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chess007_phoenix_clan

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Posts posted by chess007_phoenix_clan

  1. "I hate to ruin all the fun here, but that is the sort of exploitation that we'd like to prevent."

    Makes sense to prevent it. If it was implemented you could go just outside an enemy city, build a few wall sections, fill them with archers, (entirely unrealistic) then attack the enemy and lead them out to your "death star".

    However, it does make sense for the archers to be able to shoot over small fences. They could also probably shoot over walls (realistically) at a sharp angle, but the shots wouldn't be very accurate. Perhaps there could be an attack ground order to make units attack a specific spot whether or not anything is there. That is great for controlling small choke-points.

  2. "As Feneur has eluded to, my mantra is "authenticity, not accuracy." What that means is we can fudge some things for a coherent gameplay experience, as long as the overall feel is still authentic."

    That makes perfect sense. I was more concerned with the physics (speed, turning radius, etc) of ships than where they are built. Seige weapons built a seige workshop makes things less complex. Trying to build them near the enemy while under attack would be frustrating.

  3. QUOTE
    Some cases might want slightly different movement algorithms

    0 A.D. may want that for seafaring ships anyway - not just for aircraft.

    Seems to me ships of that time period (whether sailing or rowed - or both) would start out slow then get faster as their momentum built - with a top speed eventually being reached. Of course the top speed would depend on weight of said ship and amount of rowers (among other factors), or in the case of a sails only situation, the wind speed and wind direction. Also whether or not the sea is calm (or stormy) would be another factor. I'm not sure how technical you all want to make 0 AD (and I realize the more technical it is the longer it takes to implement, so I'm not suggesting taking all these factors into account, just throwing some ideas out there) but even taking a few of those factors into account would be much better than aoktc's method of ships always moving at max speed which is a constant. Also if a ship rams another ship the faster its going the more damage it would cause.

    Size (length not just weight) certainly matters for things like a turning radius. For example, a canoe can turn much sharper than a large warship. Additionally, the faster a ship is moving the longer its turning arc.

    Edit:

    I understand once ships reach a certain size they would need to be built from a dock. But small craft (such as a 3 - 5 person canoe) could be built on land, and carried by the crew into the water.

  4. On the main page I saw:

    "Add experimental fighter planes."

    If there are flying planes, then presumably there could be flying x-wings, tie fighters, etc. If you wanted a pure space battle, create flat land and give it a stars terrain (I'm assuming land is required to make a map, not merely "space" or "sky").

  5. I would like to create a step by step building modification guide. A lot of people want to mod, but also don't know where to start. I have written multiple step by step guides for AOKTC and that is where new aoktc modders are generally referred to. It makes moding much easier when there is a guide which details exactly how.

    I have 3ds max and could easily get blender. My idea is to start by detailing exactly how to mod (graphically change the appearance of) a celtic house.

    My idea is to write a moding guide that could be linked to (or posted) in the modding section. When someone wants to know how to mod, they can read that guide.

    In order to write such a guide, I need some technical help.

    1. Where would the celtic house be stored in the folder structure?

    2. To modify the celtic houses' graphics do I simple import the .dae file, edit it (in blender, or 3ds max) and save? Or are there other considerations?

    3. Do I need to edit any .xml files?

    I will likely have more questions as my guide progresses. I will write it in .html and include screen-shots. Specifics from anyone who is currently moding (i.e. creating new graphical content, or editing existing graphics content) would be appreciated.

  6. Take some credit, the AI beat me -- or well I gave up. :) Its a win for the AI either way. The first time I tested the game, I tried to built up a mass of soldiers (of varying types) to go in and kill the AI. The AI defended the hell out of its base, then counter attacked mine. As I had little to no defensive capabilities, I quit.

    I like the scouts idea though. But rather than a pop up it could "auto flare" (i.e. aoktc when a team member uses flare to mark something). Perhaps a red X auto flared means "an enemy is here". Or there could be an option to "auto flare" or "generate pop up". Stances would certainly be useful too. I.e. aggressive "the unit always attacks any in range enemies" stand ground "the unit attacks if an enemy is in range but never pursues" passive "the unit never attacks no matter what". Some form of way-point assignment would be good too; i.e. goto point x, then point y, then point z (etc). If the patrolling unit finds any enemies it sends an alert and engages them. If not it eternally wonders along its patrol route.

    The main issue I had was I didn't know what unit was strong vs what unit, but that's me being uninformed not a failing of the game.

  7. Recently, I tried the latest alpha. It's all coming together very well. :) Path-finding was a little quirky though. I ordered some villagers to a destination a few screens away, they didn't move at all. However, once I ordered them about halfway as far they went to that point.

    I know the game is currently alpha which means some features are not yet available. Is the charge function implemented? I remember reading about that somewhere but looked in the manual and couldn't figure out the controls to make that happen.

    Is there a list of what unit is strong vs what other unit? An aoktc example would be:

    Pikemen:

    - strong vs mounted units

    - weak vs archers, other soldiers

    Also, is there an excel list or a table of each units: health, attack, armor, bonuses? Thanks for the great game. I look forward to testing further.

  8. "...do you think ive overcomplicated the prerequisites for nuclear weaponry?"

    That depends on how complicated you want to make it. The more techs that have to be researched for something to happen, the more your mod leads towards a simulation game (i.e. sim city) and away from an rts game. Some prefer quick and dirty RTS's -- not much of an econ, with it easy to rush - for example, red alert, red alert 2. Others prefer more of a simulation. For example, Empire Earth and Civilization. The more technical something is the more it annoys certain people, while others are happier.

    AOKTC strikes the best balance between an econ sim and an RTS.

  9. As far as villagers being captured, why not have a "loyalty" tech that could be researched? That tech would give them a higher probability of fighting back and dying rather than being captured.

    It would not be unrealistic for a nationalist villager to fight back. I understand they would likely die, but at least they go out in a blaze of glory.

  10. First of all, excuse me for being off topic. (y)

    What part does JavaScript play in the game engine? Does it interface between the game engine and the xml or...? I ask because I am planning on making a game and a game engine for a 2d top down view rpg. (Much simpler than 0 AD!). I want it to be easily modded, so I was thinking of putting all the vital data in .xml files and using .png files for graphics as they have an alpha channel. I have some programming knowledge and looking at the way 0 AD structures its data, I was inspired. In the thread on modding specifically, I saw how easy modding would be based on the way information is laid out in the .xml files. How does the game engine get the data from the .xml files? How does the game engine know what that data represents?

    For example, if a unit had the following attributes

    <attack>10</attack>

    <health>20</health>

    <movement>1.000</movement>

    How does the game engine know what "attack", "health" and "movement" mean?

    What tools or libraries would you recommend?

    I considered Open GL but as it is a 2d game, that seems like overkill. After all, there will only be two layers (layer 1 = tiles, layer 2 = player and any other in game objects).

    Here's an example (from The Legend Of Zelda A Link To The Past) of the type of viewpoint and general style:

    http://media.giantbomb.com/uploads/2/28515..._past_super.jpg

    Is there a flow chart that shows the programming logic of the game engine? I.e. the main loop, modules, etc.

    All advice is appreciated. Thank you kindly. :D

  11. As most units are human, and from what I've read so far, it seems like units are made up of a skeleton which is skinned and has anchor points for objects. What format are those skeletons in? Would it be possible to add a non bipedal, non human unit? I'm not asking someone to do that for me, I'm asking because I'm interested in modding. Thanks.

  12. As far as healers and gameplay balance, think of the monks in age of kings the conquers. Or even the missionary unit. Yes they do heal but its not quick and doesn't damage game play balance. Having a healer set up a tent sounds like a good idea to add to realism. But then again, being ultra realistic would mean having an almost dead unit stay in the tent for a week perhaps more to heal. That really takes away from game-play.

    Most of the time, with a good enough economy one can replace the soldiers that are lost. Any one soldier is not so super valuable that they must be healed. Its nice to have healers around, but few people make lots of them (again refer to aoktc). The exception here might be a hero unit. And certainly in a regicide game, keeping the king healed would be handy. :)

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