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elexis

WFG Retired
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Everything posted by elexis

  1. supertuxkart is on steam now too, but there is a big catch:
  2. Player 1 and 2 being very strong, Player 3 and 4 mediocre, Player 5 and 6 never played the game before. I guess it might work if all of the players are equally equipped, but I've rarely seen it. New and established players both often complain about teams being imbalanced, or one player resigning too soon (thus ending up with 2v3 or 3v4 which by itself most often decides the fate of the game). Usually one spends an awful lot of time in the gamesetup trying to figure out the perfect balance and it was often proposed to implement an auto-balancing feature (I guess the difference in the sum of the ELO-rating between teams should be minimized). But I do agree that it will be a nice feature in case of having equally equipped players around and it can be implemented, even as a simple ticket for beginners (-> that what Stan said).
  3. The number of tickets on the milestone are not relevant, the relese blockers are. I'm sure wowgetoffyourcellphone would have loved to help. If you think we were idle or didn't fix some release blockers before the feature freeze, check again.
  4. Ah, so this could become some scenario map where you have to defend from a mass of invaders? Guess there should be many starting resources or forests to gather from then. Also what's that iberian monument doing there? The map reminds us again of the limitation of random map scripts, not bad.
  5. Sounds incorrect. If a stables is a barracks, then it should also receive the Barracks class. If a stables isn't a barracks, then the string should be changed. Unfortunately we're in string freeze for alpha 22. Also the tech is too expensive unless you're playing a game with death match resources. Could also increase the effect of the tech, but then what do we have temples for? We can remove it from the production queue of the stables, or keep it there and fix it shortly after the release, or fix the affects entry now and the string after the release in case noone forgets.
  6. Due to the space in the nickname the one from the screenshot most probably joined via IP. There was a borg(3000) account in the lobby recently registered by someone who won 4 rated games against the same account in 4 minutes, got banned, then registered two more accounts and played 4 more rated games in 2 minutes, then got banned again, then created a new account and asked me to unban him because he played against his friend. But that person likely doesn't speak spanish and the nr one in the leaderboard has many admirers. Since there is no data attached, we can only speculate, there were some speaking spanish in that game from the screenshot. Reminds me that I wanted to write that missile defense shield module.
  7. That we should be written with a capital letter, as it's the proper noun, right?
  8. https://en.wikipedia.org/wiki/Screen_tearing Enable vsync or play with the FPS limiter number
  9. Maybe the screenshot or video can be taken with a smartphone if it's not visible on a screenshot. It must be a driver bug. Also could try to disable GLSL and other graphics options.
  10. Removing the distance relation means that a player can use the smallest part of the map and turtle up there, whereas now the player is driven into maximizing the map control which proportionally opens up possibilities for the enemy to attack. Also consider that the more resources a trade cart carries, the higher the profit of enemies killing that trade cart. If you're playing on a small map, all players have smaller profits, so it's still worthwhile if you're playing a longer game and ran out of resources. Maybe we could factor in the mapsize though, so that we get more profit on the same distance on smaller maps and not a gigantic profit on large maps. We should be bound by what is a good plan, not necessarily what was the original plan, they may or may not coincide. Not superfluous, it is a nice choice between fields and corrals, both have advantages and disadvantages. I'd really not remove it, even if people didn't foresee the gameplay effect it has. One can spend hundreds of games multiple months trying out different corral build orders, something which I don't expect if they only work when capturing animals. This sounds like a good aspect indeed, but we shouldn't remove the production queue IMO. It really allows players to make big mistakes (investing all food into sheep instead of mankind) but also enables players to get great profits if cared about (not only putting women on fields and then never caring about that part of the economy anymore). With unrewarding I meant it shouldn't be able to replace the food economy, or become optional if so. Capturing sheep and garrisoning them into corrals would be nice, but it's not like current corrals mechanics are bad and should be removed IMO
  11. Absolutely agree that it's annoying to not have this information unless selecting a player view. However it seems ugly to have those resource icons but no numbers there (Maybe the sum or something else would add kind of interesting information and fix that visual difference). About status bars for gaia, how about showing them for structures and units but not for resources? Status bars for trees seem a bit ugly, you can test it when switching to gaia. About corrals/relics, I'd rather add a mechanism for the player to make use of the corrals than removing the mechanism of corrals if we had the choice. If there was trickle, it should be really unrewarding, otherwise you can just build it and forget about it and invest all the population into military. No more fine balancing of the economy which allows players to distinguish themselves, nay?
  12. Still think a resource trickle for corrals is boring and doesn't require any investment or skill of the player. "status bars for every single thing in the game" as in gaia resources too? Otherwise it's the case already. "resource counts for all players" as in showing the sum of resources all players currently have? Can I write a TODO list for you guys too? Hope you didn't plan anything until November/December.
  13. The schema entry is just to generate the documentation and ought to be complete for the public mod.
  14. Classes and VisibleClasses of binaries/data/mods/public/simulation/components/Identity.js used by the binaries/data/mods/public/simulation/templates/
  15. What do you want to achieve exactly? Just disable hashing to improve performance?
  16. (Ideally we could have an upload and download button in the 0AD client, being able to browse a standardized overview on both website and lobby, taking screenshots automatically in games so that we don't have the same mappreview every time and a way for players to write down a summary of the game right after it occured, so that the memory is fresh, as in #3960, but most of that is too far out)
  17. user1 don't forget to ask whether they actually played on the same svn revision and whether they used the windows autobuild (and thus might not use the most recent c++ code) (and for completeness whether they played with the same mods)
  18. I don't know how this error could occur unless you are playing a mod with custom GUI pages or if you updated without restarting the game
  19. Probably not a good design choice to link the walk speed to the territory owner. If you're under fire you might even have to retreat from your own home base or a captured base. But I think you might want that Stamina feature which would allow units to run for a short period of time (half abandoned design ticket somewhere).
  20. CCmpPathfinder::CheckBuildingPlacement has this check "// Fail if any span includes an impassable tile" which is triggered for those 3 tiles on the map border (that what Imarok said) and also if there is water for example. But instead of displaying a better error message, the building placement actor should be limited to the circular mapsize (instead of the square one) and account for those 3 tiles, so that we don't need an error message in the first place, no? Also the units can't walk on those 3 tiles, so everything can be walled off the player wants to).
  21. Besides the fact that we shouldn't hope but check whether code will do something, this looks like a bugfix (and those can be committed after FF, before CF if someone takes care of it). Mods shouldn't have to carry around patched copies to work correctly (fixed for now usually means broken for tomorrow). The patch tries to fix this error, right? WARNING: The "Iphicratean Reforms" technology is not researchable in any structure buildable by the athen civilisation, but is required by something that this civ can research, train or build! The error message could replace "something" with the name of the production queue entry. Is the patch actually a good idea? Shouldn't he remove that something that noone can research, trian or build from the production queue of the templates instead? "has more unit trainers than can be supported by the current GUI layout" is because we don't have scrolling yet (last time I checked, had to modify 60 files to rename scrollbar to verticalScrollbar or something).
  22. Such a patch can be generated by creating the diff between the two released revisions. Notice you can only patch a git or svn clone, because the released version contains all javascript, XML and so forth in the public.zip flie (if you want to patch that, the patch would be about the same size as the release). I'm not sure that people will be able to figure out how to patch their system. Also patches don't delete files if they're not applied with svn or git. If the patch is applied correctly, it will be in sync with people who downloaded the release though. Other than that, that what fcxSanya said.
  23. Of all the smileys I've found in the emoticon list, this one fits best:
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