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WhiteTreePaladin

WFG Retired
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Everything posted by WhiteTreePaladin

  1. It's planned for the first release, but hasn't been done yet. It will just be an area effect, no trample animations. I'd like trampling to be more exciting like in the Battle for Middle Earth series of games with some physics-like effects. Perhaps we'll get something more like that eventually.
  2. I don't think that ads inside a game are inherently bad, (think about a racing game with billboard advertising), but I do agree that they wouldn't work well in our case. Opt-in website ads should be alright assuming we can control the content somewhat. [Edit] @Geek Hmm, looking back at the original post, I do see he mentioned loading screen ads. I missed that. I don't think we should have those. I see why what I said caused the confusion. Sorry about that.
  3. We're not talking about the game, just the website. There's no way we'd put ads in the game, not even opt-in ads. [Edit] As for opt-in ads on the website: I'd support that if we had some control over the content.
  4. Please explain, I don't understand. He did say opt in, not opt out. There could certainly be issues with it, but I don't think it's that big of an issue.
  5. Opt in ads are an interesting idea. I think the main issue with ads is that we probably wouldn't have any control over the content. Wouldn't really want to have a possibility of potentially offensive ads. There may be some way to make it work, just I don't really know much about it.
  6. I think it could be a nice idea, but it will be several more years before it's remotely worth pursuing.
  7. @asmartgoat: Edited the title to put a space in it. Hope you don't mind. Nice work you're doing. Probably would use higher resolution logos at the front though.
  8. Pretty sure it was for all. I tended to use my structures as rudimentary walls...
  9. AoE3 snaps buildings together if you try to place them too close. I definitely prefer that approach.
  10. Yeah, stronger walls that actually work are better. Cheap walls aren't any good if you have to keep rebuilding them; it's too much micromanagment.
  11. I like BFME2's battalions/control and walls, so definitely some good things there. I like Michael's earlier comment about tying in batch training and battalions. If you train them in batch, then they come out as a battalion. Individual units could still be placed in a battalion, and battalions could always be split up, but doing it automatically could really streamline things.
  12. Yeah, it's not for appearance, it's for control. Group selection is much easier to manage, but it's too much effort to manually make groups. Individual selection is nice, but not so much in the middle of battle. It's kind of like renewable resources; they're a neat idea, but really just make things more complicated rather than fun.
  13. I never liked the mess that was an AoK battle. BFME2 handled it better, but it didn't have much of an economy. Economy seems to be the main thing against battalions.
  14. Welcome. Java is a lot easier than c++ though.
  15. I like using individual units, but it's a real mess during battles... I never use formations though, too much work.
  16. I prefer battalions for actually fighting also. I think the reason selecting individual units is popular is because it makes custom scenarios easier (think RPG style). For actual fighting, individual units is a lot of micromanagement, so I actually prefer battalions. We could probably make it possible to place battalions and individual units in the editor and just make buildings train battalions. If someone wanted to train individual units, it would just be a simple mod to get it done. As for 15 units for swordsmen - you may be right. I tend to only train archers though. [edit] Battalions don't have to all be the same size.
  17. BFME2 hordes for the "good" civs are ten units. I think the "evil" ones are also ten. In BFME 1, the good hordes were 5 and the bad ones were 10. (I think there were a few exceptions.)
  18. Well, there are some other really nice things coming that are pretty big, but they're not new "features."
  19. He didn't intend for them to be permanently multi-player, just until the AI issues are worked out (although that could be awhile).
  20. Well, Erik said this earlier: That's one thing There are a few more things which might make it as well So not really sure myself.
  21. Pretty much just win battles at this point. We don't have campaigns implemented, so we don't really have wars yet.)
  22. Yeah, BFME2 does a nice job, (although they don't let you continue after you win, so they didn't need to display any dialog).
  23. Ok, the message is a bit more focused. We can change it more if needed.
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