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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. Yeah and if possible make it so that those smaller fields (I think you can comfortably fit 4 in this big one) should adapt to terrain height so it'd sorta look like terraced rice fields on hills.
  2. The last version is too squarish, both in the wall and the rice plants themselves, but with just a little bit of fudging imo it'd work well. Just make sure we can plot them in-game so that the "ground" areas overlap. Maybe make it a bit smaller to give a more "condensed" impression? Since otherwise it'd quickly look weird on hills.
  3. This has been thought about but isn't trivial to implement. We'll get to it someday.
  4. Some comments: You might have done this already but you should probably separate each field to use an adaptative height like we do with farm trees. Everything I've seen about terraced rice farms suggests it looks more like a "step pyramid" than what you've done so far. I would try making it more regular and have more elements to make "thinner" rice fields (if you had 7 stages instead of 3, it'd probably look a lot better) I suggest you reduce the height of your walls a lot. On flat ground, it should basically look like a single, big water field, but shouldn't come out of the ground much. I would also try using the "adaptative height" feature to make it look like a single field on flat terrain. Basically have several terraces, but put them slightly below the water line (on flat ground). If there is some elevation, they will come up and be seen, but on flat ground it'll look like this. My suggestion is to think of it like a step pyramid: the lowest terrace should be the size of the whole thing, then each subsequent level slightly smaller. The rice itself looks somewhat fine but I'd make sure it looks less square-ish.
  5. Quick design issue: I've noticed that in svn currently the game has a tendency to wildly rotate the camera when you use a two finger "swipe left/right" gesture on a trackpad (which is done often when you try to select stuff in a box). I think this should be changed before A18. (may have been posted before, I haven't checked everything)
  6. For future references, SVN currently seems to compile fine against the 10.10 SDK. Can't try to run it just yet because I haven't updated to Yosemite yet. I'm still getting a linker error on the atlas UI but I think it might be my setup.
  7. I like this tech-web idea quite a bit. Though we could definitely go even more web-ish (like Civ Beyond Earth is doing).
  8. Central limit theorem should apply iirc assuming what needs to be assumed. Samples are most likely not normally distributed. It'd need to be checked but something like a Poisson law seems more likely as there's a "normal" run-time and more reasons for it go slow than suddenly faster, with lock-ups being fairly random in length. I'm fairly sure there's a class of function that acts a lot like a Poisson law in R but can't recall their names. Probably not a big deal.
  9. That's actually completely unrelated to multiplayer connection or what have you, it's because we're using big turn lengths. We probably could lower them.
  10. I think I see what you mean with unit selection but not with camera movement. Any details?
  11. It seems like pushing back to after A17 has no drawback other than "it makes A17 weaker"? Given that Philip is afaik still looking for a job, it would be better to ask him when he estimates he'll be over with this. I haven't really followed your progress but I don't think it'd be a good thing to push A17 back.
  12. One big decal is much better than 15 small ones performance wise.
  13. It's a wonder, I don't really mind if it's always green. However one big green decal might work better than 15 small.
  14. The thing is: as long as there is a possibility, a casual gamer against a "for fun" AI will use it. Even if it's utterly unpractical. The only key element is that it must not be overpowered so as to not break more competitive MP (even between amateur players, MP is much more often about winning, whereas against an AI which gives you a lot more leeway, you can go crazier). SP at lower AI difficulty can be as unbalanced as you want. And I agree that the AI should use most of the features. Just be slower or not attack.
  15. niektb: There is no such thing as balancing for a casual player either. This is called playing SP. And making SP fun isn't called "balancing".
  16. It's actually totally why this change was made. I complained to scythe that in the early game gathering wasn't smooth enough, and he agreed. Wheelbarrow techs are an afterthought that give an opportunity to reduce eco-microing in the mid-late game. You seem to think on the whole that A16 allowed you to do everything, whereas in the balance branch you cannot research/train/build everything in a game, is this right? WhiteTreePaladin: there is no such thing as balancing for inexperienced players.
  17. I can't fix this unless someone debugs it further. I simply don't know what could cause this and it's not anywhere near happening for me. Plus it's an error that doesn't make sense In the meantime, just disable HQ water effects.
  18. If the football club is in France, it's in France
  19. I can't vouch for scythe's intentions beyond what he said: trying to make the game more fun, more strategic. I will say from my reports that we do seem to be on slightly different pages, but we have had no real discussion in the team about gameplay, and even less consensus. The only consensus is that A16 seems broken. As for me, I have played the game at 1x speed, at 1.5 speed, at 2x speed (at different alphas but the feel stayed similar), and I feel 2x speed is somewhat what I would want. However it gets really, really frantic. So I think simply having units move faster will give the proper impression of speed while not speeding gameplay up. I will however ask everyone to remain civil, and absolutely refrain from vague personal attacks.
  20. Trees aren't really an issue with the updated long-range pathfinder. Not that supporting Pentium is realistic.
  21. Imo the walkspeed from scythe is good enough, but it was a bland +3 to everything, so we should probably refine it by unit and more.
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