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Pureon

WFG Retired
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Posts posted by Pureon

  1. 19) Will be fixed when Ykkrosh implements the move commands we discussed for 15)

    1) I've asked one of our sound effects applicants to record some bark sounds for the Celt dog, so this should be fixed soon too!

  2. Hmm, if I remember correctly most games have separate "move" and "attack move" commands, where "move" is the default and "attack move" is ctrl+click or something like that. Does "move" mean they should never attack, even in self-defence if they run into an enemy unit who is blocking their path and slaughtering them? Does "attack move" mean they should only attack in self-defence, or should they attack anything that enters their line of sight? Should we support both commands, or just have one command that's context-/time-sensitive? I don't play RTS games enough to know what behaviour would be helpful/irritating for players, but if someone can say precisely how it should work then I could probably implement it easily.

    Move - units walk to the designated spot - No attacking. This is the default move command.

    Attack Move - units walk to designated spot but attack anything on the way (In LOS?). Usually Alt-click or Ctrl-click

    Most RTS games employ at least those 2 options. The default Move command normally does involve running into a big enemy force and getting slaughtered. No self-defense actions while moving, only activates when units are stationary again.

  3. 15)

    I think the problem is they always fight back when they get hit (e.g. by an enemy who is chasing them). What's a good way to let players order units to retreat, without units abandoning all attempts at self-preservation while walking?

    A move command that removes any self-defense controls? So a Ctrl + Click command or something similar that's still undefined?

    (Maybe they should ignore attacks for 5 seconds after a direct order from the player, before enabling self-defense counterattacks, or something like that?)

    That would help, especially when trying to micro-manage a small group of units in a big battle, which is quite difficult with current setup.

  4. 14) Did the builders get stuck there, or did you just not see them? The obstruction values for those walls do not include rampart depth, possibly due to the root position offset required.

    18) Some of the 3D models are missing a projectile node from where the building is supposed to fire arrows. It's not limited to the Celt towers either.

  5. Some people with the beta like it, others think the gameplay isn't ready yet, and most non-beta testers just don't like the graphics.

    I suspect it's going to struggle, although for the sake of future Age games I hope they make a profit out of it and continue with the series. The more I see the graphics the less they offend me, but none of the gameplay videos interest me at all, and that's a biggy. But it is free, and if marketed correctly they'll probably have millions of downloads, a percentage of which may splash out on new civs and techs. Lets see if we like it after release, we can't properly judge something without trying it first.

  6. I do prefer the look of your new experimental fog, much better in my opinion. I don't like to FOW in the current build, in some directions the huge spiky pixels look ugly, but it does serve it's purpose so can't really complain.

    Is it possible to have 2 different FOW options? Users with low-end systems could switch from the default FOW (possibly wide blur), to a less system intensive option like the one you just posted.

  7. yknow, i was wondering one thing, though: can you change where the water plane is? like, in the scenario editor, just raise or lower it so that it covers up more terrain?

    In the 'Environment' menu the slider 'Water Height' does just that.

    While real water is limited to 1 plane on 0AD maps, that doesn't stop us creating models with fake water on them. Waterfalls, raised lakes, and aqueducts are all possible using water 3D models, although they won't look as fluid as 'real' 0AD water, and you won't be able to float ships on them.

  8. Quick update. UV mapping is a complete mess, but the large siege ram now has a custom texture and updated mesh. The Ram's frame is covered with a fire-resistant canopy made from wet animal hides :)

    0ADCeltSiegeRam04.jpg

    To do - Wheel textures and UV fixes... but not tonight

  9. Thanks guys! Yeah I'm not liking something about it. The cloth bits on the side are supposed to show player colour, but I forgot to set player alpha in the actor. Pity I'm not composed enough to sketch units out first.

    The one thing that could be improved though is having men operate it.

    The operators would be inside this type of battering ram, so the benefit of having 6 human meshes barely visible inside is small. The increase in model geometry would also hurt our computers. Maybe operators could be added to some of my smaller rams, but not the bigger covered ones. The small one below for example could have 2 guys pushing it, maybe:

    0ADCeltSiegeRam03.jpg

  10. The horses do have color/pattern variations.

    That's what I was going to say. Only the straps are identical on some, perhaps they could be moved a bit.

    Completely different thought:

    Are the Celts going to have any viable siege abilities? The Hellenes already have a few to choose from, but the Celts have none from what I can see.

    I was reading bits of Caesar's 'De Bello Gallico' and IMO one of their strongest siege tactics was to undermine structures by tunnelling under towers and fortifications causing them to collapse. Could we have a unit which is constructed like a building but instead looks like a tunnel entrance - After a set period of time it destroys the wall/tower it was built to attack. Maybe it can only be used once, or can only attack structures within it's attack radius. You could even implement a garrison function, where if you garrison 5 infantry within the tunnel (to dig), the structure collapses faster. What do you guys think?

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