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Posts posted by coworotel
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These naval battles are great. I love this channel.
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3 hours ago, Philip the Swaggerless said:
I don't like the idea of having that, too much intel.
Consider that like some gossip spreading around... "Have you seen those dudes over there? I heard they are doing lots of stuff these days man"
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Hi, I think the main performance bottleneck is not the AI but the pathfinding (which is for all units, AI or human). Maybe take a look here:
https://wildfiregames.com/forum/index.php?/topic/25964-code-files-pathfinding/
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The other topic on the Turks was closed so I'll post here. This is a great documentary about the Ottomans, with some useful information about battle tactics and types of soldiers, weapons, etc., maybe it fits the Millennium A.D. timeframe (end)?
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I think the game is doing great. My only worry in terms of Pyrogenesis is performance (pathfinder). The rest can be modded, the game is already on the level of other RTSs done by multi-million dollar corporations.
About balance, I agree with borg, even if there is still some engine changes, the game has to be always as balanced as possible. Every alpha has to incorporate balance changes according to the feedback of the best players, don't need to be anything revolutionary, but there are some points that everyone agrees with: buff archers (a lot) and cavalry (a bit), nerf slingers, etc.
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What are the main code files implementing/related to pathfinding? I'd like to take a look at them...
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Thanks for the feedback @SolarEagle! This will be very useful to mapmakers (including myself) to improve the maps. I am not selecting maps based on quality on this mod, so the quality of maps will vary greatly, some maps might have taken dozens of hours to make, some maybe were made in 1 or 2 hours. Maybe the most popular maps in this mod might be revised to enter in the main game, if the devs are in favor of that.
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2 minutes ago, imperium said:
Ok, If you can also the European Map.
Nice! Then I will add that one as well.
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Nice map @imperium! Would you like it to be included in the Community Maps mod?
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Some features that are planned or implemented in 0 A.D. were planned but removed from Age of Empires II:
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Is it possible to view from above in Atlas? (Like CTRL+UP/DOWN in normal game)
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11 minutes ago, wowgetoffyourcellphone said:
Like I said, personally I just eyeball it. I don't feel the need to have each player have the exact same number of tiles in their home area. An approximation is good enough for me.
@wowgetoffyourcellphone I usually also do that, but in this map the areas have a different shape, so it's harder. But I'm testing playing the map, that works too.
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Hi people. I'm developing a new map in Atlas, and it is a full of irregular terrain. I've tried to leave two flat areas for the two players, but I'm trying to make them balanced, more or less the same size. Do you guys have any tricks that you use to estimate if the areas are more or less equal?
My method, placing (and counting) fields lol:
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6 hours ago, Sturm said:
Brazuca?
Sim
Sabe de mais algum br?
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Pra 1 mês tá massa!
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@stanislas69 so borg-'s mod may become the vanilla game, or only partially?
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This question is especially for the devs: how likely it is that we are going to have any balancing changes in the next A24? I mean particularly unit attributes (attack, armor, etc.). And if we are going to have such changes, is it going to be a few/small changes, or lots of/big changes?
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Age of Empires definitive edition [remaster]
in Introductions & Off-Topic Discussion
Posted
It looks so good, it's a pitty has all those bugs.