Pureon
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Posts posted by Pureon
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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)
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Update with player colour textures and some new meshes
Also many of them now have the frontal hair knot.
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Indeed, sounds good to me.
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What about certain maps that is a large to huge size, but must be played by a 2-4 players?
Yes this will be possible, the restrictions can work both ways. It's up to the creator of the random map to assign the restrictions manually, or just leave it on default (if that's possible). We don't want to be too restrictive on playable options if there's no reason to be.
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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
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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.
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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?
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The three sail boat's looking really good so far ndragu
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Thanks for looking into it Spahbod
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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...
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Sorry I forgot to specify the map was a 3 player game on medium size. Maybe that'll help track down the error.
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Could this map (part of Unknown Land) have the horizontal straight line of land removed:
The same line can be seen in this video of a different game:
http://youtu.be/LrUQ2TIHpwI?t=1m16s
Thanks
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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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Wait, you do have attacking sounds for siege engines?
Stick a siege ram beside an enemy building and you'll hear the walls crumble
What you won't hear are long-range projectile collision sounds, although once again we have these ready just don't have a way of implementing them yet (unless something's changed recently)
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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).
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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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When ever you can. Can you make this?
I'll definitely give it a try, although I can't picture the back structure of that turban very easily. But lets see how it goes.
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I like it a lot! Do the amount of cloth on their head represent rank?
Could very well be, or a strong way of differentiating between unit types.
You should give a lot of them the frontal hair knot. Even the ones without much cloth.
Yes I should
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Here's some new head gear (and faces):
Hope you guys like what I've created so far. I'm using the same unit body in this screenshot for testing purposes only.
I have some textures ready for more elaborate hero head gear, so I just need to find time to model them.
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IMO the wooden planks of the piers need some more detail, or a darker colour.
Place this dock beside any of the older dock models and you'll see this one is actually very detailed
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No it hasn't changed much.
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I think you just need to spend some time in Atlas Editor - it might be difficult at first but it really won't take you that long to get familiar with the elevation tools. Good luck!
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As Geek377 said the long-term plan is to reduce scenario map variations by introducing a 'Skirmish' map option. This will give limited customization options (some similar to those available for Random Maps) to scenario maps created in Atlas.
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On the bright side I have two weeks' annual leave to take by the end of March!
Lucky you! Hope writing goes well
===[COMMITTED]=== Mauryan Head Gear
in Completed Art Tasks
Posted
Thanks lilstewie, glad you approve
One thing I just noticed is that the turbans with white fabric on the top are a mistake, the white fabric will be player colour too...