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Everything posted by feneur
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Hmm, two threads called "My mod" in one day I'll rename them to make it easier to distinguish them (Feel free to change the title of the thread, but please be descriptive and not just say "My mod", or "A mod", or something
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Something else to remember: The point of the summary screen isn't necessarily just to have a purpose in the sense of seeing who's the better player, or what strategies were used, or whether it paid off to do things at a certain time etc. It's also got a purpose in the sense of making the game fun, providing some "useless" statistics which are just there to amuse the player isn't necessarily a bad thing. That doesn't mean that we necessarily have to display the total score on the first page or have the less strategically important things show up in the first tabs or anything, just that we shouldn't remove things just because they don't make you a better player if you study them carefully. That said I'd actually say that the total score can still be a useful thing, especially if it's displayed in-game. I find in e.g. Age of Kings that it gives you a good idea on how you fare against other players, not exactly, but you'll know if you're far behind them etc. Also, since this is an economy/war game, and not just a war game (nor a citybuilder or something where only/mostly the economy side is important), it's not as if it's useless to gather a lot of resources. I highly doubt that you'll get a high overall score just due to gathering a lot of resources, if so I think the score needs to be adjusted rather than removed completely. Again, perhaps something else is more important to display on the first page, I just think that it shouldn't be removed completely.
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Carnage Castles - « How I met your trebuchets »
feneur replied to ProvencalLeGaullois's topic in Game Modification
Most defend the castle type games seems to use a system where you get resources depending on enemies killed, if you want to go down that route you could just make sure to give all units a lot of loot in their unit templates and you wouldn't have to implement anything more complicated than that =) Also not sure what you mean about the merchants if you think you have to script them? But perhaps you have something really intricate in mind? I would imagine it should be possible to do something like have all enemy units killed give you some kind of "token" (i.e. a new resource that's only received as loot, and only used to trade with the merchant) which could then be used to buy other resources from the merchant? Depending on how you want to have the player construct buildings their role could be a bit different: If you want the player to just be able to place the buildings directly (i.e. no construction time, no units used to construct it etc) they would of course not be involved in that, but perhaps they could still be useful in repairing them? Maybe give them a tiny attack and make them cheap so they could be used to last you through a little while until you've gotten enough resources to buy something more expensive? -
More General, King and other names for AI.
feneur replied to Prodigal Son's topic in General Discussion
If it's easy enough to customize the AI that sounds like a really nice idea to give that kind of flexibility. I don't know how easy it is to program, but I would assume that it should be possible to essentially define all the personalities in e.g. JSON files and just use percentages for e.g. naval, walls, defensive, etc. That would probably make it hard to do them really customizable and e.g. send lying chat messages etc. Unless that too was very generic, so you'd e.g. set the AI to be truthful, or bullying, or lying, and then the AI code would make a choice. Say it's lying and has got a template message that goes something like: "If you attack [player 2] I'll attack [player 4]". That would not include the possibility to e.g. have the Hannibal one say something like "I'm going to crush you like I did at Cannae", but a flexible enough system could probably include both. -
More General, King and other names for AI.
feneur replied to Prodigal Son's topic in General Discussion
It's different, I'm just saying that that doesn't make it impossible to differentiate the AIs depending on "AI name" as well -
More General, King and other names for AI.
feneur replied to Prodigal Son's topic in General Discussion
I would say having AIs be slightly different in difficulty would not necessarily be a bad thing. After all, not every player is on the same skill level, and everyone should be able to have a fun game Also, if you play against more than two AIs it might be nice to have one who's stronger and one who's weaker for example, just to spice things up. Also, depending on the map/the opponent different strategies will prove the best, so it's not necessarily certain which is the strongest -
Yeah, so as long as you just want to play the game, and make a map or two, it's probably best to wait for it
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Someone did though, see: http://trac.wildfiregames.com/wiki/TechModifications Would be a really nice thing to have that kind of ability I'd say. ResourceSupply/Amount Change the supply of a resource, like farms or mines. Imagine a mining tech that "gives new life" to "exhausted" mines by increasing their amount of Metal or Stone.
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I've already taken care of it, so I'm closing this topic
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You are aware there is a 119 page thread full of suggestions, right? =) I'm sure there are people who do have ideas, and it's fine to share them, just be aware that most ideas have been suggested many times before and that we've had to limit even the things we are definitely wanting to add to the game to have a chance of finishing 0 A.D. within the foreseeable future So it will take a lot to convince anyone to add something more to the game At least if you're not prepared to code it yourself/find someone to code it, it's a lot more likely that something will get added to the game if it's already done versus just an idea someone has which means even more work on top of everything else
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No, Alpha 15 isn't out yet, it will be soon though, so I thought I'd mention that so anyone reading this once it's out will know that they don't need to use SVN to get it About SVN. Short version: SVN is how we make sure everyone stays up-to-date on the development files. Long version: http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide It's a bit trickier than using the Alpha versions, but if you want to stay up-to-date/possibly mod things it's definitely worth it And saving it as a skirmish map just requires you to choose one tab over another in the "Save" dialogue (Again, you need the development version or wait for Alpha 15.)
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I added a question mark to the title for you And yes, first of all you need to be using the SVN version, or once it's released Alpha 15 Second, just create a map the normal way with mountains, water, trees, mines etc. And finally, third: you add "skirmish" entities (just search for skirmish in the objects tab) instead of normal entities on the map (make sure it's for the correct player, and place Iberian walls etc so it works for all civs ), then save as a skirmish map (click the skirmish tab rather than the scenario tab that appears by default when you click save) and you're done
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Isn't that an argument for replacing them with more intense/multiple "hits in one sound" though? That they will "get lost" among the battle sounds. Either way, the main argument for me is that currently it's very annoying to hear a ton of the same sound being played at the same time, it doesn't sound good, and while it certainly gives a sense of chaos it's more of chaos in the "I don't want to listen to this" way than "this sounds like a battle" way
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I'm pretty sure he's just adding it as an example of how concept art has been used to illustrate manuals in similar games I would say we've gotten the hint by now Lion You've posted about it a lot, so please stop now. We'll consider creating a manual other than in-game/online once the game is more or less done. Right now there is not much reason to think too much about it since the game is still changing so much
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I would think it's best if it replaces some/most of the existing fight sounds when there is a large fight, something along the lines of this old idea for the sound system: http://trac.wildfiregames.com/wiki/Intensity_%26_Priority I don't know how much/if anything of that is implemented in the sound system, we'd have to ask Stephen about that, but I definitely think that having ambient battle sounds + attack sounds for all units + battle music would be too much. Having something like this would be great though, and more of it for more units. Or more damage dealt, but imho if it's possible to have it be per the amount of units fighting rather than the damage dealt would be nice as many units fighting would make a lot of noise even if not a lot of damage is dealt. While on the other hand even a couple of siege engines might deal a lot of damage, but shouldn't cause as much battle sounds imho On the other hand I'm not sure how often such a situation should occur though as it would be suicide to send in just siege engines without any protection
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(Related ticket on Trac: http://trac.wildfiregames.com/ticket/1649 )
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You cannot edit them. You either have to use an existing animation, or create a new one from scratch in e.g. Blender. You'll most likely have to create a new unit model as well in that case though. But again, most likely there is an existing animation you can use already, just by changing the XML for the unit. Maybe the 2handed sword animation is useful for what you want to do? I suggest you take a look at champion_unit_3.xml in the celts folder and base it on that (just change the broadsword to an axe), and see if that's ok enough.
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I don't believe we've been asked to change it We can't read your minds you know I will now though (even though I would say Bronze Age Mod is much clearer as to what it is, but it's up to you how you do things ).
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Looting is already in the game Every time your units kill enemy units you get a small percentage of loot automatically. We do need to find a way to make it more obvious though
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Plus generally speaking siege engines should be used to destroy buildings rather than units
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It could also be useful for the main game The Iberians have a fireship after all
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Strictly speaking Michael, aka Mythos_Ruler, is the Project Leader though http://play0ad.com/about/organization/ Has some more information on the more formal parts of how we're organized, but apart from that it's pretty democratic/community driven
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That depends on what changes have been made, if only .dae files, png files, XML files and other art files have been changed since your last update = no need to recompile, if js/json files have been changed = most likely no recompile needed, if .cpp, and .h files = you have to recompile.
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The relation between the Rise of the East mod and the original game
feneur replied to Sturm's topic in Help & Feedback
I would say there are two main reasons: One is respect, they have said that they want to do this as a mod, so then it would be rude of us to just ignore that and include it anyway. Especially since they have a good reason: to show what's possible via modding and inspire others to create mods of their own Two, there is no reason to include a half-finished civilization. Once it's finished there might be reasons to consider including it in the main game, but not when it's just a few units and buildings and objects. -
Not sure what you're asking for. SVN only downloads files which have been changed (or new files which have been added), if that is what you're asking.