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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. I agree, not all civilizations represented in the game had such larger percentage of their population as slaves, such as the Romans and Persians. That was one reason why we chose to use the word citizen instead of slaves. So, I'll call them citizens. It could almost be implemented entirely with modifying lots of xml files. One might need some help setting up the auto generation of citizens. Also there is some logic needed to 'transform' entities when 'trained' in structures. Perhaps some GUI elements as well. It wouldn't be simple, but it wouldn't to laborious I think. I think the biggest hurdle one will have is convincing the team that it is a good idea, when in doubt the team tends to do things like the Age of Empires because that is mainly the audience that will be playing this game. It can be done though. I would suggest making a clear and objective list of pros and cons. Also create a little mini document that details all the effects this would have on the game inside and out. How would food effect technologies? How is food collected? What would the interface of the UI look like to train the citizens? What structures would it require and what actions would each structure take? How does it (or does it at all) fit in with game design elements like auras, citizen soldiers, trading, building structures, promotions, heroes... etc (see here: http://trac.wildfiregames.com/wiki/Design_Document & http://trac.wildfiregames.com/wiki/XML.Entity - Note not all documents are up to date with the changes the team has made in the last several years - I'm sure they will correct you as you go). The output of this effort would give the team a good picture of what the risk/rewards of doing a system like this is and give them the ability to estimate workload for such a task. Good luck
  2. That is a really neat idea! Very interesting and fits well with the citizen soldier concept. You could arm the basic citizen solder with a pitchfork and rocks or something if ever attacked (making them primarily a econ unit. Rather than battle experience to make the jump from basic to advanced, you could do just as you suggest. Make them pay for training at a barracks by "garrisoning" the unit there. Advancement from advanced to elite would be through experience still. Off the top of my head, the main gripe I could think of is that it would be a little tedious to micromanage. A game designer needs to consider what they want players to spend their time/clicks doing. Do you want players to spend their time tasking their slaves/citizens to a barracks to "train" or would you want them to spend more time engaging in other activities like battle tactics? I like the idea of specialist citizens. It offers the players choices on how to manage their economy and adds strategy and depth. I'm not sure it would be a good idea to have citizens/slaves to always appear automatically at a constant rate. Perhaps have a system similar to civilization. The rate at which food is collected would be linked to the rate your population would increase. Food would perhaps have to then be generated from resources that provide a constant regenerative source of food (farms, corrals, fishing). Though bumps in the rate might occur with hunting. Or, maybe food could solely be used to "generate" citizens/slaves. Perhaps every increment of 100 units of food collected, you automatically get a new citizen/slave (until you hit a cap - necessary for system requirements). Although... how would you "buy" a horse, camel, elephant. Maybe you could queue it and instead of 100 food automatically going to a human, it would instead use the next 200 food (for example) to purchase a horse that would be available for someone to train with at your barracks? Neat idea, just doing some brainstorming
  3. Celts are supposed to be weak in siege (though have a sufficiently strong turf wall - Julius liked them so much he started using them)
  4. Looking good Hey, this graphical representation would be great for displaying a trader's path between a market/dock and destination. It would default to the shortest path. You could also perhaps allow the player to select a portion of the line to click and drag (creating a waypoint) if you wanted the trader to go another way besides default (kinda like google maps).
  5. I like the assyrian ram, if it doesn't work for the persians it might be a worthy special unit:
  6. ScEd (the predecessor to Atlas) had this functionality. I had a variety of images that I got years ago. I converted them to black and white height maps and saved maps as in the old .psm format (I think that is what it was? - atlas used to read this format). All those old real word maps were in a folder for years. Since your asking about them, I guess they are gone. Images were made from satellite imagery like the stuff found here: http://glcf.umiacs.umd.edu/data/srtm/ more options here: http://www.terrainmap.com/rm39.html
  7. To play devil's advocate, the AoE design time has tried innovative things in the past (AOE3) and it wasn't well received. Bruce Shelly even calling AOE3 a mistake. I'll ask a hypothetical question: What is the balance between offering something new to players that is innovative vs. familiar? From reading the comments here, AOEO appears to be all too familiar (and in a reduced state) - AOE3 is too different. What does it take to make you happy?
  8. Sarmatians are a pretty sweet civ. The Roxolani Cavalry was slated to be a super unit for the Dacians in Part II. Michael The Great, where does your interest in the Sarmatians/Schythians come from? Why do you think they would be a good civ to add in 0 A.D.? What makes them unique from the other civs?
  9. Maybe your talking about LOD models and mip-maps on textures.
  10. Rather than re-inventing the wheel for the proposed entity editor (though it would be nice to have it integrated into atlas and works on all OSs), isn't there software out there (perhaps even open source) that is capable of generating forms that can open/save xml file? After doing a quick google search... for example something like this: http://www.orbeon.com/forms/orbeon-form-builder or http://en.wikipedia.org/wiki/Microsoft_InfoPath or http://wiki.services.openoffice.org/wiki/Documentation/OOo3_User_Guides/Writer_Guide/XForms Would that be worth looking into?
  11. 5 of the 6 civs are already done. Example: http://www.wildfiregames.com/users/files/docs/celt_male.txt http://www.wildfiregames.com/users/files/docs/celt_fem.txt Taken from some research done years ago that can be found here: http://www.wildfiregames.com/users/files/docs/names.zip Carthage could be picked up from something like this: http://babynamesworld.parentsconnect.com/phoenician-names.html Names could be done in a few different ways: First Name <son of> Father's Name First Name, Last Name First Name <of> Town Name Historians would probably be better to say which is most appropriate for which civ.
  12. I think that is a good idea. How many units were promoted to advanced and elite, that would be good. Another idea that kind of goes along with that... back in the day, we had an idea to randomly generate a name for each human in the game (to encourage players to form an attachment with their units, to personalize them, and not encourage using units as fodder - use them as a real good general would). If this was re-implimented, it would be fun to see which unit had the most kills in the summary screen. Perhaps it was your champion Cachamwri Ap Pwyll or maybe it was your opponents champion Antaeus Thetis?
  13. Hi Sylvain. It looks like Philip is about to post, so I'll leave the technical analysis for him From a non-programmer point of view, I could see this working well in a static environment, but 0 A.D.'s world is very dynamic with entities moving, new buildings being constructed, trees being cut down... etc. I'm not sure how difficult it would be to update the areas? Here are some articles: http://www.ai-blog.net/archives/000152.html <= lots of links about halfway down the page Here are some old articles: http://www.gamasutra.com/view/feature/3096/toward_more_realistic_pathfinding.php http://www.gamasutra.com/view/feature/3317/smart_move_intelligent_.php http://www.gamasutra.com/view/feature/2738/evolving_pathfinding_algorithms_.php http://www.gamasutra.com/view/feature/3137/profiling_data_analysis_.php?page=2 http://www.gamedev.net/page/reference/index.html/_/reference/programming/artificial-intelligence/pathfinding-and-searching/motion-planning-using-potential-fields-r1125 An additional resource is that we have had a former SSSI employee (Dan Higgins aka Major Glory) drop by the forums in the past and I'm sure he would be available to bounce some ideas off of. This was his last piece of advice to us:
  14. To further distinguish player from resource entities on the minimap - would there perhaps be a way to draw different pixel shapes rather than have them all as squares?
  15. I like the second - the burn helps the contrast over both dark colored terrains and the light colored terrains. Though, I guess it depends if you intentionally want it subtle or not.
  16. That was originally done to help to visually differentiate from celt in the folder/file structures. Here is the decoder:brit - britons celt - celt gaul - gallic hele - hellenes iber - iberians kart - carthaginians mace - macedonians pers - persian pole - poleis rome - roman
  17. Nice work Philip. I alpha gradient too. For reference, here is an example of how Rise of Nations did territories in the game view. http://1.bp.blogspot.com/_TEqMaTKLZfY/TFcZXTZqwRI/AAAAAAAACAY/IlMAHi6bIJA/s1600/r3.jpg
  18. Is it possible to capitalize the D in this topic title?
  19. Exactly, a penalty on movement speeds Let me preface by saying: I think in terms of tiles, and I'm not sure if that is an appropriate way to think about this matter in a 3d environment. So take this for what it is worth. A tile would be defined as a forest tile under 2 optional conditions: 1) has a tree on it AND 2) all adjacent tiles have trees on them This would automatically change the primary texture of the terrain tile to "forest floor" designated by the biome chosen for the map. This would is key for automatic definition of a forest in random maps. OR 3) Map maker paints the "forest" floor texture in Atlas This would get a little bit fuzzy because what happens when trees are cut down? Does the tile texture update to inherit the secondary non-forest floor texture? In AOK, I think I remember the texture remaining, but the tile was passable. I'm sure you guys could figure out some clever solution here. A note about the ranger unit in battle for middle earth that I referenced. I'm not sure if you have played the game, but they were a unit that if remained motionless and among the trees, they would become invisible to other players (ideal for ambushing). To the player that owned the invisible unit, it would fade in and out to show it's invisbleness (if that is a word ). That would be perfect for the Iberians. Additionally, Iberians would have the added benefit of cavalry in forest, where most other civs/factions it would only be infantry allowed.
  20. This capability would indeed be welcomed for the Iberians: Here are some other comments on forest terrains: http://trac.wildfiregames.com/wiki/XML%3A_Terrain Attached is an old image too for what it is worth The ranger unit in Battle for Middle Earth would be a good example of the behavior of Iberian units in the guerrilla use.
  21. QUOTE Some cases might want slightly different movement algorithms 0 A.D. may want that for seafaring ships anyway - not just for aircraft.
  22. They should all be here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/tools/atlas
  23. Payed the quarterly server fee. Current WFG balance: $3,383.17 USD
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