Pureon
WFG Retired-
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Everything posted by Pureon
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No idea what I meant Would citizen-soldiers still be able to fight back without going to a dropsite to pick up their soldier class weapons, or do they automatically move towards the nearest dropsite without fighting back?
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I really like it, great idea Mythos! It makes perfect sense, and means resource gatherers will need greater protection from raiding, which with the existing system isn't really needed. Would units turn into soldiers on their way back to pick up more resources after dropping off the resources they were carrying?
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Thanks for posting the screenshots! Good point about health bars, having them as player colour in 0AD would make a lot of sense. The unit icons are fun, I like that they stick out of the GUI - Strangely some are more realistic looking than the units themselves
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Thanks for the translation fcxSanya! hehe 'ducks are quack'
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This weekend I started working on a bridge inspired by reconstructions of Roman wooden bridges: It's still a work-in-progress, especially the walkway texture, but I don't have any more time to work on it today so thought I'd share Historical note: Julius Caesar, with the help of around 40,000 Roman soldiers, built a wooden bridge over the river Rhine in just 10 days during the Gallic War in 55 BC.
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Groovy! Welcome to the community Joe
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Spreading The Word On 0 A.d.: Please Contribute Videos
Pureon replied to Jeru's topic in Announcements / News
I can recommend CamStudio which is the first screenrecorder on that list and free/opensource. Fraps is also very good but it's a bit of money. -
* Minimap problems: "Is it possible to make the coloured dots on the map more distingishable? Some of the colours are too similar, ie. red and orange."; "The mini map could scale; too small to see anything on it."; "It's hard to see Player 2's buildings on the mini-map." An option to make the mini map expand to full screen would be useful actually, especially for the bigger maps. * "If I select mulitple buildings and create a number of units only 1 building will make them. It would be great if by making 1 unit when you have more of the same kind of building selected you would make 1 in every building not just in 1 of the buildings." Agree this would be useful. * "If you garrison units into a siege ram and don't unselect them befor garissoned your not abel to control/select any other units or buildings" Is this true? If so, that's a bug that needs fixing. * "Gaul towers (not outpost) do not fire and an error message appears" If still broken I'll fix this. Edit: Fixed in r9403.
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Thanks historic_bruno, I can confirm it's fixed
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I'd say they are tall enough to stop cavalry jumping over them If these spikes do become functional in 0AD, it'll be after each faction's walls and gates are fully functioning, so for now I'll add them to the Atlas editor as non-functional eyecandy.
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I couldn't find an open ticket for it, does it need one? Your solution will work as a temporary fix for Alpha 5, are you able to make the changes?
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Has anyone tried to play as Player 3 on Acropolis before? Both in Alpha 4 and in the latest revision I'm unable to attack the 2 enemy players, but instead am able to attack my Ally, Player 4. The same bug happens when I set myself as Player 4, I can attack my Ally, but not the enemy. The enemy however can attack me. I've never noticed this before, but then I rarely open Acropolis because it's so huge.
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No idea. Even adding a simple prop point is challenging.
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I spent a bit of time creating some spiked defences using my palisade wall assets: Screenshots show a standard fence, tall impassable spikes, and small crossable spikes. The tall impassable wall could damage melee units while it is being destroyed, while the small spikes could deal a small amount of damage when crossed.
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Jubot: A Marginally Improved Ai
Pureon replied to Jubalbarca's topic in Game Development & Technical Discussion
I'm not sure how to do that, but I do remember discussing it with Ykkrosh after we received quite a few comments about the Alpha 4 AI. I agree Scaredy Bot is useful for testing, so happy to keep it. -
Jubot: A Marginally Improved Ai
Pureon replied to Jubalbarca's topic in Game Development & Technical Discussion
Should we rename the AIs? Users who don’t follow 0AD’s progress might not know that Jubot is the most advanced AI. We might even want to remove Scaredy Bot from the list. -
The TV show looks very well made, however it's not on regular TV here in the UK so I won't be watching it myself. However if anyone can recommend the books I might try those out.
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Jubot: A Marginally Improved Ai
Pureon replied to Jubalbarca's topic in Game Development & Technical Discussion
Awesomeness. Just played a 1v2 against 2 Jubot AIs and it was extremely fun I agree citizen-soldiers should gather resources while they wait to join the 3-pronged attack, but I'm very impressed nonetheless. I'm going to try out a few more maps now to see how the AI copes with different starting units and terrains. -
Unfortunately I've experienced similar bugs and difficulties with importing. In the Iberian siege ram's animation the wheels spin backwards after spinning forwards - which is a bug with the way 0AD converts the Collada files. I'd like to know if the same bug also affects 3DS Max Collada animations - in theory it should.
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Jubot: A Marginally Improved Ai
Pureon replied to Jubalbarca's topic in Game Development & Technical Discussion
Welcome to the team Jubalbarca -
Jubot: A Marginally Improved Ai
Pureon replied to Jubalbarca's topic in Game Development & Technical Discussion
Yep, I would! -
Jubot: A Marginally Improved Ai
Pureon replied to Jubalbarca's topic in Game Development & Technical Discussion
Only because I added 100 extra units to my side in the scenario editor -
Jubot: A Marginally Improved Ai
Pureon replied to Jubalbarca's topic in Game Development & Technical Discussion
BTW I used your AI in the Alpha 5 preview -
Very nicely annotated BTW Amazing work everyone!
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Sure, no problem, send away Edit: All yours - Needs proper title and description.