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feneur

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Everything posted by feneur

  1. Anything in the Developer overlay is just that, a developer tool, so it is not meant for ordinary, balanced gameplay. Not that you cannot use it when playing against an AI or so, just that it's not a representation of how the game should work
  2. For now you need to make sure the exit is positioned in the right direction, later it should automatically align to the shore so you can't place it in a bad direction.
  3. Ah, yeah. Probably not all that relevant for now, just thought if it wasn't too hard to do you could as well do it while working on these things EDIT: Sorry for just heaping criticism (though constructive) on you, I really think the work you've done so far have been great
  4. I don't speak Italian so I hope you can use Google Translate to understand what I write: The best would probably be to have entire forums in other languages (like Italian), run by others. But it is certainly an option for us to host a section with discussions in Italian. For that to work we need people who speak Italian to volunteer to be moderators, so anyone who speaks Italian (or other languages as well if there's enough interest) and who is able to spend say an hour each day moderating such a forum please either contact me or post in this topic so we can discuss this option. (It's probably best to post here so everyone can be a part of the discussion.) Our main focus will always be the English-speaking forums as that's the language most of us speak when we talk with each other, but we definitely want people who are not as good at speaking English to be able to discuss the game. The question is just how to best do that, either way we need help to do it as no one on the team speaks Italian as far as I'm aware So please post and we'll see what we can do
  5. There are running animations, though as running isn't implemented yet I guess they aren't used except perhaps when units rush to get to their place in a formation. The unit speeds may have to be fixed in some cases though to better fit the walking animation, and I'm sure there's room for improvement. Just want to let you know they exist You can see them by starting the actor viewer in Atlas and select the running animation and press play (see the Atlas User's Guide if you're not familiar with the Actor Viewer: http://trac.wildfiregames.com/wiki/Atlas_User%2527s_Guide#TheActorViewer ).
  6. Hmm, maybe there should be two settings, one for when you want to play using the same player as an AI and one for when the scenario creator wants to set an AI specifically for that player. The latter might be useful for custom scenarios when the AI should play in a certain way and you don't want the player to be able to change it as it would disrupt the experience. Speaking of controlling units, eventually there should be a way to turn off AI+UnitAI entirely for a civ, for when you are creating scenarios which are going to be more of experiences and where the scenario creator wants to control them completely via triggers etc. I remember you having to use a specific AI to do this in AoK and even then it didn't work 100% iirc (or at least people made several attempts before they found out exactly how to do it). Either way I think it's something we should think of already even if there's not much use of it until we have triggers. If it's not too hard you may want to implement a "No AI or UnitAI" option while you're working on these things (Though it should probably be phrased a bit differently as most people probably aren't aware of what UnitAI is, and "No AI" might simply be understood as no AI controlling the units in general, not that the units will not react to anything at all, hmm )
  7. What's the location on Linux/Mac? Would be nice to provide this information to users as it's currently a bit hard for them to find the maps to redistribute them. (Speaking of Atlas I've added http://trac.wildfiregames.com/wiki/Atlas_Tricks for things like this which doesn't fit in http://trac.wildfiregames.com/wiki/Atlas_User%2527s_Guide which should be more of a manual - clicking on this button will do that - and is getting long enough as it is )
  8. That is most likely true. Don't have Windows 7 (and as you may read in my task forum isn't too likely to have it any time soon either =) ).
  9. I have a feeling what chaosislife is asking is why he can't see the file in the directory he specified when viewing it via the file browser. The reason is that the "select where to save" dialog really isn't a "select where to install" dialog, but really just a save dialog. And where it saves to depends on a lot of things, what operating system you use, if you use a release version or the SVN version. In Windows XP using the release version it seems it saves to: Documents and Settings\[uSERNAME]\Application Data\0ad\cache\mods\public\maps\scenarios (replace [uSERNAME] with you username) so I assume the path on Windows 7 is similar. Eventually it should be saved to some easier-to-access location like My Documents\My Games\0ad\scenarios or similar, but at the moment it is this complicated (mainly because it's complicated getting it to work right on all operating systems/configurations + we have to decide exactly where to put it).
  10. Who needs buttons? Ctrl+Z and Ctrl+Y does the trick much faster (Still nice for those who haven't mastered their keyboard shortcuts though, so I'm not saying we shouldn't have any buttons at all, just not much of a reason to use them =) .)
  11. Since all units you can build from the Civ centre are both workers and soldiers I don't think you can make that difference. Maybe we could separate female citizens + infantry from cavalry as cavalry units can't gather from the same sources + cannot gather. Potentially there could of course be one for each unit type, but that would probably be overkill and hard to implement well.
  12. http://trac.wildfiregames.com/wiki/Background%3A_Territories
  13. Also, what kind of map are you playing on? I've found the blue of Player 1 is hard to see on the green grass color (might be a good idea to saturate the player colors a bit more on the minimap?), have you tested on e.g. Median Oasis or another map with a lot of desert?
  14. Some stats balancing will take place throughout the entire development process, but the main focus on stats will be during the Beta phase. Note sure what you mean by "the minimap populated" Units, buildings, resources should already show up if that's what you mean. 1. I don't think they've went anywhere :-/ 2. Because it isn't Not sure why one particular GUI should be copied, but in either case, as with everything else the GUI is a work in progress, so if you have any specific suggestions for how to improve it please post them and we'll see if you can convince us 3. Imho never =) We'll see what happens, but the intention is to encourage players to expand, especially when territories are implemented, so renewable resources would work against that.
  15. I'm guessing you mean a forest floor texture like this: It either exists or will exist for all biomes.
  16. I think I'm happy While huge forests may be visually pleasing they do take their toll on the computer, so I think this is a good thing. For people who want large forests that will always be a possibility, but for the default I think it's better to stay on the safe side
  17. Ok, perhaps it's something else I'm thinking of Perhaps it was the unit creation? I'm pretty sure it cheats =)
  18. It sounds like you accidentally clicked a tree rather than order the units to go to the specific spot? It's definitely not any defined behaviour for units to automatically start gathering if they stand idle for a while in any case. You shouldn't have to select them individually however, either double click to select all units of the same kind and rank on the screen, triple click to select all units of the same kind regardless of rank, or drag a box around the units to select them if there are units of different kinds (I do realize there might have been other units around making that hard, just want to make sure you're aware of the possibilities ). Selection limits for trees etc will be improved, so it should be easier to avoid accidentally ordering your units to start gathering etc in the future, regardless of whether or not that's what happened
  19. I believe there are some technical difficulties with that. I'm not sure about the details, but it's something to do with how the engine processes things if I remember correctly.
  20. Ctrl+Right click is the hotkey for garrisoning It wasn't in the manual before, but now it is. Thanks
  21. What a sad coincidence. Or not necessarily a coincidence since it seems a lot of sound people use Macs, but still, a bit ironical at least that the people who'd need sound the most don't get it at the moment.
  22. Would probably work, but still, it feels like it should be a higher number, so the cost is higher. At least the lower limit for the speedier creation (or to put it in other words, the smallest batch) should be five, so that the initial cost is higher than just creating say three units after each other. If nothing else the speed boost would probably be so small that it's better to have the resources free for something else (at least in the sense that you could remove units from the queue if you found the resources were better needed elsewhere) than create smaller batches.
  23. The thought is to make batch training faster than creating five (or more) individual units one by one, but everything comes at a cost If you don't have enough for a batch (which currently is, and probably will continue to be, five units) you cannot take advantage of the speed bonus.
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