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Pureon

WFG Retired
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Posts posted by Pureon

  1. So I really want something like a "no formation" formation that gives the order to each selected unit individually at least.

    I don't think that's an unreasonable request. When queued orders are given to workers they will also move in formation from one construction/resource to another, however I'd sometimes prefer it if they just moved individually like female citizens.

    (slightly going off topic though)

  2. Thanks for helping out guys.

    Then all that remains is finding and adding the best max player choices for each map.

    We can create a default setting that's automatically assigned to all random maps. If a specific map requires its own restrictions then it needs to be assigned manually to the map. The default setting would have minimal restrictions, something like:

    8 players - medium or larger

    6 players - medium or larger

    4 players - small or larger

    2 players - tiny or larger

  3. Moving back to restrictions on the random map setup screens -

    Another task for you guys to look into would be to add restrictions to random map options. For example some maps, if not all, shouldn't be able to have 8 players on the smallest map sizes. Other maps only work with 4 or more players...

    I totally agree ^^. But AFAIK there's no way to limit options by the random map right now. I think this should be included in the random maps JSON file because it's the only thing loaded (if at all? Hope...) before map generation. Not sure who did the JSON approach in the first place. Maybe he could look at it. I have no idea how to do this. If no one is willing to do this I'll look into it though when I have time.

    Spahbod, wraitii, or zoot - Have any of you worked on this previously? Should FeXoR look into this task if he has time? Please let us know your thoughts.

  4. The bug in the screenshot is more likely to be the result of unreachable resources outside of the map area.

    I thought a fix was committed for this random map bug quite recently. TotalNoobPL can you confirm which version you were running?

  5. NOTE: For maps like The Unknown/Unknown Land it would be good to be able to call a random map instead of putting all the code in one map IMO. That way we wouldn't have to debug two or more maps but only the map called (in this case Gulf of Bothnia) that doesn't seam to even be buggy at all.

    Yes I completely agree. Not only because it's easier for you guys to debug, but also because we can include other land maps to the mix. Unknown land is probably the most widely used option for multiplayer games now, so adding more variety to it would be great.

    Another task for you guys to look into would be to add restrictions to random map options. For example some maps, if not all, shouldn't be able to have 8 players on the smallest map sizes. Other maps only work with 4 or more players...

  6. Can anybody do a kind offer and create some hardcore multiplayer videos? I'm getting bored of watching noobs play.

    Yesterday we recorded a match between Alpha123 and Quantumstate, both of whom are in the Top 10 of 0 .A.D. multiplayer matches.

    Alpha123's ship raid must get a mention :)

    This is Quantumstate's recording of the same match:

    I also played a match against Alpha123 yesterday, and he won easily ;)

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  7. I can not find other threads for sound, so I replied to this one. I mean sounds in general, like we are still missing sound for the siege engines.

    Can you be a bit more specific? We have movement, attack, selection, order, and trained sound effects for most siege weapons AFAIK. If you're refering to the movement sound not looping, this is something stwf is looking into (we have looping sounds for siege movement, they just aren't implemented).

  8. Has anybody done anything to contribute to sounds yet? Sound too plays an important part in making the game fun and memorable. I need ear candy.

    What type of sounds are you referring to?

    See this post for details on what is needed if we are to pursue unique language voices for each civ. We don't see this as a high-priority task given the huge amount of work involved in completing it, so it's unlikely it'll make it into the RC of part 1.

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