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Pureon

WFG Retired
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Everything posted by Pureon

  1. The camera control settings can be changed using a local.cfg configuration file. See here for more info about how to create one: http://trac.wildfiregames.com/wiki/Manual_Settings Within the default.cfg file you'll see the 'Camera control settings' starting on line 100 - copy all these into a local.cfg file and adjust to the desired speeds.
  2. We always try to show the game's default downward angle in videos. There are sky-boxes (called Billboards) available in the map editor that can be placed on maps if you'd like to show other angles. The reason the feature demonstration videos have titles on black is because I'm editing them using Windows Live Movie Maker, and that's the best it can do unfortunately. Have you tried using Atlas Editor yet? Knowing how to setup a good scene is important to get the best clips, so some knowledge of the editor will come in handy. Would you be willing to work on a short teaser video to show us what you can do with 0 A.D.? Pick something you like, the maps, trees, walls, techs, anything really, and create a short teaser around it. See the Gate teaser I created as an example: Yours can be much more artistic, but you get the idea
  3. Hi Brynn, From one Lego fan to another, welcome to the forums The video examples are really good, especially the camera angles and special effects which are very effective. Have you had a look at the videos we've released on the 0 A.D. Youtube channel? What do you think?
  4. I disagree with that, it's clean and looks very professional.
  5. That's what I was proposing, and it can be done easily. But I can't remember what the old discussion involved, perhaps a siege tunnel structure?
  6. I think it breaks some formatting, could you make it a bit smaller?
  7. Unlike other civs, the Celts only have 1 siege weapon, so we could think about an alternative option. Caesar noted the Celts were good at mining - During the Roman siege of Avaricum in 52 BC, the Celts dug tunnels under Roman siege ramps which they then set fire to causing them to collapse. So we could give the Celts a cheap 'Siege Miner' infantry unit with low armor, but with good crush damage. The standard infantry mining animation could be used until a new one is created. The unit walks up to a wall, and starts hitting it with the pickaxe
  8. Hope it lands safely - the landing phase sounds perilous
  9. We played a 3v3 multiplayer match yesterday on the Canyon RMS map, and a few of us had siege units stuck in very thin canyons such as this: We had 6 players using a medium sized map, which didn't give the canyons much space - so limiting the map size options based on the number of players seems justified. If the number of players is increased to 6, the default map size should shift to large, not remain on medium.
  10. I based the scale of my siege weapons on historical reconstructions - so they are to scale (or at least as close as possible). Having infantry units pushing each siege weapon would currently increase lag unnecessarily, and given a large majority of users feedback is about the lag, we can't justify doing that at this stage in development. Non-self-mobile siege units will pack and unpack into carts/wagons for increased mobility, but this functionality hasn't been implemented yet (although we're ready for someone to begin working on it asap ).
  11. Rome (TV Series) (49 BC) Spartacus: Blood and Sand (TV Series) (73 BC) Spartacus: Gods of the Arena (TV Series) (73 BC) Alexander (Film) (283 BC) Ben-Hur (Film) (26 AD) Spartacus (Film) (73 BC) The Eagle (Film) (140 AD) Agora (Film) (391 AD) Centurion (Film) (117 AD)
  12. I forgot to mention a few factions also have elephants that are excellent at siege, as are the Flaming Javelin cavalry units for the Iberians. But I agree it would be interesting to see some other siege units appear in 0 A.D. - however not necessarily as part of the standard setup.
  13. I've just confirmed this bug on Continent RMS 2v2 - qBot XP got completely stuck because a chicken was inside the CC's obstruction - I deleted the Persian CC (using 'control all units') and the AI started devouring the chicken.
  14. I'd like to add a Carroballistae at some stage. They could even be in part 1 because the technology existed before 0AD I believe. I think you'll find we have more siege units than other commercial RTS games.
  15. Or we remove Phases, therefore removing the need for any visual changes. Good thinking guys!
  16. I would like to add an onager to the game, although most books/references I've seen say onagers didn't appear until much later than 0 A.D.
  17. I agree with Enrique's view. We don't advance through ages like AOE does, so showing visual changes to buildings isn't necessary in my opinion.
  18. Indeed, ships will have a unique movement closer to how ships move through water in reality. Again this requires the update to the pathfinder and then additional work.
  19. If you can provide us with some historically accurate suggestions for any of the civs please share them with us. Saying there is a lack of models and not providing any constructive information on what could be done instead is counter-productive, especially on an open-source game that's still in Alpha.
  20. Pathfinder improvements are being worked on, and once those are completed siege movement should improve.
  21. Geek and I worked on the website design via IRC today, so the site has some additions I'll work on the title designs tomorrow. We no longer need the download button from Michael.
  22. One of the Celt defense towers has an infantry unit attached as a prop, but the unit isn't animated and doesn't add to gameplay in any way. There are no plans to have units on top of gates or walls for Part 1 release, but lets see what happens in the future.
  23. Interesting find, especially if it does influence our Persian names
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