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MrChocolateBear

WFG Retired
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Everything posted by MrChocolateBear

  1. Windows XP, Windows Vista, hopefully Mac OS X soon. By the way, why is there no poll for this?
  2. Setlec, I know a lot of people would appreciate a real-time physics patch for 0 A.D. so if you have the chops, by all means! Open-source is all about community, so we really appreciate it when people contribute to making 0 A.D. a better product.
  3. At this point in time, implementing real-time physics is not something we are considering due to a number of factors, including the limited number of staff working on the game, and our desire to release the game within an acceptable time period. It is worth noting that most of the benefits from implementing real-time physics into 0 A.D. would be graphical, instead of gameplay, enhancements. We realize that gamers crave more immersion from the games they play, and we hope to give them that in 0 A.D. through our historical accuracy and strategic gameplay.
  4. I really think whether or not it's confusing is based on the way the information is presented. If the information is constantly hovering over their heads, then it is probably best to limit which units have names. If the information is neatly tucked into the interface, somewhere it can be referenced easily, but not get in the way, there is very little reason for all units not to have names. At any rate, this has inspired a new question: Can anyone share what the interface for 0 A.D. might look like? I realize that anything posted will most likely be altered a bit before the game's release, but I think knowing what kinds of information will be available on screen could prove useful to moders, especially if some of the information displayed is different than what is typically shown in RTSs.
  5. Buggy123, nice point about the swamps. About the animals, I wasn't saying animals should win battles against soldiers, just that animals should react to the presence of villagers and soldiers, be it attacking or running away when they get too close. Just thinking about gummy bears make me , because they are so delicious. TMI?
  6. I'm sure someone has already though of this, but just in case I decided to do it anyways. This is the extent of my artistic abilities. lol. PSD can be found here. I'm sure someone can make it look better, so do to it what you must!
  7. I think names would be really nice, especially since (if i'm not mistaken) individual units can "level up" from combat. It would be nice to look at a unit and know it is "Jonius Blogsimus, Sagitarii," my most advanced unit.
  8. Thanks buggy123, and welcome to the forums! By dangerous animals I meant animals that hunted humans when they got too close, not just fought back. Also, I don't consider a whirlpool a natural disaster. I just think it would be cool to have a few hazards around the level, not tornadoes or plagues (though that would be interesting to see). In my opinion a large part of warfare involves not only overcoming your opponent, but also nature itself, and I would love to see games come closer to reflecting that.
  9. One of my favorite things to see in RTSs is interaction between the player and environment. I know players will be able to hunt and train certain animals, but I was wondering if there are plans to take the interactions further. Listed are a few features I have seen in games and liked or would like to see: Terrain type modifies unit movement speed - Land units move slower in shallow water than they do on land. Hazardous animals - If I send my villager to chop some wood and along the way he crosses paths with a bear, the bear should attack/chase the villager, instead of standing still while the villager walks past. Scared animals - If a villager approaches a pack of gazelle, they should flee a few feet, making them hard to catch by hand. Units that flee would need to be hunted with ranged units/weapons. A small detail, but one that makes the world seem more realistic and interesting. Hazardous terrain - Whirlpools, quicksand, and things of that nature. If done correctly, can make the environment feel alive and remind the player that they are in dangerous territory, not just a pretty sandbox. Shouldn't be used excessively, otherwise it could detract from the gameplay experience. I have a ton of ideas about player-environment interaction, but these are the ones I think would contribute the most to 0 A.D. Please let us know what you have planned.
  10. @astralith: I like your biblical mod idea! Very interesting! @Jugulator: A Gear of War RTS would be very interesting, indeed! Some of the mods I would like to see: The mandatory zombie mod! Metal Slug: The RTS (Yup! You read that right) Something themed around Africa Something themed around Naval Warfare Something with a unique fantasy theme Something themed around animals instead of humans Some of the mods I would like to see, but the engine may not support out of the box: City building (Think Ceaser IV) Spiritual successor to the Commandos series Spiritual successor to Total Annihilation: Kingdoms Something in the vein of the Tom Clancy universe (Rainbow Six, Splinter Cell) I feel like a lot of RTSs are "cookie-cutter" games, going with what is popular and not experimenting enough. Don't get me wrong, I love history (that is what attracted me to 0 A.D.), but sometimes we need to try new things and not be afraid to fall flat on our face, myself included.
  11. Is there somewhere I can read up on part 2 or will it just be "everything we wanted to put into part one, but would've taken too much time"? I'd like to know what features and whatnot are planned for it. I'm surprised I haven't heard of this before today!
  12. Scalable walls and siege towers would be very impressive! Are there any plans for these in the game? If so, I bow down to you!
  13. What are the effects of day vs night time fighting? Are you planning on Dynamic weather? If so, what weather effects and what affect, if any, will they have on the game? Not really suggestions, but I didn't feel these questions were worth a separate post.
  14. I agree with sneaky_squirrel about the metal sprite, gather rates, and corrals. Is there a specific reason why you are limiting the distance units can collect resources from buildings? In games such as AoE, I start out collecting resources close to resource buildings, but as the resources become depleted in that area, my gatherers spread out. I feel limiting the gathering distance will turn the focus more toward micro-managing gathers, than the "set it and forget it" style of gathering many players are used to.
  15. 1000 for me. In order to defeat the enemy, my men would need to kill 10 men a piece. Sounds like a high number, but the highly skilled archers would be doing the brunt of the work.
  16. Name: Ari Patrick Hobbies: Designing games, watching tv/movies, surfing the internet Favorite RTSs: AoE (2 & 3), C&C:RA3, Hearts of Iron 2, Total Annihilation: Kingdoms This seems like a great place. I regret not learning of it sooner!
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