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MirceaKitsune

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  1. I can see that point. On the other hand, this is in a world where an entire giant empire is created and established in less than an hour: Smaller trees regrowing in half an hour doesn't seem that unrealistic when you think about that
  2. A possibility I suddenly realized: What if we supported this as a map defined feature? The map already decides the biome, trees, minerals, etc: It could as easily specify whether to enable resource regeneration, what for, in which form (regain health over time or reproduce). Heck mappers could to define rocks that make babies if they feel like it if this were implemented as a generic override for any resource or map item I haven't created any maps yet though, I don't know the details of how items are defined and if this would simply be something like an xml parameter you can add to your biome.
  3. Can't believe something as amazing as those screenshots was done, yet the project seems to have dropped dead for almost 3 years. May we please ask for an update on this? Is there still no way to integrate the code in a proper way so this can make it into the original engine? I was just wondering about things like additional building lights and glowing windows in another thread:
  4. Little suggestion that popped to mind today and I wanted to throw in. Since 0.24 we've had the ability to select night time on some maps (sadly very few of them). Could this be accompanies by glow textures for windows on buildings, ideally as a map setting so the map / biome can define intensity? This would require creating an emissive texture for all buildings that have windows, but hopefully it's not a big task and may be an option for the next release. On that note it would be nice if buildings containing flames (eg: some faction's version of the temple) could emit light. I assume this would require larger changes to the lighting system though, IIRC it only knows to work with one light source which is the sun / moon. So I understand it may not happen until later on at best.
  5. Interesting, didn't know that. Thanks for this info! I typically play randomly generated maps with random AI factions, it's also those I was curious about. Didn't get to play with the map editor yet though it would be nice to eventually.
  6. Playing again I remembered one of the reasons why I thought this would be nice: Deforestation looks pretty ugly and often ruins the mood and aspect of a map once too many trees are cut. I figured it would be nice if trees could regrow so entire forests don't just disappear when you have a lot of workers cutting wood.
  7. When setting up a single player game, or creating / hosting a multiplayer match: Could the player be allowed to change the name of AI factions in their game? They always seem to get random names you can't modify like Whatever the Great. That's okay as a default, but do you think match admins can be allowed to set their own names for AI's if they want, so they can name the allies and foes they play against to whatever they enjoy having in that match?
  8. Thanks for all the info! I'd definitely be happy if we had this in some form. Mainly for added realism: If gameplay was the issue we could simply make it so the resource has more health and you can mine it for a longer time. Oppositely, if it's considered that this would overpower factions, we could reduce the health of resources that regenerate / reproduce to make sure players typically get roughly the same amount of resources overall.
  9. Meaning the code still exists? If that's the case what about having it as a game option, even if it remains disabled by default for gameplay reasons? One extra checkbox hopefully wouldn't hurt to add for players who would enjoy this. Is there a config setting or console command to test it for the time being?
  10. I know I'm probably not the first to bring this idea up but I found it worth discussing. What are your thoughts on making some resources renewable, meaning they either regrow or regenerate? I namely had three in mind which would make a lot of sense in my view: Tree regrowth is one of the first that seems logical. With how often you struggle to find wood on some maps and how difficult everything gets if you run out, this would help from a gameplay perspective too alongside added realism. Best implementation feels like having trees spawn saplings near them when there's enough room: The little tree offers fewer resources but gradually grows if you don't cut it right away... since trees are static models they should be easy to just resize without requiring any new assets. For example: A sapling can be 0.25 the scale of a grown tree and offer 50 wood if cut, but if you wait 15 minutes it grows into a full tree offering 200. Animals should be able to reproduce too. Not going to suggest a realistic simulation as this isn't a Pokemon game, just a simple mechanism to have some animals spawn another identical animal on random occasion. Like trees we could simulate babies by having them start out small and offer less food if killed until they grow up... for animals this might be more complicated than it's worth though, simple probabilistic duplication might be enough for starters. Fish banks are prolly the easiest to do. As fishing boats consume them, the resource should slowly regenerate over time and have its "health" climb back up... once they're gone though they stay gone forever. Regeneration should be very slow, just enough to emphasize fish in that bank reproducing. This would require players to be more careful about how fast they consume fish if they don't want to run out, fish too fast and the source is gone!
  11. I was thinking about that. When it comes to unlocked units / buildings / upgrades easiest way seems to leave those universal: If you have at least one civic center of a certain phase, you benefit from what it unlocks everywhere. One can make the claim that the technology is transferred between establishments, same way blacksmith upgrades apply to all troops anywhere on the map automatically. Wasn't sure about buildings; Technically we could have it so a phase reliant building can't be built in territory maintained by a civic center below that phase. But this might get too complicated and confusing, probably not worth it. So in the end unlocked buildings should be possible to place anywhere once they become available. Not sure if downgrading should be a possibility instead. So if you lose the last civic center of a given phase, you can no longer build / produce / research things from that phase until you upgrade a new civic center to reach it again. You don't lose existing stuff, just can't do new ones till you get back to that phase somewhere. This one seems more reasonable and I'd be in favor of it, what does everyone think?
  12. Cheers for that suggestion. Based on it I was thinking of an even better plus easier idea for this: Why not make the civic center a building you can upgrade, having the village / town / city phase in that area represented by which version of the civic center you have? For one thing this makes more logical sense if you think about it: A faction can and will build multiple civic centers across the map, each meant to represent its own establishment. It's rather illogical that the phase is an universal property of the faction worldwide, instead of a property of each individual establishment. Normally one territory could be in village phase, another in town phase, another in city phase! Going this route would also require less work and new assets being included: We'd only create different versions of the civic center for each faction, that's magnitudes of times simpler. This could be later accompanied by other changes to emphasize the advancement, such as a different HUD border or switching to different music. Perhaps I should make a separate thread for discussing this in detail? Making the phase per establishment / civic center rather than faction universal is a change with different implications. But I can say the idea feels a lot more correct in many ways, including more correct functionality gameplay wise. What are your thoughts on this?
  13. Is there an unpack-and-run archive or appimage for Linux? I'd like to test but don't wish to make root system changes, for this test I'd prefer a version I can just run as user if possible. Am on Manjaro OS / KDE Plasma: I have the stable release installed by my system packages, don't want to make changes not maintained by the packages otherwise.
  14. One of the things I love in this style of game is the feeling of starting from scratch and progressing as time goes on. 0ad definitely has this, and one of the parts I love in that regard is the transition between three different phases (village phase, town phase, city phase). I feel these transitions would be even better if visual modifications were made to units based on the different stages to further emphasize the changes, making them appear more solid and upgraded when a new phase is reached. I'm mainly looking at buildings here. Civic center at the very least, maybe houses, possibly all building types that can be built at a certain phase and will carry through to the next phase. The general theming I had in mind is something among the lines of: Village phase: Buildings look dirtier and pretty rough, little detail in the structure, gives the feeling of small establishment. Reliance on plain wood. Town phase: Buildings look more solid and clean, some additional detail is added, gives the feeling of a growing establishment. Reliance on plaster. City phase: Buildings look clean and fancy, pretty and detailed, gives the feeling of a massive establishment. Reliance on sculpture and painted walls. This would require some artistic effort by the development team of course, considering how many unit related assets we'd have to modify. One way to make the process easier would be creating simplified versions of buildings for the early phases based on the existing ones: Take each model, remove some of the detailed parts of the mesh, save as town phase version... now take that version, delete more unneeded components, save as village phase. Afterward do the same with the texture, adding a bit of cracks and plaster then saving that as the town version, then adding more structural instability with some wooden planks and saving that as the village phase version. As a bonus we may do some minor resizing especially vertically, so town phase models look a bit more crumpled and short whereas village phase look even shorter and more crooked (mind the UV stretching). Is this a detail we can hope to have at some point? What are your thoughts on it? How do you think this should be done and look like?
  15. I noticed that for some of the random map types, the faction can be placed in a completely isolated hole in the ground (fully surrounded by mountains). This seems like an issue that may make levels unplayable due to impossible navigation. I took a screenshot as well as a savegame of the map which I posted below. 0ad a24.b7 (OS package / Manjaro). Map Type: Random, Map Filter: Default, Select Map: Ambush, Map Size: Medium. savegame-0001.0adsave
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