Pureon
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Posts posted by Pureon
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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
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The problem is SMST is on vacation and didn't send me the map back with his edits.
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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Let us know how it goes
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Yeah both ideas sound realistic to me.
...those palisade forts (really, just "towers")
We should rename them (and filenames) to something more suitable.
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Those look great! Are they destructible?
Yes they are
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YAY!!! Thank you man. one other question since it's about walls. Will there be palisade walls?
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
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?
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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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Hi Steve, welcome to the forums!
I must say I really like the quality of your work, very impressive
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Excellent work Ross
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Could any of the computing be done before a match starts?
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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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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.
Movement Speed
in General Discussion
Posted
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.