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fatherbushido

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fatherbushido last won the day on March 1 2019

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  1. There is that one from 2007 too:
  2. @Deicide4uYou might try alpha 1 too!
  3. It was SVN commit r13381 "Exponential Armor patch by Alpha123, with new updated armor values." https://gitea.wildfiregames.com/0ad/0ad/commit/e0a2e5790df414d3999e18cd52355526eff89bfe By the way, from the simulation point of view, there was a first game which was rewrite in SVN commit r7259 "# Rewrite of the game's simulation system". https://gitea.wildfiregames.com/0ad/0ad/commit/7c2e9027c25561bc7c4d543b9921951211e5496b Some part were never rewritten. Things in the game were probably different at that part of time too. If you want to go deep in game design, you'll see previous discussion like: https://gitea.wildfiregames.com/0ad/0ad/commit/40365ee8155ddee502df76f27035b7c5a304cdf4 (big rebalance) https://gitea.wildfiregames.com/0ad/0ad/commit/d9fcebd4336dae00ab91546c26a37c92f7d23c3f (revert big rebalance) https://gitea.wildfiregames.com/0ad/0ad/commit/13b229d50388e35a374f43fc7d430d49e4f1ef53 (another big rebalance, actually merged) If you go even deeper, the game was more or less completly designed in 2001-2003 years, and there was something about: "*But my ideas are better!*". ;-)
  4. That's probably due to a wave of renaming. That's meaningful for text displayed in game. The cost / reward is less obvious for filenames...
  5. (names are probably different in 0 A.D., those are from Fork AD) For rain, you have those ones: random/extinct_volcano.js random/rmbiome/fields_of_meroe/rainy.json skirmishes/Deccan_Plateau_2.xml skirmishes/Gambia_River_3.xml skirmishes/Punjab_2.xml You have also maps with fireflies or volcan dust. You have more chance to find nice maps in the skirmishes and scenario category. That one from @nani is nice for example:
  6. Those topics have been widely debated all among the forum or the ticket manager. I won't provide you answers as that's not my role but give you some elements. I start with that point as it has effect on the other points. It's really common in some other games. Some discussions few years ago concluded it doesn't fit really with the game as it is: keeping "civilization" (call that how you want) diversity. But technically, both case are already doable, so that's just a matter of decision of what to do in your game/mod. As said above, it's really common in other games. There is a ticket about that. I don't know if that's wanted : decide what to do with the above point, decide if that's fair to give units to your ally just to prevent him of dying, decide if you can give units or structure. Apart from that matter of design, there is just the gui part : placing the button at the nice place. Already doable and mainly depends of the first point and a matter of victory conditions. That's mainly a matter of design, do you want that one to be randomly selected ? That kind of thing was evoked for a roman hero. That's mainly a passive conversion. That was evoked for converting animals or citizen woman. There are a lot of way of doing that, the annoying part is to design something which fits well in game (not becoming too important and not being useless) and which actually brings something.
  7. Weather, seasons and things like are widely discussed in the forum. The answers will probably depend of your point of view : graphical or gameplay related. I understand you speak more about the graphical part. In that case, I think it depends mostly of artists. For example, for the winter part we would have to switch to the snowy variants of all structures and things like that: that needs a lot of artwork. (But that's doable and was even done). 2. Perhaps does it depends mainly of the map maker ? 3. It's yet done I think : there are maps with rain or snow.
  8. Nice! I guess that this kind of special feel was the initial purpose of having different "civilizations" (even if exaggerating or simplifying history or abstracting "reality").
  9. I don't think we have added code to support that, I'll check.
  10. Oh sorry! It was in 2014, the decision was made to remove hard counters (like the rps designed in the early years) and replace them with stats (speed, accuracy, range...) and gameplay features (flanking, ...).
  11. That was actually like that 7 years ago.
  12. Just as there is unlocking technologies, there could be unlocking structures. One use of those structures would just be to unlock the corresponding units, not to actually produce them (barrack is for that).
  13. That was posted many times. Those things were around 2014. At the time there was a design group, then one person in charge of the gameplay. That was the beginning of the lobby too. A time of changes: https://trac.wildfiregames.com/changeset/15644 https://trac.wildfiregames.com/changeset/15655 https://trac.wildfiregames.com/changeset/15713 Decision of moving to hard counters to gameplay features: But then, there was an appraisal of those changes:
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