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joshthewhistler

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Everything posted by joshthewhistler

  1. At the rate this is going, I'll probably have finished my undergrad before you get done. I'll probably be taking something involving computer science so if you're not done in around 6 years, I'll be ready to help I really enjoy the screenshots though, they become my new desktop background every month.
  2. I think the simple alliance system from AoK is adequate: Ally, Neutral or Enemy. What should be improved upon is the ai player responses. These can probably make this simple system seem much better than it actually is. If more complicated diplomacy is needed then something like map zones would have to be introduced to make it worthwhile. You could only build on map zones controlled by yourself and your allies. More complicated resource trading systems would have to be implemented as well making the game more of a Anno game (sunflower studios).
  3. I also really like the idea of "shield walls" were the actual positioning of your units disallows the passage of other units. That would be in keeping with the idea of longer battles since these walls would have to be conquered before the units hiding behind could be attacked. Another thing. If you make the battles rely heavily on tactics, make sure the ai can do everything a human player can do (line units up, group them carefully, take advantage of terrain, etc.) as an ai scripter for AoK and The Conquerors I know too well how easily one can get frustrated with stupid military, especially if no effort to make soldiers halfway intelligent is made at the game engine level. Good automatic unit-level ai would also make these battles easier to coordinate because, personally, I don't want to be setting up a shield wall unit by unit. Maybe one could select a group of soldiers and then have a command button for shield wall and then allow the player to place it on the map in a similar way to a building. Or have a zone set up where the soldiers should form the wall. The units selected would then automatically form the wall there if possible. Just ideas... I also really like the idea of "shield walls" were the actual positioning of your units disallows the passage of other units. That would be in keeping with the idea of longer battles since these walls would have to be conquered before the units hiding behind could be attacked. Another thing. If you make the battles rely heavily on tactics, make sure the ai can do everything a human player can do (line units up, group them carefully, take advantage of terrain, etc.) as an ai scripter for AoK and The Conquerors I know too well how easily one can get frustrated with stupid military, especially if no effort to make soldiers halfway intelligent is made at the game engine level. Good automatic unit-level ai would also make these battles easier to coordinate because, personally, I don't want to be setting up a shield wall unit by unit. Maybe one could select a group of soldiers and then have a command button for shield wall and then allow the player to place it on the map in a similar way to a building. Or have a zone set up where the soldiers should form the wall. The units selected would then automatically form the wall there if possible. Just ideas...
  4. As for RTS' for ubuntu, that's something I have been seeking for a long time. If Glest (=> http://www.glest.org/ ) is still around, it's free and I think it works on ubuntu (I can only remember downloading it, then playing it a few times, then deciding I wasn't good at it and uninstalling it, since I dual-boot I can't quite remember which OS I was on). There's also Globulation2 (=> http://www.globulation2.org/wiki/Main_Page ) which is worth a try. It's kind of a love it or hate it game because it's very different from what most people are used to. I know that they have an online gaming community. Of those two games, Glest definitely has a more medieval feel to it if that's what you're looking for. Anyone else who knows of good linux-compatible RTS comparable to the Age of Empires series is welcome to tell me and I will them (bonus points if it's an ubuntu package!)
  5. I voted "passive supporter" because that's what I am... but I am good at spel-chekin ( ) and know my history quite well, also have some friends who could help me if you'd like me on your history team. If you ask me to, I would consider doing that or even checking over some history articles before they get posted. I know it's not a very good CV but if I wrote one up there wouldn't be much on it anyway
  6. I run Ubuntu 7.04 does that make me a likely candidate? And I used to script ai for Aok when I had time (when I wasn't working 40+ hours a week, can't wait till school starts again => no work ) I'm looking forward to alpha tester reviews though...
  7. I found this by looking for the game for which berrys66 had created a forum on aiscripters.com.
  8. wow go you guys, can't wait! no constructive criticism...
  9. Whatever the language is, I can't wait to get my hands on it... Sorry for posting in the wrong section if this was the wrong section, I'll be around but probably won't post much anyway.
  10. I've been reading these forums for a while now, also read all their is to read about the game and even some of the history articles Now, I'm just saying hello, good job and all that and asking if the ai will be scriptable, like in AoK? I script for age of kings at the moment and I think that once you have the "engine" (I don't know what else to call it) and scripting language out, then you could send them over to aiscripters.com and The community there would probably love to get started on it (at least I will). I don't program much else, I have a little bit of python under my belt but that's about it.
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