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plumo

WFG Retired
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Posts posted by plumo

  1. Jubot being less offensive than what - or are you just saying it should be more aggressive? I tend to program it to play like me, and I'm quite a turtle-ish player by nature I guess.

    It seems less aggressive than a week ( or two) ago. I can be wrong though.

  2. 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)...

  3. 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 :P

    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.

  4. Just slightly bigger as I based it off of the image I was given to work with.

    I used the door from an existing house then rough scaled around it.

    It can be scaled down if need be.

    And faces count is 261

    Here's a shot of the original House next to the one I did.

    hele_house_a.jpg

    Nice! Maybe add a chimney or hole in the roof for possible smoke particles? (don't know much about hellenic housing)

  5. 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

  6. 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 ==========

  7. If I remember my roman defensive tactics, and I'm pretty sure I do. How about the "lilies" mentioned in the Commentari de bello Gallico. These "lilies" are commonly referred to as trou de loups, or tiger pits.

    My link

    IMO it would add a lot of micro-management, to place them etc. or avoid them during combat.

  8. @trajan: Yep: building space is THE biggie to fix now. That and getting naval stuff sorted, but I'd quite like to wait until loading/offloading troops with ships has been fixed prior to doing that.

    @Mythos: All comments somewhere in planning stages, some will be harder to get done than others. It's changing the way buildings are put down that'll be the really tough one I think.

    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.

  9. 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.

  10. looks fantastic, would be nice if one could zoom in closer.

    You've all done excellent work, you should all be proud!

    AW.

    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.

  11. 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.

  12. 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...

  13. 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 :banana:

  14. 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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