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WhiteTreePaladin

WFG Retired
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Everything posted by WhiteTreePaladin

  1. I guess it's probably best to just keep what we have and wait for proper decals.
  2. I was actually talking about zoomed out, not in. The circle gets way too thick when zoomed out if it is 4 pt, but looks okay at a medium distance. Zoomed in close it looks thin. Two pt looks thin at a normal zoom.
  3. It stays at the same thickness regardless of distance. A thickness of 4 looks very good at one point but terrible when zoomed out. I guess just keep it as it is and we'll have to wait for someone to add terrain decals. (We also need that terrain alignment behavior for farms, rocks, etc.)
  4. I was using some of the ship actors for sunken ships. I guess we'll have to have special actors for that, but that's just a minor annoyance. We should probably use special models for sunken ships anyway.
  5. Hmm, that's thickened? I think it should be fairly thick (like Michael's screenshot). Although it won't be quite as nice without a smooth curve, at least it will be easier to see. Maybe something in between Michael's picture and the current thickness? Split the difference perhaps?
  6. We do want some actors to stay sunk though (like sunken ships).
  7. I like it! (Neat idea there with the rocks and bushes. It's good because we don't have shallows like AoK.)
  8. Sounds reasonable. Here's a few screenshots of AoE3 where they do something similar. The ships have ovals colored by player color. The Indians (American) have fancy outlines. In this shot, they show a star under a hero. (In vanillla AoE3, I believe that there was a circle around the star) I think regular units just have circles (which are thicker than those in AoK), but I don't know if there are colored or not. I know the health bars above the units heads are colored by player color. (They use black for the background fill color rather than red.) Regular health bars in the panel are green and red respectively. [edit] After trying your changes, I don't know if changing the color is a good idea. It will only work well if the thickness of the circle is also increased. (The thickness might be hard to change since it's just a circle drawn and not a proper decal.) Brighter colors would help too.
  9. I think we'll probably keep it simple, so resources and trading will most likely work as they did in Age of Empires. That said, there's nothing preventing a mod from implementing those features. Much of the gameplay logic is in JavaScript, which is a fairly easy to learn scripting language.
  10. I've added some more resources to trees and rocks, so they should last a little longer now. Not sure what you mean here, but you can delete your own buildings in the newest version in SVN.
  11. I think we have something called "biomes" that might be very similar to that. (That link is very old though. I know that we have the terrains organized by biomes in Atlas.) (biomes aren't implemented yet)
  12. Fish didn't migrate in AoK. The problem with migrating fish (I did originally allow the fish to move) is that the boat may end up following the fish as they periodically move. A fishing boat should, for the most part, stay still. It makes it difficult to fish. The animals will be killed before meat is gathered which means a stationary target, but the fish are never killed, just collected. I've found it is difficult to gather from a moving source, even if it only moves periodically. Fish may move in the final version, but I think they will probably be stationary. (It wouldn't be difficult to change though.)
  13. profile log per discussion: profile.txt Latium_profile.txt - after fresh load, with nothing particular going on combat_profile.txt - with 7 enemy units standing around I noticed something interesting: Release mode: tried half a dozen times It is difficult to lose even if I want to If I attack, then let it play out on it's own, I win Debug mode: tried twice It is difficult to win even if I want to If I attack, then let it play out on it's own, I lose
  14. Netbeans is slow, but has an incredible auto-complete system (at least with Java). It guessed exactly what I wanted almost all of the time. It might be related to some learning algorithm though, so I don't know if I inadvertently "trained" it.
  15. It works, but just has obstruction issues. The ships can't move over the fish. Also, the ships are all "round." This makes them overly wide in order to get a semi decent length. When the obstruction system gets improved, fishing, farming, and ship battles will work nicely. I think I'll add them to the Civil Center later today. It looks like I already did that, so it should be in the next version.
  16. Ok, I just got it confused with our Atlas.
  17. Just some clarification The game, 0 A.D., covers the time period from roughly 500 B.C to A.D. 500. Pyrogenesis is just the game engine, not a game in itself. Atlas is the scenario editor, so it doesn't have a time period.
  18. I suppose you could "modify their mod" if you liked their basic premise, but didn't want ages. I was just saying that there are no ages in the official game.
  19. There are no ages in our game. We have phases which are not researched like "ages." I believe our phases are: Village, Town, and City. They are not implemented though, so there is nothing to try out yet related to that.
  20. This is not directly related, but it is at least remotely related: Portable Linux Apps Which Work With Any Linux Distro
  21. They also take the "History Made Everyday" part too literally - How does "Ice Road Truckers," etc. count as history?
  22. I guess security updates are not always a requirement - it depends on the situation. Windows viruses are not relevant, for one thing.
  23. Welcome back. The map editor works reasonably well (no triggers yet). You might want to try it out considering you like scenario design.
  24. I want to like Fedora, but every release I've tried (10, 11, 12, 13) has always had something that didn't work correctly. Fedora releases expire so quickly, why is 12 even important?
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