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Pureon
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Posts posted by Pureon
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Mythos can probably sort you out with a similar screenshot minus the bugs
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Not familiar with that, please elaborate ;-)
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.
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Welcome to the forums Spahbod
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I like the way snipers function in Company of Heroes - perhaps a system like that could work for 0AD's Spy?
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I keep getting this one sort of randomly :
ERROR: JavaScript error: simulation/ai/jubot/military.js line 745 TypeError: targetPos is undefined ([object Object],[object Object])@simulation/ai/jubot/military.js:745 ()@simulation/ai/jubot/jubot.js:115 ([object Object])@simulation/ai/common-api/base.js:90
No clue on how to cause it. I suppose it could be related to the new helepolis since I'm playing with that alot, trying to figure out how to produce the error I keep getting about it's arrows not firing or somesuch.
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).
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It's easy to edit the 'maxPop' value in the Player.js file using notepad.
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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.
@ Pureon Garrison attack is awesome, any chance of enabling stances for it so I can tell it to stand still and use it as a roving defense battery? It'd be nice if I could do that with the other siege weapons as well.
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.
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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
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@Pureon, well it's clearly not that top secret now is it?
Any clue which faction's gonna get the fighter plane? I say the Celts cuz they're my fave.
Celts are my favorite civ too
Its more that the texture is flat and the boards a tad unnaturally straight, the model's not horrible, the only thing i would say about the model is that maybe instead of having the top portion be comprised of entirely separate pieces for each board that it just use a flat panel for each side and then use the texture to make it appear os though there are separate boards.
Noted.
P.S. Update to the newest svn revision and garrison 15 infantry units in it, then move it (slowly) towards the enemy
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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
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Very nice introduction to the topic Chakakhan
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Eh, could work. Might be a bit annoying to have to click three times to get to the "previous" stance.
Left click for back, right click for forward.
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I really like those stance icons. The icons could just toggle from one to the other, giving more space for other stuff.
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I will see if i can dl the game (is it still free?) and mod it for my own use for the time being, just to examine whether i can do it
0AD will always be free. Feel free to download the game and experiment.
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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
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'Bays' could have worked too
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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
)!
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Looks brilliant. Hope the gameplay is like BFBC2 or better.
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Very nice work historic_bruno!
Are you the best person to ask for a selection box tool?
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Boo! Welcome to the forums
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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).
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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?
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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.
Alpha feedback
in General Discussion
Posted
Yeah Spahbod, this topic has quite a few screenshots of my bridges![:P](http://www.wildfiregames.com/forum/uploads//emoticons/default_tongue.png)
I still haven't released the wooden bridge, but I will do soon...