Pureon
WFG Retired-
Posts
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Everything posted by Pureon
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Yeah I agree that units must be able to destroy buildings much faster than they currently do, buildings are probably OP right now, however this will all be fixed when we begin working on the combat system. Ideally the helepolis will be built closer to the intended target. What could happen is an undeployed helepolis cart is produced at the fort - this can then be deployed closer to the target. Anyway, we have plans for all of this, just need time to actually make it work.
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Build Limits / Restrictions
Pureon replied to historic_bruno's topic in Game Development & Technical Discussion
Great work historic_bruno! It works really really well in-game, and it's more than obvious where the dock can and can't be placed. I also really like that the dock automatically faces away from the shoreline, great stuff. My only comment is that the dock should be restricted further into the water if possible, only a tiny piece of land should be occupied by the dock and this is for the workers to build it. The dock can in fact sit all on water, as long as a piece of underwater land is shallow enough for worker units to build it (think Belgian Bog). Just my tuppence worth -
lol how unfortunate. NOXAS1 you have a few days extra to improve your scenario making skills
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Ahh, good catch. The units do move visually faster now, resources are gathered quicker, and after a very short time period you have yourself an army to fight with. IMO the 0.5 increase was enough to satisfy those wanting increased speed, or at least until running is introduced. I'd say we're about at AOE speed now (Alpha 7).
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Unit walking speeds will be considerably faster in Alpha 7, they have been increased 50% - 9855
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using content from 0 AD in an open source browser game
Pureon replied to devland's topic in Help & Feedback
Let us know how it goes -
Yeah both ideas sound realistic to me. We should rename them (and filenames) to something more suitable.
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Yes they are
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These will be in Alpha 7: You won't be able to build them with your units, but you will be able to design/play scenarios with them in. Mythos_Ruler has already used his skillz to make a cool map with palisade defenses, see here.
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I've been following your progress on IRC these last few days and it's great to see you've worked out most of the issues A dashed straight line starting at the beginning of the SoD sounds good to me. Could the rally point automatically change to the nearest accessible piece of land (so where the unit would stop anyway)? How does it look when the rally point is behind a wall stopping the unit from reaching the desired spot?
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Warning! Massive simulation templates changes
Pureon replied to fcxSanya's topic in Game Development & Technical Discussion
Nor here. -
Mythos perhaps we could make a mod that adds special units like these as mercenaries purchasable from forts (or even temples) to all factions?
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I also think it could have something to do with the directory in which the maps are being saved. I've experienced many crashes when exporting maps- especially with builds I've compiled.
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Calligrapher / Graphic Artist
Pureon replied to steveczajka's topic in Introductions & Off-Topic Discussion
Hi Steve, welcome to the forums! I must say I really like the quality of your work, very impressive -
Excellent work Ross
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What Happens If You Post Too Much?
Pureon replied to chaosislife's topic in Introductions & Off-Topic Discussion
+1 -
AI speed, passability & pathfinding
Pureon replied to Jubalbarca's topic in Game Development & Technical Discussion
Could any of the computing be done before a match starts? -
Loving your work Mythos
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Welcome to the forums Ryan! It'll be very reassuring to have someone of your experience leading the production and implementation of Sound Effects for 0AD.
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Cool! Hope the launch goes smoothly
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Yeah I agree, I prefer Joomla or MODx, but haven't used either for a few years now. Many clients request Wordpress because of it's 'social' credentials
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Hi Christian, welcome to the forums! I see you're using Joomla for your site, do you have any experience with Wordpress?
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You may have already seen it mentioned in the release info, but Alpha 6 does come with a few new Persian units, such as the war elephant. You can find them in the Atlas scenario editor.
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Very interesting info Spahbod, thanks for posting. I had no idea there was such diversity in Iran.
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They do have side obstructions to stop units walking very near to the bridge, however the bridge in the bridge demo map was built beside a water crossing, so a bit of water can still be crossed near the bridge. The bridge demo map also now produces some unit errors - I'll fix those when I release the other bridge and modify the map.
