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shieldwolf23

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Everything posted by shieldwolf23

  1. Not an assistant, brother Radagast, but a mentor and partner. You do remember the mushrooms, eh?
  2. Forgive me for not being technical enough, but allow me to share my thoughts on Triggers: I agree on what Yves suggested, in that triggers could be localized/ categorized depending on the map necessities. What I like about the Age of Empire 1 editor is the simplicity of the Conditions > Effects that is actually pre-loaded in the editor, which, for beginners, could be selected to provide simple changes in game play mechanics. I would love to see that simplicity. The most powerful and at the same time flexible editor I used, however, is Empire Earth's. While having the same simple Conditions > Effects choices, it can also mix in different variables for different purposes and effects, so that, you can almost recreate any effect or trigger any game play mechanics you can think of, limited only by the core game engine. I hope that 0 AD could replicate that. Again, sorry for not being of help technically (I don't know much in scripting). But I sure can help with testing/ suggesting what sort of pre-existing conditions/ effects should be there for beginners to use in creating their own maps.
  3. I agree. Historically, that is the main focus of wars between Empires and ancients - territories, and the rare/ valuable resources that those territories contain. Since 0 AD is geared on realism, we should take that into account.
  4. I would go to a generic-looking rowboat, but with new art (not a scaled-down version).
  5. Looking really good! I must agree though on sanderd's observation on having trees nearer the lake (not the whole lake mind you, but only part of the circle). I don't mind the fog though, it adds more ambience in the scenario. When do I get Robin Hood in my own 0 AD copy, Hephaestion?
  6. Oh, those were roads? At first, I thought those were roads, but 2 out of 3 random maps some of those roads are on top of inaccessible "hills/ mountains", so I thought they were rocks. Thank you too details on the cfg. Just got it copy and pasted.
  7. @Hephaestion: My user.cfg contains this: splashscreenenable = "false"userreport.enabledversion = "0"userreport.id = "3346465565a4dc6f" How would I proceed on doing it? Sorry, I'm technically impaired. @niektb: On 3, yep, I have noticed that too. However, what I mean by "rocks" is the terrain you used for the rocky features. A little bit of variety on the rocky terrain would make wonders.
  8. So, I have generated 3 Black Forest scenarios. My comments are below: 1. Is there any way you could make the water deeper, and more active? It looks very plain, without waves and such (I don't know if this is because of the main engine itself, or the way RMS is painting the map). 2. The greens are a bit monotonous. Like Stan's suggestion, maybe you could have the RMS paint different shades of greens, with some patches of dirt and non-grass in between? 3. Could you make a splattering of other rock types too?
  9. Man, you again tickled my imagination there!
  10. Ah, hello there Popeychops! Welcome, welcome, welcome. Glad you are here too. Here's hoping to great collaborations in the future!
  11. Thanks for the clarification, Lion. On 1, I would want to select ALL idle units, not only one. With selecting "," would it select ALL of the idle citizens? On 3, thank you. I'll try that in game. On 6, I'm not entirely sure (haven't played vanilla EE 2 lately), but I do know that this existed in Rise of Nations.
  12. Sorry if the below suggestions have already been suggested before. I hope you'll permit me to raise them. I have played Alpha 15 and I have gathered the following observations/ suggestions: 1. If the player double clicks the hammer for the idle citizens, ALL idle citizens will be selected (not only 1). 2. Each unit should have an "explore" button, that, when pressed, would make that unit go to random locations, revealing the fog of war. 3. Ability to select military units only (the rectangle selection, if there are villagers, would not select those villagers). 4. Ability to select ALL citizen soldiers (very useful in having them stop their resource gathering). 5. Ability for recently created units to join a Group formation. For example, if I create 5 hoplites and I place the barrack's rally point to my created Group 1, those 5 hoplites would join Group 1 automatically. 6. More attack modes targeting specific groups (like attacking buildings only, or citizens only). I have also experienced quite huge lag in games having 4 AIs, but I read somewhere that for now, this can't be helped. Thanks for the time in reading.
  13. Couldn't we have both? I like option 2 too, since it would make for a good siege centerpiece. Historical sieges have been made or broken by the existence or non-existence of strategic wells.
  14. Shieldwolf is my name in Old English. I'm Randolph, originally from the Philippines, but working in Abu Dhabi. GMT +4
  15. I second hhyloc. For now, when we do the campaigns, we can have a simple messages [dialogues] with no voice over work. That way, the dialogues are already there, and voice over work could follow. As to 0 AD winning over more players, yes, I do believe that player count would increase once we give them campaigns, and the ability to create their own scenarios/ edit campaign variables. I, myself, would be looking forward to it.
  16. I would certainly like the look and feel of a Total War campaign map, but without the turn-based aspect. Instead of turns, the campaign would be able to be paused to issue orders and other city- or region-wide management. Have any of you guys played Lords of the Realm? It has the look and feel of early Total War, but with real time strategy map. It really is quite a challenging game. Once armies clash in the campaign map, or if the army is near enemy city for a siege, the player would then have to decide whether to let the AI resolve the battles/ sieges in the prescribed time, or you will be able to play the siege/ battle in real time. I think that would be quite a good campaign template.
  17. And where's mine? *crying hysterically*
  18. Ok thank you all. I'll try the SVN version and would continue PT on this.
  19. Err.. Yep, I'm playing with 0 AD Alpha XV: Osiris, Build Dec 18 2013 - 14385. Sorry guys, if this was due to that fact. Is there a link somewhere to somehow update my 0 AD version? Or is the SVN version so to speak is the one to use?
  20. Thanks. There a couple of aesthetic and game play issues I want to raise, but I want to be sure if what I got is the latest batch from the repositories. Shall I continue the PT, or should I wait for your confirmation if the one in the repositories is the latest?
  21. I was playtesting Aristeia yesterday and I have warnings every time I select a unit (related to formations and such), as well as when selecting the Egyptian houses (something related to creation of females). As suggested by niektb, I have attached my game logs. interestinglog.html mainlog.html
  22. Agree on drekkar having all 3. My suggestions: karvi, being both trader and warship, has none of the 3, but same attack as skeid. knarr would have the 2nd
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