of it

    • Like 2
  4. 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.

    • Like 2
  5. 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.

    • Like 2
  6. 7 hours ago, LordGood said:

    K guys, I have 4 attack animations, 3 deaths, idle ready, and idle turtle, just so you know. 

    However, I am incapable of showing you, so just take my word for it; progress is being made. 

    *One of those attacks involves a shield strike

    Will these get added in the game soon? (I know the new meshes are not being used yet, but were they ever added in?)

  7. 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.

    • Like 5
  8. On 9/18/2016 at 0:39 PM, Biggvs_Richardvs said:

    It's ok,  linux is free - no need to fund it!  ;)  LOL cool double typo (I assume?).

    The second typo was very possibly caused by autocorrect as it often tries to guess the next word by context. :)

    On 9/18/2016 at 0:39 PM, Biggvs_Richardvs said:

    If it's listening on 20595 and that's all I need open for clients to connect, then I'm good.

    I believe that is correct. UDP port 20595 should be all you have to allow.

    Quote

     Oop. Found a possible bug in multiplayer. Creating new thread to report it....

    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/

  9. 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.

    • Like 2
  10. 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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