Jump to content

Pureon

WFG Retired
  • Posts

    3.858
  • Joined

  • Last visited

  • Days Won

    83

Posts posted by Pureon

  1. 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.

  2. Great work historic_bruno! :banana: 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 :)

  3. 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).

  4. 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 (y)

    1) Because the long-range pathfinder is used to find the initial path, it will happily curve around terrain and buildings in the SoD. This could potentially enable players to find out details about areas that they shouldn't know about. One option would be to hide the rally point path under the SoD, but that sort of defeats its purpose. Another option suggested on IRC was to follow the pathfinder waypoints up until the edge of the SoD, and from there continue in a straight line to the rally point, maybe in another color or dashed or something so that the difference is visually clear.

    A dashed straight line starting at the beginning of the SoD sounds good to me.

    2) Currently it is possible to set a land building's rally point in the middle of the ocean. Created units will walk up the shore and come to a halt, which begs the question: is it useful to be able to set a land building's rally point on water? Should we limit it to within a particular range around the shore or something? The reason I ask is because the pathfinder will stop at water edges when started from land, so if the rally point is far out into sea, the (interpolated) waypoints on water will be spaced disproportionally far apart which creates jaggy segments and just doesn't look good.

    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?

  5. Maybe we can give the bridge sides some obstructions in the templates.

    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.

×
×
  • Create New...