nifa
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Posts posted by nifa
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guess which on is raise an alert and which one ends it
in the heat of the fight it's important to be fast, but so far they only differ in colour, what makes it hard to distingush. The sound is the same as well. I tend to wait for the tooltip to appear. I think adding a little cross to the "End Alert" bell might be helpful:
the colour black is not good to see though
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I like the idea of having blue background for the water animals, I think there are actually six in the main game (Shark, Finnwhale, humpback whale, Tuna, and two more different types of fish).
Though I think it might be difficult for the ships, since there a lot of different portraits without background..
51 minutes ago, Stan` said:Shouldn't we differentiate gaia units from player units?
Maybe we could take the dark blue like above for the ships and a light blue like from the fish icon for gaia animals
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thanks, nice work how would it look with a blue background like the fishs below?
(btw I think the shark uses the fish icon as well)
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btw, is there a plan to add an icon for whales? So far they have the fish icon as well
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Relict tracts of this once-continuous forest exist with many local names: the Black Forest, the Ardennes, the Bavarian Forest, the Vosges, the Eifel, the Jura Mountains, the Swabian Jura, the Franconian Jura, the Polish Jura, the Palatinate Forest, the Teutoburg Forest, the Argonne Forest the Odenwald, the Spessart, the Rhön, the Thuringian Forest, the Harz, the Rauhe Alb, the Steigerwald, the Fichtelgebirge, the Erzgebirge, the Riesengebirge, the Bohemian Forest, and the forested Carpathians.[2] The Mittelgebirge seem to correspond more or less to a stretch of the Hercynian mountains. Many present-day smaller forests were also included like the Bienwald and the Haguenau Forest. The Hercynian Forest probably extended to the Białowieża Forest.
Ardennes Forest is way more specific while Hercynian Forest is just everything north of the alps and up to the carpathians in the East.
It was all covered with coherent forests until the romans started the deforestation
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nice, a unit stats overview like this next to the structure tree and the civilization overview would be nice in the core game as well
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i think most convenient would be if the units just do whatever is faster, capture or destroy..
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SpoilerSpoiler
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hold ctrl or use the garrison button below the units icon
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6 hours ago, DanW58 said:
For example, the videos talking about making units in batches. I tried it but I don't understand the sense of it. If I click a unit 5 times, I don't have to wait for all 5 to be made before I can use them; I can grab the first unit made and put it to build a house, for example. Making units in batches makes me wait until all are made; I see no sense in it. So, I watched 2 or 3 videos about using shift, but I'm not using it anyways.
5 Units in a batch need less training time than 1+1+1+1+1 units
6 hours ago, DanW58 said:Nifa suggested I add an allied player, but I've not been able to figure out how to do it.
in most cases the number at the end of the map indicates the number of players. You can change their team in the dropdown menu.
6 hours ago, DanW58 said:I only once won 1 game in very easy mode, and tried half a dozen times since and got wiped out by the first or second attack.
Also it is important to see anticipate the attack and to be ready. You can try playing with a revealed map, so you see when they are moving towards you. If you play with Fog of war, build a wood tower in the direction that you expect them to come from, garrison it with one soldier and research the technologies there.
I think you already know, but basically you just need wood, food and houses at the beginning. Keep an eye on the population limit. Use women for berries and fields, calvary for hunting and soldiers for wood. Use the alarm ring in the civil center when you get attacked and don't forget to send them back to war afterwards.
4 hours ago, DanW58 said:1) At the beginning of a game you haven't met your opponents yet, so you have NO diplomacy with them; your diplomatic screen is blank.
I think this wouldn't have much impact since you meet your opponents quite early into the game, nevertheless I agree that the Diplomacy system could use some inspiration
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What would I have to pay attention to when making a map compatible with a24, or maybe even get it committed? Should I use the a23 altas editor or get the code for a24 atlas?
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@vladislavbelov? Would be so important to have that in a24, nothing is more frustrating than a crash without recent saving
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you can also use the ceasefire option to have peace at the beginning, set the AI behaviour to defensive or add another player as your ally, to make it easier
Also if you are not already doing so, using ctrl and shift can be useful in many situations (aswell as other hotkeys)
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1 hour ago, Nescio said:
And some small gui patches I wrote and would appreciate feedback on:
i like the ideas
One could also show the specific gather rate near to the cursor, when you hover over a tree, a mine, an animal or a field?
Or even show a specific attack chance near the cursor (eg. calculated from pierce attack of the attacker vs pierce defense of the enemy unit), when hovering over an enemy unit?
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On 28/02/2019 at 12:39 AM, vladislavbelov said:
By the way, we have a ticket for autosaving and I even had a patch for this: https://trac.wildfiregames.com/ticket/4417
Can we have this in a24 please?
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3 hours ago, Nescio said:
In combination with negative resistance levels (D2975) that would also allow for removing the hard-coded bonus attacks of spearmen vs cavalry.
Is this bonus for spearman vs cavalry the only bonus against one particular unit in this game?
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I think this manual should be more prominent to get more people playing the svn version, pin it or put the link to https://trac.wildfiregames.com/wiki/BuildInstructionsGettingTheCode
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9 minutes ago, Nescio said:
Uncommon does not mean it never happens. I for one like to group all my unit-producing structures together, and sometimes I select both units and structures simultaneously.
9 minutes ago, Nescio said:Whether an unit is an archer or javelineer is more important information
the icon of groups is too small to see that imo. Big icons for up to 6 unit types and the current icon size for more units?
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1 hour ago, badosu said:
This could be changed, however spectators can select more types of units which could (theoretically) overflow the panel. Also one can select units and buildings.
One could double the size of the unit widget when not in spectator mode.
I think the best system would be to change the icon size with the number of selected units:
1-6 units of any type -> big icons for each
more than 6 units of 1 type -> big icon with a number
more than 6 units of more types -> icons getting smaller the more types of units there are
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Like this?
@badosu what's your opinion on this? I moved the player name and the units name to the top, the health bar below the unit icon and added a few stats devided with the slashes
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some more thoughts on the central panel UI:
1. the icon when you have a group selected is too small. If you select one spearman there is a big picture, but with the second selected you only got a really small icon with the number on it. Sometimes hard to tell what unit it actually is. Also it's quite uncommon that you select more than 3 or 4 different types of units at the same time, so the space could get better used. The number is too small too.
2. It takes way to many steps to get to know the stats for a group of units. You would have to deselect them, then reselect a single unit
3. The space under the buildings is unused. When you choose a tree the right panel is gone, but when you choose a unit that can't build anything there is just a blank space, is that intented?
4. It's not possible to change the location or the size of the minimap, i don't know if this is desired. or switching between types of thematical maps (eg for specific resources)
5. stats are missing. Especially the stats for formations. I don't know about the status quo but if they gonna be implemented, there should be an information about how they affect the units stats
6. Also It would be nice to know the number of idle workers. Similar to the new numbers for the resources. And maybe a notification when a large number gets idle at once (like when the resource is all used). But i guess that's a different thing
apart from that it's actually quite intuitive and gives you all the information needed
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you mean this? I think it's already quite filled, so one would have to make more space although the icons would already save space. One could also make it only for Champions at the space where the buildings are
fyi this is how it looks in Cossacks:
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Tree stumps
in Scenario Design/Map making
Posted
Is there a tree stump actor or entity in Atlas? I didn't see one, only found the flora/decal but nothing with a stump
might be an idea for the art as well to have a stump left for some time after a tree is cut, similar to the rubble of a destroyed building
since I didn't know the word myself, this is what i'm talking about: