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niektb

WFG Retired
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Everything posted by niektb

  1. I noticed that the derivateEntitiesByHeight function does not work correctly. With some seeds you will encounter entities that are placed inside (or at least do not keep the required distance) the CC, while it should avoid starting locations with a certain distance. As a workaround I personnaly avoided the playerHeight in Schwarzwald.
  2. Zip =/= rar: (.zip is allowed, .rar not) incogmaps.zip But the explaination with the image works also
  3. You can upload zips. I will post some feedback later. Edit: I'll wait for the zip, I don't want to install bloatware to download it.
  4. That having said: what kind of attack do hoplites have? Pierce or Hack?
  5. Ah yes, I normally would refer to that with TC. (AoC is an abbreviation of an AoK mod, Age of Chivalry: Hegemony.) Well, you have fortresses to be strong. I think towers can be less effective and be upgraded later on (like in AoE2: TC/AoK)
  6. Let me think. How is it handled by other RTS's? (F.e. AoK)
  7. This map has been committed since r15327 http://trac.wildfiregames.com/changeset/15327 Thanks for reviewing, sanderd17
  8. It would be better to put that specific farmboosting land in a central spot to get a strategic point to battle for.
  9. For the ones interested in the status on Performance, there is a trac page about it: http://trac.wildfiregames.com/wiki/GamePerformance
  10. IRC is also very helpful to ask single questions: http://webchat.quakenet.org/?channels=0ad-dev or http://webchat.quakenet.org/?channels=0ad
  11. Whut? Slaves should have upkeep cost while (champion)soldiers don't? Here is my personal opinion on implementing slaves (though I really wouldn't mind if slaves do not get implemented at all) 1. You don't buy slaves, you capture them. 2. Slaves are no gatherers, but do the following: - slaves act as carrying units, you can task them on gathering citizens to let the citizens continuesly gather while the slaves carry the goods to the dropsites. - When garrisoned in galleys, the galleys move slightly faster. 3. Of course a slave can't fight and has a low health and gets easily recaptured (maybe it would become again what it was before it was forced to be slave?) 4. No upkeep cost, (no population cost too?)
  12. My wishes on top of my list: - Performance improvements - one or another new graphics shader (FXAA?) - triggers - enhanced formations
  13. No, it is perfect if you do so, but please do not open a topic for everything if there already is a topic for discussing factions
  14. What would be needed to make these towers usable for the earlier Japanese (in the other topic)?
  15. Ehm, I'm able to log in with the same account + password on both lobbies?
  16. Did you try to open it from the bat file (if you're in wondows) that is located in 0A.D. Alpha/binaries/system/Atlas.bat?
  17. If you want to discuss the faction line-up, I suggest you'd rather do it here: http://www.wildfiregames.com/forum/index.php?showtopic=17862 Rather than open a topic for every faction you want to see in.
  18. No thamlett, they can't be in the viking civ. (These differ quite much from Vandals) As for the Vandals itself. Well... We already have 5 more or less German tribes: Vikings (not a true German tribe, but relatively comparable), Lombards, Franks, Saxons and Goths. Since we can't have every faction we dropped a couple of german tribes since we already have so much. And vandals were one of these dropped. Although I agree they were not unimportant in history, they were not significant enough / not different enough to include them as a faction.
  19. I suggest to draw small connection lines to improve the easiness of reading the charts. Looking good though, it also opens the way of testing multiple strategies with AI's.
  20. This has been implemented, but not in Alpha 16. It will come in A17.
  21. Today I encountered an error/crash while trying to test my newly created Viking Storehouse (while trying to place): ERROR: Actor 'storehouse' has no textures.This storehouse is a building that consists of already existing props alone. Because the game was complaining about a missing base when taking an empty as parent, I created a dummy cube and resized it so it is invisible. The actor file reads as follows: <?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant frequency="100" name="Viking storehouse"> <mesh>structural/viking_storehouse.dae</mesh> <props> <prop actor="props/structures/decals/dirt_4x4.xml" attachpoint="root"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="cart"/> <prop actor="props/special/eyecandy/hay_a.xml" attachpoint="hay"/> <prop actor="props/special/eyecandy/awning_wood_large.xml" attachpoint="lawning"/> <prop actor="props/special/eyecandy/awning_wood_small.xml" attachpoint="sawning1"/> <prop actor="props/special/eyecandy/awning_wood_small.xml" attachpoint="sawning2"/> <prop actor="props/special/eyecandy/barrel_a.xml" attachpoint="barrel1"/> <prop actor="props/special/eyecandy/barrel_a.xml" attachpoint="barrel2"/> <prop actor="props/special/eyecandy/crate_a.xml" attachpoint="crate1"/> <prop actor="props/special/eyecandy/crate_a.xml" attachpoint="crate2"/> <prop actor="props/special/eyecandy/blocks_granite_pile_a.xml" attachpoint="stone1"/> <prop actor="props/special/eyecandy/blocks_granite_pile_a.xml" attachpoint="stone2"/> </props> </variant> <textures><texture file="structural/viking_struct.png" name="baseTex"/></textures> <material>player_trans.xml</material> </group></actor>The model itself is attached along with the texture. It is true that it is so small, there are only attachpoints. I also attached the crashlog and system info. viking_storehouse.zip crashlog.txt system_info.txt
  22. Sure, these are extremely cool. I remembered in a AoK mod (Age of Chivalry to be precise) that there were so called 'Political Decisions'. With for example Saxony you could choose between the Teutonic Order and the Lithuanians (or something like that) (Yes, a pair tech). In the first case all standard barrack units were disabled. In exchange you were able to train extremely powerful Teutonic Knights (both an infantry and a cav version). Powerful but veeerrryyy slow. For the second option also most barrack units were disabled but instead you received cheap, but weak skirmishers and light infantry. A pair, a trade-off in strategy and unlocking units with one and the same tech... Wonderful. That should be do-able to a certain extend when formation fighting is fully working.
  23. I agree with iNcog that there are some tech pairs that are unbalanced like the wood gather speed vs. the wheelbarrow. No one will ever choose the wood tech.
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