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idanwin

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Everything posted by idanwin

  1. When does it get not-smooth? Is it from the start of the game? Or does it start later? How many players? AI/human? What are the specs of your computer? There are a lot of things that influence the smoothness of the game. If you take a look around you may find what you seek, most (if not all) of the important issues are already of the forums.
  2. Soil close to volcanoes often is very fertile. Sorry, a bit off-topic maybe.
  3. Just take the existing texture from the public mod and modify those until you get what you want, I can't even open most of the 0ad unit models because their files are too old and are incompatible with blender.
  4. Don't get your hopes up yet, I made half of the maps ... on paper xD it generally takes me a week to make one map in atlas, and I've got big plans for the first scenario. I really want it to look like Rome ... which means I'll probably be making new 3D models for the Romans, buildings slums and other stuff like that (I'm of the opinion that a tutorial should look awesome, because admit it: tutorials are boring, that's when you really need the nice view. Once you get playing harder scenarios it can look ugly as @#$% and you'll still keep playing because you want to win). And I've got exams in a week. But when I finish the first few maps (I might just start with a simple city and redesign it when I get time to make some slums), I'll give you a notice.
  5. The armour should be textured onto the unit models, so it isn't really something I can do.
  6. Nice references, I'll see what I can do with this next week.
  7. Balancing them is impossible. That's just how it is; we can do our best, but in the end one civ in a 1v1 always has some advantage over the other. Of course this may not have a lot of effect on the game; it depends much more on the strategies of the players, but as seen with less elaborate games (e.g. AoE 1) some civs are just stronger than others and become the only ones chosen by 'competition' players. Not having stacked bonuses would push teams in matches to not all take the same civ which they consider stronger. When this game becomes a widely played and carefully analysed game, people are going to start discussing tactics on high level and as this continues balancing 'errors' will turn up. It is impossible to balance two civs perfectly unless they are identical. But everyone likes diversity :-)
  8. I can't do everything at once :-) I have a life too ... well ... not that much of a life as I seem to be online 24/24 on wfgf ... but still xD
  9. Uh-uh, that's certainly not true, not being able to remove a bush while that's the perfect spot for a fortress, or a wonder is a real pain in the @#$% and THAT would hurt gameplay. At least you should be able to construct over it and it would disappear automatically, but that could lead to accidental removal of a food source that you may still want (mostly for new players), and that is why I proposed being able to chop them down (something like: select bush, check 'chop this bush down', assign a civilian to that bush, and instead of gathering food, he chops the bush down) Depending on the length of the game, having control over such a place will be more worthwhile. The bonus doesn't have to be that HUGE, I think. And, with no-attack timers in the game ...
  10. It's not that I don't want this, it's that I am too busy with everything else xD
  11. At the moment we're making all of our textures HD (or most of them anyway) but most of those details won't be visible in-game anyway, so when we release alpha 1 we'll have to backup all HD textures and reduce their resolution so that the game is playable without a state of the art greffyx card (sorry, I'm just in the mood for funny spellings, I hope I never get that while doing a job application xD). Or maybe that's what .dds files are for? not sure what those are. Actually, but since they contain multiple resolutions I'm assuming that's what they are for.
  12. the dropbox folder bronze is shared, yes. I already included your first helmet texture in our mod (both git and zip).
  13. I'm a designer at heart, I want to place farms where I think they would fit :-) I could live with a button in the farmstead that says: 'plant farms' and if you click that it will automatically build farms around it, but if you don't you can build farms around it yourself. Maybe that could satisfy the people who don't want too much micromanagement and the people who want to design beautiful cities.
  14. It's called 'padded' (armour with these square things) So this marine has a padded vest and a padded helmet.
  15. I got it from this image, not sure what unit we'll use it for though.
  16. I fixed the civ file. I also added an Egyptian helmet: Needs an improved texture, of course ;-)
  17. Templates can have parents, can actors have this as well? this would save up a lot of space for the basic/advanced/elite actor versions of the same unit and would decrease the amount of changes needed to be made when changing e.g. one animation.
  18. Hmmm. I think this is because of the differences between versions. I'll change it, thx a lot!
  19. Do team bonuses stack. I mean: if two people choose romans, do the roman team bonuses get applied twice? Or just once? If they only got applied once (and if there was a warning message saying so when multiple players have the same civ in a game lobby) this might encourage team players to choose different civs, so UP civs get more chance of being chosen (because, admit it, some civs will always under powered)
  20. Aristeia git on sourceforge or (older version) second download link in april's fool release. (yes, the april's fool itself was an april's fool: there was an actual release xD)
  21. Agreed. I've been working on an extended campaign storyline (fiction) which has 13 scenarios of which the first three are introductory. I'll just have to find that design document ... Anyway the story is that you are a roman senator and in the first scenario you have to navigate your way through the city to the senate with your guards. (this is the movement/attack/etc tutorial). At the senate you witness the murder the the caesar, and in the following scenarios you go on campaigns to prove your worth in order to be elected as new ruler of the roman empire. The first ones are two economy/defence tutorials and then the real fun starts: to conquer the gauls. After this campaign a triumvirate is selected, of which you are one. You receive the news that one of the others murdered the other and so you start a war against the the surviving one. Some of this may sound pretty familiar ... Then why not just make an actual historical campaign? I don't want any historical constraints when designing the scenarios and the maps. For the official campaign, however I would suggest two historical campaigns: one about the romans (they are really popular) and one about the mauryans (this will really bring something new to the gaming world). Alexander the great would be ... Well ... Great too. Of course I would like a campaign for every civ, but that is just plain unrealistic.
  22. Congrats guys! If you keep going like this this game'll become the most AWEsome game ever.
  23. The game files should be in /usr/share/games/0ad/
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