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feneur

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Everything posted by feneur

  1. Sounds like it needs an autobuild yeah (Or a custom build )
  2. Metal is our "gold" =) We could of course add another resource, but that would just complicate things without giving any real benefits imho. (On that topic I think it's much more logical to have metal as a resource and "include gold" than not to have metal and rely on gold to be the "metaphorical metal" But that's just my opinion )
  3. Ok, but what about things like diplomacy? Should that be separated out (another instance of it I mean, not moved from the player tab) as well? If there's some other variable that a random map script wants to use, what about it? Perhaps if a script does things differently for different civs or something. I'm just saying it could get crowded =) Also, just FMI (=for my information ) does the random map script override all things that can be set in a random map script? I'm thinking about things like environment settings etc. I'm guessing they do/should, just want to know for sure )
  4. Hmm, you may be onto something =) Just thought of the case where you may want to have say 4 "ordinary players", i.e. with starting civ centres etc, so you specify 4 players and then generate a random map as a starting point. Then you add one (or more) other players in the player settings tab and just give them a bunch of units, to have them act like raiders or fill any other role you want them to. So, ok, there's a use for it I guess (One could still do that from the map tab of course, but yeah, for the user it might seem like two different things.) And it's probably best to have all things that affect the random map generation on the map tab. Though, what about things like diplomacy? For maps where for example all team mates should end up on the same island etc that is important. Perhaps that's special enough for people to think about it even if it's not on the map tab though
  5. It's hard to tell for sure since we don't have any active developers with sufficient knowledge about Mac programming. Eventually it should be made a lot easier, but yeah, we really need help to accomplish this any time soon.
  6. Copied as in copy-and-paste or copy as in having duplicate functionality? I hope the former as having the same controls in two places would be confusing. Having the number of players setting in the map tab would make sense. Hopefully
  7. Cool Really nice to see bots coming along this nicely, really hopeful for the final game
  8. Not sure what you mean, I mean you can definitely move units and buildings around in Atlas. Just select them with the move/rotate tool and move them. It's not going to be exactly like any other editor though, but we're definitely being inspired by editors like that of Age of Empires etc. Hopefully Atlas will be better though It's at least our intention, after all a lot of WFG people started out modding other games so we know it's important to have a good editor (To get info on how to use the already implemented features of Atlas see the Atlas User's Guide )
  9. Ah, now that you say it the name is familiar No worries, I can take a defeat. (Especially when I was one against two most of the time Always nice to have something to blame on )
  10. So far no changes to the scripting API that I'm aware of. For a rough date see: http://trac.wildfiregames.com/roadmap
  11. Save/load games will come, we've postponed it in favor of implementing gameplay features. Not much use saving the game if it isn't fun enough to continue playing But it will come, don't worry. Random map exists already, and is integrated in Atlas (our scenario editor) so you can start with a randomly generated map and then continue with your own edits to make the map your own (You can also save the map from within Atlas.) A hero mode is not likely, the main reason (apart from the amount of work needed and that it's not part of the planned design) is that the buildings and other graphics aren't designed to be seen from a first-person view.
  12. http://trac.wildfiregames.com/wiki/Atlas_User%2527s_Guide#Deletingobjects Just follow those instructions, that guide does have some more information as well and is updated every now and then to be more useful.
  13. Having the name in parenthesis would take up too much space The name does show up in a tooltip when you hover over the building icon/name in the GUI though
  14. It doesn't have to relate to Carthage It's just a bonus if it does So don't let that stop you from suggesting something, if nothing else we learn something new even if the word isn't used as the Alpha name.
  15. I seem to remember EE2 doing something like this. Perhaps not make them more effective, but they were more protected against attacks or something. The area around the city center (or whatever word they used, don't remember) was pretty small though, so I don't seem to recall that affecting things too much. There should be enough room to build things But the curtain walls as they've been described seems to be large enough, so I don't think it will be a problem. We'll have to test and see to be sure though
  16. Seems like he either is using an old Alpha or has missed some features =) At least the control groups and multiplayer are things we've had for some releases now
  17. This is starting to look really sweet And while it may not be an exact representation of the actual path a unit will take, it's sure going to be helpful to have a general idea. Maybe you might want to change the point slightly if it goes too close to an enemy, or if it's for say a barracks where you're going to have units come out and go to the rally point for a long time you may want to cut down some trees which are in the way to make them go faster or something. Nice to have you post all this as well, really helps us to get an idea of what you're doing and all-in-all it's very interesting to follow. (Hope more people will follow your example )
  18. Yeah, it will do more than gather treasures, it's just to give it some purpose until trade is implemented
  19. Probably not cycling between the two, the benefits aren't likely to outweigh the time it would take to implement/the complexity it would add, but you can make maps that are either night/day or any time in-between =)
  20. Untextured is to be expected as the textures aren't pregenerated in the SVN version. That should only be for a few seconds while the textures are being generated though, so probably not too relevant in this specific case. Just something to be aware of in general Hanging isn't to be expected though, so there sure seems to be a bug somewhere. I hope the programmers will be able to help you debug it, and if it's something we can fix, fix it.
  21. Generally I agree. I think Outposts should add somewhat to the territory though. Perhaps they should be possible to build on unclaimed land, only have a small territory effect (far smaller than their LOS, though having a limit on how close to the outpost the border could go), and not suffer any hitpoint/capture effects if surrounded by enemy territory. That way they would contribute to your LOS/scouting, and give you the ability to protect e.g. a mill at a metal mine even if it's a fair distance away from the Civic Center, but without making the territory in general ridiculously large or something.
  22. Fighting in formations isn't implemented yet. And yeah, stances can probably take some more work before they're finished
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