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Pureon

WFG Retired
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Everything posted by Pureon

  1. Yeah Spahbod, this topic has quite a few screenshots of my bridges I still haven't released the wooden bridge, but I will do soon...
  2. Mythos can probably sort you out with a similar screenshot minus the bugs
  3. In Company of Heroes the sniper can knock out an enemy unit in 1 shot. It has a camouflage ability that once turned on makes the sniper invisible to enemy units unless they get very close to it. As soon as the sniper fires a shot, he becomes visible for around 8 seconds and then dissapears from view. In the GUI you can make the sniper 'Hold Fire', so it doesn't automatically attack units. They're expensive and easy to kill when visible.
  4. Welcome to the forums Spahbod
  5. I like the way snipers function in Company of Heroes - perhaps a system like that could work for 0AD's Spy?
  6. None of those files are referenced by the siege tower, so it's not that. The siege tower does however produce a BuildingAI.js error if used a lot (at least it does for me).
  7. It's easy to edit the 'maxPop' value in the Player.js file using notepad.
  8. Yikes it doesn't look at all nice with the graphics turned down! It's still very early in the texturing and modeling process, so it should improve significantly over the next few days or weeks. I've got no idea how to add stances, so I can't answer that yet. Please also note that the current functionality of the helepolis is almost certainly going to change.
  9. You could always post a direct link to the image. Anyway, here's one I made earlier: http://i173.photobucket.com/albums/w73/purepics/0AD/0ADtowerupdate.jpg
  10. Celts are my favorite civ too Noted. P.S. Update to the newest svn revision and garrison 15 infantry units in it, then move it (slowly) towards the enemy
  11. Are you talking about the Heliopolis that I'm modeling at the moment? It's a top secret project, so I'm testing it on the public svn
  12. Very nice introduction to the topic Chakakhan
  13. Left click for back, right click for forward.
  14. I really like those stance icons. The icons could just toggle from one to the other, giving more space for other stuff.
  15. 0AD will always be free. Feel free to download the game and experiment.
  16. I like your updated version a lot, you've removed certain bits that I didn't think worked too well in your earlier versions. I'm not going to start a music debate either, I have absolutely no musical talent
  17. 'Bays' could have worked too
  18. Apparently I haven't been posting enough screenshots recently on the public forums! Here are some shots of Mediterranean Cove, one of the new maps we're releasing with Alpha 6: Many thanks to Mythos_Ruler for his time testing and improving the map (oh and sneakily renaming it while I wasn't looking )!
  19. Looks brilliant. Hope the gameplay is like BFBC2 or better.
  20. Very nice work historic_bruno! Are you the best person to ask for a selection box tool?
  21. Personally I'd also like to see some AI scouts really early on - especially if starting cavalry or dogs are available - possibly a small raid on some resource gathers before the main attack. The AI should also use more siege weapons later on in the game - I fortified a base yesterday and let the game run for just under 2 hours. When I returned none of my fortresses or walls had been destroyed (all the defenses had been fully garrisoned beforehand).
  22. Sounds great Jubal. It would also be nice to see the AI's citizen-soldiers gathering resources before they join the attack group - Any idea how you'd do that?
  23. Hopefully soon we'll have an Attack-Move command which will be restricted to attack and movement commands. Think it's going to be CTRL+click or SHIFT+click. Attack-Move will also have a big impact on AI gameplay, allowing AI controlled units units to defend themselves when attacked.
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