Jump to content

av_nefardec

WFG Retired
  • Posts

    4.772
  • Joined

  • Last visited

Everything posted by av_nefardec

  1. I think I explained in the intellectuals hall how I am a teslaphile Well, I think the 'lights' are an electrostatic anomaly caused by the use of tesla weapons/communication tools/power sources.
  2. I used to say no, but I think yes - they make people THINK about violence. Whether the person BECOMES violent I think depends on a preexisting condition or external stimulus.
  3. Wait until Phoenix_TheRealDeal gets to this topic...
  4. Chips are very common in gambling as currency...
  5. TLA has a female freelance 3D artist who's interested in designing artwork for computer game applications.
  6. TLA's will be done with differing levels of opacity. So there will be LoS gradually fading into complete opacity. Also on the drawing board is "Memory of Sight", a new innovation TLA is considering that would bascially determine how long an area remains "partly opaque" before the full opacity covers it back up again. So for instance, exploring with a scout is more valuable than exploring with another unit because the area will remain partly visible longer.
  7. This is all going to depend on the download size, time to create, and general usefulness of the feature to the game. I can guarantee TLA is pursuing this with many buildings, but not for all of them. We are also doing this for units - random horse textures for lots of cavalry, random shields for some units, etc.
  8. Silver pennies, Gold Coins, jewels, mithril, etc. In FotR, Frodo and Sam use Silver pennies to buy Bill the Pony But it would be neat to write some gambling games or something for people to do when they're bored, that are accesible right here on the forums and tie into currency directly.
  9. Unfortunately you won't be seeing screens for a bit yet. The engine is in what could be called "Preparatory Phases".
  10. TLA was definitely thinking about this method. It comes in handy for special "Dwarven Treasury" technologies that, for example, increase the amount of resources you can 'store' in reosurce buildings. And some techs provide 'insurance' so that if a resource building gets looted, captured, or destroyed, you still keep a percentage of the resources that otherwise would have either been lost or captured by the enemy. It's a bit complicated though, like Wijit said, to actually implement into a game, with all the pathfinding issues, etc. The way I thought about doing it was having a resource building "fill up" and then a computer-controlled 'caravan' of some sort would drive the resources to the civic center building and then the resources would become 'uncaptureable' or 'unlootable'. This is a good idea, I've always liked it and I think TLA at least should put some more thought into it.
  11. Yeah TLA has a loot function for units and only units with the "Crush" damage type can damage buildings (which is only a few units, mainly siege weapons and trolls) But this is a good idea that is easy to implement.
  12. Absolutely not, but there are other ways to make a game unique besides this. I can't speak for 0AD, but we use the same engine and TLA at least discussed this issue a year ago at least and came up with the same conclusion - it's not the system that works best with the scale and scope we are using.
  13. Well swellick, the fact with a game like TLA is that a scenario could take place over many years and to do a birthrate system would destroy the sense of time by making everything into a very small scale. This is great for a game in which everything is meant to be based in a maximum time of say, 10 years, but when you scenarios taking place over an entire Age of the Sun, say in TLA, then the birthrate system doesn't do the game justice. Think of 'building' villagers more as paying them to work, because it's given that at any given time there would be villagers not working, villagers not yet able to work, and villagers taking care of the household. In a civilization-building game or any game of massive scale, you can't represent everything all at once or the game's complexity spirals upwards without bound. If you have birthrates then you have to have to physically send soldiers in to be 'equipped' instead of 'building' soldiers, you have to have individual cornstalks be cut, you have to gather lumber in groups and have villagers physically bring them to a house, etc, etc. The line has to be drawn somewhere, and it's much more realistic for an independent, freeware developer with no paid members and no timeshares, like WFG to develop a game in this representational method. Frankly, (at least with TLA), we're going to be original with our game, but it's just out of reality for us to be 'revolutionary' and still complete a project that is hard enough to complete already You have to be realistic with these things, have to keep in mind the big picture - what's better for the project as a whole? So that's TLA's rationale at least
  14. Well why not have certain WFG team members be able to give out "paychecks" to people, rather than have a dumb machine do it? The staff member could see whether or not a post was garbage or thought-provoking.
  15. Populus also did this back in the day. It seems like a good idea, but the fact is, RTS games in the style of AoK, Starcraft, etc are meant to be representational, not fully realistic. What I mean is that 'buying' a villager is a way of representing the food that it would take to raise the villager as a child, and then when he appears he or she has 'come of age'. If you were to make birthrates then you'd have to make children villagers who grow into teenager villagers who grow into adults - thereby complicating a simple system that works. I'm against the birthrate system for this reason. (not to mention that it's generally better for games based on a small, tribal scale, like populus, and not an epic, civilization-scale like TLA.)
  16. Ok, I have no problem with it as long as the currency is something like: WFG or we make up a completely absurd name for it so that we can call it the WFG _____ Kind of like the US Dollar or the UK Pound, etc.
  17. I'm just wondering - what's the advantage of donating this currency to someone? What happens when you are at 0 or below 0 currency? Why is it better to have more currency than the next person?
  18. bah i can't remember if it was B or D I'll go with B though.
  19. I don't have much time for TV - prime time to about 3AM is when I'm most productive
  20. Well I certainly haven't come across many asian residents interested in TLA. Besides that, if they were interested, chances are they probably read/write good english because only a few of Tolkiens books have been translated a lot. To read up on Tolkien the point we have one would probably speak english rather well. But I'm definitely for Cyrillic and the Western European alphabets. Arabic's also questionable.
  21. Nice observation DarkAngel - Tolkien supposedly modeled the Black Speech after a language historical to the region around Turkey "Urdu"
  22. Well many of you know my brother is currently doing a Tolkien purist mod (well as purist as can be) for AoK called "Battles of Middle Earth". He's recently finished the Rohirrim Building set and he's halfway through with the Mordor set. He's also finished all 4 interfaces and the startup screen - so check it out! http://www.vanacreative.com/bome
  23. Well TLA fans want to chat about Tolkien stuff and 0AD fans want to chat about history, so the WFG chat forums are for anything at all, whereas the specific chat forums are for specific themes.
×
×
  • Create New...