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Pureon

WFG Retired
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Everything posted by Pureon

  1. Why can't we just use alt+right-click - which is available and slightly easier to use than z+right-click
  2. I really like these ideas If it's a small enough percentage - say 10-15% - the benefits from resources gathered would still be worthwhile.
  3. Some more info is available here: http://trac.wildfiregames.com/wiki/Manual_SettingUpAGame#HostingJoiningaMultiplayergame Best place to find other gamers to play against is the IRC channel #0ad on QuakeNet - although you may have to be patient and wait a while for someone to respond
  4. I also think our infantry movement speed is comparable to that of AoK and AoM. I think it's fine the way it is tbh
  5. The super key does open the start menu on my windows machine. I'd prefer it if attack move was ctrl+right-click, because queue rally point move is shift+right-click and therefore both move commands are near each other. Could garrison be bound to alt+right-click instead? I agree that having both garrison and attack-move commands bound to the same hotkey would be confusing. We could follow AOM and supcom, where attack-move was alt+right-click. Lets see what everyone else thinks.
  6. Is that a fake Youtube animated gif?
  7. Unfortunately this needs to be fixed before we can properly use Blender 2.60a to export animations for 0AD.
  8. I felt the same way about territorial borders before they were implemented, however after seeing them in action in multiplayer I now see the strategic/gameplay benefits of having them. To each their own.
  9. That's up to you. Do whatever you think will produce the most suitable acoustic.
  10. Indeed, it does seem like 0AD is right up your alley My main worry with your audio samples is that they are clearly recorded in an indoor environment, despite the pronunciation of the phrases being perfect in my opinion. The reverberation frequency would need to be professionally EQed out, or phrases re-recorded in a controled environment (recording studio) before we could use them in the game. I'm not saying the voices we have at the moment are perfect, just that you should look into ways of recording clearer audio.
  11. Carthage archers firing at civ centres aren't bad either - their long range stops the CC from firing back. qbot defeated in 16:58
  12. If I walk my army into an enemy base, after destroying the enemy's units, will my infantry/cavalry just stand there waiting for my capture commands? Or will their instinctive reaction be to destroy the enemy buildings?
  13. Great work. Thanks for explaining the problem encountered so clearly
  14. The logs are saved here by default- C:\Users\USERNAME\AppData\Roaming\0ad\logs
  15. Oh right. When the attack-move patch is activated, I suspect qBot will become much more challenging to repel at the 7-8 minute mark. Otherwise I think your tactics are sound. qBot's build and offense is still very predictable, so defending against it's attacks is simple.
  16. Are we talking multiplayer or against an AI? I'd say your times are about right, although I might be a minute or two behind you at 26:00. I've never tried to do a fortress push in multiplayer - when the main battle begins, I normally focus on getting new troops into battle, not expanding territory further.
  17. Brilliant animation: Would make for a good 0AD trailer
  18. What operating system are you using? http://wildfiregames.com/0ad/page.php?p=14442 I've just tried downloading the Windows installer and it worked correctly.
  19. The rumors about me using wall towers in multiplayer are completely unfounded.
  20. I was trying an Iberian tower push strategy against qBot, and when I began to encroach on it's territory, I found it endlessly trying to build a Mill behind enemy lines (and sending civilians in to build it). qBot is hele in red, and I'm Iberian in yellow. Mill is selected You probably know about this already, but thought I'd post nonetheless
  21. Excellent progress with the patch fcxSanya Great idea!
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