WhiteTreePaladin
WFG Retired-
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Everything posted by WhiteTreePaladin
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Turn lengths for Alpha 2
WhiteTreePaladin replied to k776's topic in Game Development & Technical Discussion
Here is the sim log: commands.txt We had an OOS at the beginning, but continued playing anyway: oos_dump.txt -
Can someone elaborate on the advantages of this over something like local tribes in AoE3?
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The new Celtic buildings are nice, but I just want to make a few suggestions. (I avoided saying anything up until now, just to ward off first impressions.) All of the buildings are nice. I thinking that a Grand Hall would be really nice for the Civil Center. Not that the round one is bad, but I don't think we need round buildings all that much. The current round Civil Center just seems like it should be a special building or something. A smaller version of it could perhaps make a good Market? The Market is too epic IMO. It's a fantastic building, but it dominates all the other buildings (which is great if it is a building of that importance, but it's just a market). Maybe use the Market building for the Civil Center or a special building? The front triangle of the main building on the Barracks is great. Maybe use that style for a Civil Center Great Hall or on the Market? These are just a few thoughts I had that I've been considering since you released these buildings. Feel free to ignore.
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Where are you in your life?
WhiteTreePaladin replied to ZeZar's topic in Introductions & Off-Topic Discussion
(I think someone has been making too many assumptions... ) -
7) F10 opens the menu currently. 8) I don't really like the idea of removing a button like that. Maybe just change it to say "unpause"?
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Multiplayer Experiences
WhiteTreePaladin replied to k776's topic in Game Development & Technical Discussion
A temporary work around for the chat is to check the console. The chats stays there until it is pushed of by new messages. It also holds more messages I think. (The ` key shows/hides the console.) -
Thanks for switching the bars back. I agree about not making them too thick (They were a bit too thick in BFME.)
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I like the old bar sizes better. Michael's made them too small for me to comfortably see. The old building bars were also twice as wide as they are now. I definitely like the other sizes better.
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Perhaps buildings should have extra wide bars like in BFME? (I think building health bars were about 4 or 5 times wider. That would let you know you were hovering over a building and not hovering over one of your units that's attacking the building. Otherwise, you might be watching one of your own units die from arrows or something while you think you are watching the building go down fast.)
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I think the bars should show on hover. If you find this annoying then perhaps it should be limited to just when hovering over buildings? (We don't have to have them show on hover, just Erik made a good point about being able to see the health of an enemy building while you're tearing it down. With hover, you don't have to deselect your units to see that.)
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Welcome indeed. (Nice name there. I approve. )
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Titus Ultor is correct. Feel free to suggest other options also.
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We are interested in seeing what some players prefer. If you have specific reasons, please post why you like it one way or the other. Some examples: Age of Empires 2, The Age of Kings: the main icon was hidden when more than one item was selected. Age of Empires 3: the main icon was visible even when multiple items were selected.
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Yes, I've always thought SoD was the black and FoW was the foggy area also.
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Camera controls
WhiteTreePaladin replied to Ykkrosh's topic in Game Development & Technical Discussion
markelov: I think he means that we should keep skyboxes for custom cinematic scenes, but not automatically enable skyboxes in the main game. People have been busy lately, so I would assume no one's got to it yet. Thanks for the reminder though, we should get to it eventually. -
[Edit] This has been fixed. I hope that there are no errors in this, since I had to change a bit after posting to remove sections that require changes to other files. <sprite name="sdStatsBarShader"> <image backcolor="0 0 0 128" size="0 0 100% 1"/> <image backcolor="0 0 0 128" size="100%-1 1 100% 100%-1"/> <image backcolor="0 0 0 128" size="0 100%-1 100% 100%"/> <image backcolor="0 0 0 128" size="0 1 1 100%-1"/> <image backcolor="0 0 0 96" size="0 1 100% 2"/> <image backcolor="0 0 0 96" size="100%-2 2 100%-1 100%-2"/> <image backcolor="0 0 0 96" size="0 100%-2 100% 100%-1"/> <image backcolor="0 0 0 96" size="1 2 2 100%-2"/> <image backcolor="0 0 0 64" size="0 2 100% 3"/> <image backcolor="0 0 0 64" size="100%-3 3 100%-2 100%-3"/> <image backcolor="0 0 0 64" size="0 100%-3 100% 100%-2"/> <image backcolor="0 0 0 64" size="2 3 3 100%-3"/> </sprite> <!-- Big unit icon --> <object size= "50%-53 -10 50%+53 96" type="image" name="sdIconOutline" sprite="sdIconOutline" tooltip_style="snToolTip"> <object size= "3 3 100%-3 100%-3" type="image" name="sdIcon" ghost="true"/> <!-- Health bar --> <object size="100%+8 16 100%+18 100%" type="image" name="sdHealth" tooltip="Hitpoints" tooltip_style="snToolTip"> <object type="image" sprite="sdHealthBackground" ghost="true"/> <object type="image" sprite="sdHealthForeground" ghost="true" name="sdHealthBar"/> <object type="image" sprite="sdStatsBarShader" ghost="true"/> </object> <!-- Stamina bar --> <object size="100%+20 16 100%+30 100%" type="image" name="sdStamina" tooltip="Stamina" tooltip_style="snToolTip"> <object type="image" sprite="sdStaminaBackground" ghost="true"/> <object type="image" sprite="sdStaminaForeground" ghost="true" name="sdStaminaBar"/> <object type="image" sprite="sdStatsBarShader" ghost="true"/> </object> </object>
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Hi historic_bruno, I'm working on the ingame GUI layout (resource bars, unit icons, etc.) Most of what I do there is aesthetic. We would be glad to have help with any area you're interested in. By the way, random map scripting did work in the old simulation, but it hasn't been ported over to the new simulation system. That's why it's broken.
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AoM-like pathfinding/movement
WhiteTreePaladin replied to Ykkrosh's topic in Game Development & Technical Discussion
Definitely more responsive now with a cavalry horde in the forest. -
Yeah, anyone can animate. Even I can. I'm just not very good at it. (Maybe I should put some more time into it. I did buy a Blender book on animation awhile back.)
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asasinuxp: Thanks for your interesting in translating. It is something we will need in the future. However, right now we don't have translation support yet. Any translation work done now would be wasted, because you would have to work through many files. Whenever the game changed (which happens often), you would have to track down what had changed and translate those relevant parts again. It would be an insurmountable amount of maintenance. When we get a proper translation system in place, then the task of translating will be much more reasonable. At that point, we will welcome volunteers to help get the game translated into many languages.
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Clicking on an entity that doesn't really exist just for ease of targeting is ok I guess as long as no critical information is revealed. We would need to keep the HP, resources remaining, etc. the same since it was last seen and not update that.
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Brian: Philip-: I've got some comments about the FoW. Brian: First, I don't think an enemy or Gaia unit should stay selected when they go back into the FoW or SoD. Philip-: Good point Brian: Also, I don't think you should be able to click on things visible in FoW. For example, if you click a tree and see that its resources are going down, you know where the enemy is gathering wood. Philip-: Hmm Philip-: If there's an enemy building, you should probably still be able to click it and see its name Philip-: (otherwise it'll be annoying because you'd have to memorise what all the buildings look like) Philip-: but maybe shouldn't see its hitpoints etc Philip-: What if a tree/building in the fog gets destroyed? Brian: I don't think enemy buildings behind FoW were clickable in AoK. I know that sometimes buildings hidden behind FoW would disappear when you got to them because they were no longer there (someone else had destroyed it since you had been there.) Philip-: If we want to hide that information and keep displaying it until you get close enough to see, it's a bit of a pain when you tell a unit to gather/attack a target that doesn't really exist Philip-: I suppose we'd have to create fake placeholder entities in fog, and then set up things (GUI, UnitAI, etc) so it automatically switches its selection to the real entity (if any) when it comes into view again Brian: If trees disappeared as they were exhausted, then that's the same problem. All you would have to do would be to look for a cleared out area. If any trees were missing when you looked again later, then you know something is happening there. Brian: I don't think you should be able to target things in FoW, trees or otherwise (since they may not even exist anymore). Philip-: That doesn't sound nice for players Philip-: If I've previously seen the enemy city, and then built a new army and want to attack, I want to be able to click on the fogged enemy buildings to give attack orders Philip-: I think the current approach is probably okay for the next release, but it should be improved later to do proper information-hiding if that's what we want
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It's very similar to AoK, which is better than we had before. If performance isn't bad, then I'd say it's quite good enough for now.