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Everything posted by plumo
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I built an iberian fortress on a slope of my acropolis. Im quite sure i could garrison units in it from the backside, and also when i ungarrisoned the fortress, they didnt leave through the front door.
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It seems less aggressive than a week ( or two) ago. I can be wrong though.
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Some suggestions, tiny bugs, etc. - Particles: when you select the Celtic temple,( the camp fire is animated, with smoke) in the UI, and you are looking for a good building spot. When you deselect the temple the fire and smoke particle take 1 or 2 seconds to disappear from the map. (to be clear: you don't build the temple, you just move the 'blueprint' across the map) - Particles: the non-buildable celtic town center ( Belgian bog): smoke rises from the wrong place in the roof. - Jubot seems to be less offensive, or is it my personal impression only? - In acropolis ( 1vs1 version) it is possible to build an iberian fortress on the slope leading to your hill, thus effectively blocking the enemy but also your troops: you cannot decide in which direction your garrisoned troops leave the building i guess. Suggestion: Maybe add particles to building only when researching a tech or training units? For example : Smoke out of house when training a villager, or campfire when training a druid ( celtic temple)...
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I don't like the treasures with guardians so much in age of empires online. I also didn't like it in AOE3. Treasures for 0 A.D ought to be 'realistic' IMO , f.e. salvaging wood from a shipwreck or stone from ruins in the landscape. Not 5 amphora's in perfect condition that happen to be standing somewhere For example: Acropolis map ( supposed to be located in Greece) can have remains of mycenian cities ( like mycene, tiryns, ...) which you can salvage partly for stone. Or an 'unfinished greek temple' can be salvaged.
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Nice! Maybe add a chimney or hole in the roof for possible smoke particles? (don't know much about hellenic housing)
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Same for me. Thanks !
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On Windows 7 32bit, latest public build, etc. I updated workspaces... 1. When i click on Singleplayer i get tons of red error messages in the left corner. Gamesetup.js i think, and it mentions sth about Death Canyon. Also : during that i can't select anything, and the map options are all gone. I only can go back to main menu. It's a very recent problem so maybe caused by revision 9507 ? ERROR: JavaScript error: gui/gamesetup/gamesetup.js line 647 ReferenceError: deepcopy is not defined selectMap("Death Canyon")@gui/gamesetup/gamesetup.js:647 __eventhandler80 (selectionchange)([object Object])@mapSelection selectionchange:0 initMapNameList()@gui/gamesetup/gamesetup.js:447 selectMapType("scenario")@gui/gamesetup/gamesetup.js:599 __eventhandler78 (selectionchange)([object Object])@mapTypeSelection selectionchange:0 initMain()@gui/gamesetup/gamesetup.js:110 onTick()@gui/gamesetup/gamesetup.js:497 __eventhandler76 (tick)([object Object])@setupWindow tick:0 2. About 1 week ago i also got a critical error while starting up a game (everytime). I had to break, surpress didnt work. I can't recreate this bug because of the newest bug ( see above). For this crash i have a report added. crashlog.txt
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1>------ Build started: Project: simulation2, Configuration: Debug Win32 ------ 1> Selection.cpp 1>..\..\..\source\simulation2\helpers\Selection.cpp(24): fatal error C1083: Cannot open include file: 'simulation2/components/ICmpIdentity.h': No such file or directory 2>------ Build started: Project: test, Configuration: Debug Win32 ------ 3>------ Build started: Project: pyrogenesis, Configuration: Debug Win32 ------ 3>C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(C:\Users\Bastijn\ps\build\workspaces\vc2008\../../../binaries/system\pyrogenesis.exe) does not match the Linker's OutputFile property value (C:\Users\Bastijn\ps\binaries\system\pyrogenesis_dbg.exe). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). 3>C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5): warning MSB8012: TargetName(pyrogenesis) does not match the Linker's OutputFile property value (pyrogenesis_dbg). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). 3>LINK : fatal error LNK1104: cannot open file 'C:\Users\Bastijn\ps\build\workspaces\vc2008\obj\simulation2_Debug\Selection.obj' 2>C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(C:\Users\Bastijn\ps\build\workspaces\vc2008\../../../binaries/system\test.exe) does not match the Linker's OutputFile property value (C:\Users\Bastijn\ps\binaries\system\test_dbg.exe). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). 2>C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5): warning MSB8012: TargetName(test) does not match the Linker's OutputFile property value (test_dbg). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). 2>LINK : fatal error LNK1104: cannot open file 'C:\Users\Bastijn\ps\build\workspaces\vc2008\obj\simulation2_Debug\Selection.obj' ========== Build: 0 succeeded, 3 failed, 11 up-to-date, 0 skipped ==========
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I think they also use that system in Age of Empires Online. It works well.
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IMO it would add a lot of micro-management, to place them etc. or avoid them during combat.
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Jubot: A Marginally Improved Ai
plumo replied to Jubalbarca's topic in Game Development & Technical Discussion
The order in which buildings are constructed by the AI: the priorities seem fixed/set right?( i m a noob, sorry, but I'd love to learn Ai programming. if you know a place with good tutorials for this...) If so : can you make the Jubot check his current maximum population( for example when you both already start with a Stoa = +10 pop). The priority of building a new house can be lowered down a bit then. -
A moat / trench would be nice to have for the Romans. Maybe spiked thorns / stakes as well. ( See: Siege of Alesia). The moat could slow down unit speed, the stakes could do a sort of attrition damage for units walking through. If it affects balance too much ,at least include them as special props or structures for the campaign.
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Iberians For Alpha V
plumo replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Nor crucial nor necessary but a suggestion for the wall towers ( not the standing alone watch towers): reconstruction of Numantia. -
In fact it is possible to zoom in. in-game: go to Settings , then enable developer controls ( or tools, i can't recall) then make sure restrict camera is not crossed out. Here you are.
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About construction: many options possible. In the settlers series, it sort of rises from the ground up in two layers. Best example IMHO is knights and merchants , a game some people may never have played, since it is quite old and forgotten. The buildings are being put together in a more realistic way. First the framework etc. I hope 0 AD. will have realistic building process, with 3 or 4 realistic snapshots of how construction took place in that time. Not just a generic pile of building material on the side.
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Otherwise, leaves falling only when cutting a tree?
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I agree with mythos. It's very interesting for someone who loves RTS games & history to follow up this project. The game is taking shape slowly but steadily, if i'll enjoy the final product as much as the process I'll be a happy man. Age of Empires didnt need bloom and distant fog to become the inspiration of countless other games, like this one. Sadly 2D RTS games are a thing of the past...
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Not easy to find a well known (celt)-iberian word. My suggestion would be EBRO (the river) from the Greek Ἑβρος.
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Why multiplayer ? I want to siege this in an epic singleplayer campaign.
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about revision 9012: Stop units wasting their lives chasing animals they'll never be able to catch. Let AI players collect treasures. In Death Canyon ( on latest build), I couldnt notice these changes ( unless it needs an automated build). about 10 enemy females were chasing a goat in a straight line, quite a funny sight actually
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I second above post. - AI should build houses closer to each other. Now they seem to "waste" big building spaces by spreading out 4 houses in a sort of square.
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Concerning the bridge: I wish it was possible in 0 AD to build bridges across rivers (with the builders working their way from one side to the other, instead of starting to build from 2 sides). Imagine the strategic possibilities in multiplayer when your opponent has crossed a river with a pontoon bridge or a time- and resources consuming stone bridge.
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Solved. Thanks.
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Since changeset 8395 I fail to compile 8 out of 14 projects. ps/trunk/libraries/opengl/include/GL/wglext.h gives so many problems. My system : Nvidia 9500 GT , windows 7, built with express 2010 ( is there an error log i can send)?
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AI units should also gather the goods next to the town center first, like in Age of Empires III (cfr. home shipments) Amazing the progress that has been made recently!