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maroder

WFG Programming Team
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Everything posted by maroder

  1. just a comment one one aspect: I like the idea of having citizen with bow, but is there any historical justification for that? If we were talking about a nomadic civ then probably yes, but for the Persians specifically?
  2. I wanted to avoid to make it too similar to aoe4 When I ever have time, then I will. But it's not that high on the priority list for now. (One could even do something fancy and fetch some images from the mods from mod.io) Which one? the main menu one or the "normal" dark menu background (that is also used in dialogs) ? They both should actually be fully tillable... Maybe the compression is messing something up? or do you have a screenshot of what exactly you mean? good point. I will keep it in mind.
  3. Alright, so here is some stuff for people to give their opinion on: https://code.wildfiregames.com/D4708 https://code.wildfiregames.com/D4715 https://code.wildfiregames.com/D4714 https://code.wildfiregames.com/D4713 https://code.wildfiregames.com/D4709
  4. I was just wondering what the general opinion about this feature is.
  5. As you may have heard, a26 will introduce some changes to the formation behavior, so the question is what should be the default options for the new release. Specifically this one is up for discussion: (under Options -> Game Session) So If anyone who has SVN / or the Release Candidate could try out the two settings and report which one would be the better default for new players, that would be helpful. Keep in mind that one can change the value without any big effort: so it is really only about what is expected from someone who isn't that familiar with the game yet. So try gathering, building and attack-move and please give your opinion.
  6. https://code.wildfiregames.com/rP26944 https://code.wildfiregames.com/rP26943 the distinction between grain and rice was removed, so they now only have the regular gather rate: https://code.wildfiregames.com/rP26937 https://code.wildfiregames.com/rP26891
  7. Yeah, your problem is this: https://github.com/0ad-matters/community-maps-2/blob/master/maps/random/gaia.js#L363 So better to use addProps only on unreachable areas.
  8. I would prefer a more general solution as @Feldfeld's https://code.wildfiregames.com/D4232 or something fancy as https://code.wildfiregames.com/D4053
  9. fix: https://code.wildfiregames.com/rP26940 they are passive now, so only attack back when you attack them first.
  10. I can't reproduce it right now. Could you describe the situation more or give a replay please?
  11. I believe that would indeed be a bit tricky. The best solution would be to have different sizes depending on the screen resolution of the user (or a redesign of the menus), but it takes just very long time to change everything and everyone is busy with other work.
  12. the main menu problem is fixed -> https://code.wildfiregames.com/rP26935 but unfortunately I think we will not be able to fix all of the other problems as well. As long as the minimal supported resolution is 1024x768 we can't just enlarge all elements and we haven't enough people working on the GUI to make everything adaptive.
  13. I agree. Sorry, devs, but thats bad game design. At the other hand its good that unlocking spear cav champs also unlocks archer cav champs. so what should we change? easiest thing would be to remove one of the units.
  14. That's because of the update it can do. the defensive CC is bigger and to avoid it clipping other buildings after being updated, the standard version needs to have a larger footprint as well.
  15. ah my bad it the 'Citizen' class (which admittedly is a bit counter intuitive)
  16. horsies do count (in fact everything that has the class "worker" counts) In the case of the han, the minister isn't a worker and therefore doesn't count in the counter / he can't be idle as he can't actually work
  17. It is known. problem is that the game is not 100% compatible to small resolutions. https://code.wildfiregames.com/D4292#183447 no problem on 1920*1080.
  18. I think the theory of having different mods with different game play options sounds nice in theory, but the problems of diverging opinions about how the game should play will not stop. The question is still: who decides what the goal is and what gets implemented? I fear that it will just split up the discussion even more. Also, it would split the (multi) player base, making it harder to find games with people who have a similar rating as you and as already mentioned, it increases the development effort.
  19. sidenote: having just plain percentages would make it quite easy to have something invulnerable. 100 == immune. A missing receiver could additionally mean immune. But sure there are some downsides to only use percentages.
  20. I mean, if we stick to the discrete levels, sure why not. Then it's more of a philosophical question if player should understand exactly what happens or if its enough to understand that more == better
  21. Indeed, thank you @vladislavbelov
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