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Suggestions for 0 A.D.


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#1121 feneur

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Posted 14 September 2010 - 05:43 PM

View PostYkkrosh, on Sep 14 2010, 07:33 PM, said:

Command queuing was in the first alpha release - hold shift when giving orders and it should work (I think).
Ah, thanks. Didn't remember exactly when it was added ;)

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#1122 Aldandil

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Posted 14 September 2010 - 07:19 PM

View Postfeneur, on Sep 12 2010, 10:50 AM, said:

In one way or another we do intend to visually show how the buildings deteriorate, but depending on what's easiest we might do anything from a few particle fires to edited models/textures (the former seems more likely though as it shouldn't take as much work).
Can damage be added as props to the model base?

#1123 bartos

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Posted 22 September 2010 - 05:11 PM

I would like to be able to save games.

#1124 feneur

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Posted 22 September 2010 - 05:45 PM

Quote

Can damage be added as props to the model base?
It certainly can ;) In the end it would probably be nicer if we could have at least some partially destroyed version of each model, but some debris/broken parts can definitely be added via the propping system.

View Postbartos, on Sep 22 2010, 07:11 PM, said:

I would like to be able to save games.
That's definitely going to be possible later, but it's not something we prioritize at the moment. I'm not sure about all the technical details, but I'm pretty sure that with all the things that are changing it would be pretty useless by the next version. Not necessarily useless, but save files would probably not work between versions. There will be the possibility to save games in the end though, and hopefully sooner rather than later. Just not now :)

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#1125 Ykkrosh

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Posted 22 September 2010 - 06:15 PM

Saving shouldn't be technically difficult, since the simulation engine already supports everything that's needed (I think) - it'll just take some time to write all the code for saving all the data (currently only perhaps half of it is saved), and some effort to test it all and make sure it's reliable. The same code is useful for other features (multiplayer sync-checking/resyncing, playtesting in Atlas, replays, etc) so it'll be good to get it working soonish.
Philip Taylor [aka Ykkrosh]

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#1126 asasinuxp

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Posted 23 September 2010 - 03:33 PM

If you want to introduce more language in 0 A.D., I can translate this game in romanian, notify me when you want to do this.This game is fantastic. :victory: (y)

#1127 WhiteTreePaladin

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Posted 23 September 2010 - 03:49 PM

asasinuxp:

Thanks for your interesting in translating. It is something we will need in the future. However, right now we don't have translation support yet. Any translation work done now would be wasted, because you would have to work through many files. Whenever the game changed (which happens often), you would have to track down what had changed and translate those relevant parts again. It would be an insurmountable amount of maintenance. When we get a proper translation system in place, then the task of translating will be much more reasonable. At that point, we will welcome volunteers to help get the game translated into many languages. :victory:
Brian [aka WhiteTreePaladin]

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#1128 Aldandil

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Posted 25 September 2010 - 04:21 AM

Is localization of the website overview and/or open source page still ongoing, or is that also on hiatus?

Edited by Aldandil, 25 September 2010 - 04:22 AM.


#1129 Jeru

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Posted 25 September 2010 - 03:29 PM

On hiatus. Come to think of it, maybe we'll do a new one to reflect the game's current state of development. (And this time we'll make it shorter and to-the-point).

Aviv Sharon [ aka Jeru ]

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#1130 famer

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Posted 03 October 2010 - 11:03 PM

Hello designers of 0AD, I have an idea for the UI (user interface), but can I expose it?

I have a sketch for it!.

#1131 feneur

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Posted 03 October 2010 - 11:13 PM

View Postfamer, on Oct 4 2010, 01:03 AM, said:

Hello designers of 0AD, I have an idea for the UI (user interface), but can I expose it?

I have a sketch for it!.
We are working on a new design for the G/UI, but feel free to post your own sketches, even if it's not something we end up using it might still give us good ideas on how to improve it :victory:

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#1132 KaosKeith

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Posted 25 October 2010 - 04:37 AM

my 4 cents:
1. select idle villagers button
2. unit outline so you can see them through trees, buildings, etc
3. search hosted games on your network and list them
4. button which shows your ip address

Edited by KaosKeith, 25 October 2010 - 04:38 AM.


#1133 Mythos_Ruler

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Posted 25 October 2010 - 05:16 AM

View PostKaosKeith, on Oct 25 2010, 04:37 AM, said:

my 4 cents:
1. select idle villagers button
2. unit outline so you can see them through trees, buildings, etc
3. search hosted games on your network and list them
4. button which shows your ip address


All definitely planned. :ok:
Michael D. Hafer [aka Mythos_Ruler]

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#1134 Alezzy

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Posted 26 October 2010 - 09:32 PM

are you planing to add a attack / deffence stance to the units ? like when on attack mode they have less deffence...but they auto attack, more attack or so and deffence for like holding possition while it increases the deffence and decreases the attack value.... or simular

will we be able to put soldiers on walls? makes the game realistic and gives players more options on deffending ... while it gives more options to the attacker ... ladders ... siege towers , .... so on

also

how about naval battles .... will the ships include soldiers ? i think they should ... since ships cant sail by themselves.... makes naval battles more interesting ... and just like fishing boat should need fishers to fish and a trading boat traders..

also i think you should add stables ... like .. u would first have to breed a horse to make a horseman soldier...

i've been watching this game closely and i must say the dev team did a great job....the game already looks better than AOE 2 for me ...

keep up the good work!!!

#1135 feneur

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Posted 26 October 2010 - 10:37 PM

View PostAlezzy, on Oct 26 2010, 11:32 PM, said:

are you planing to add a attack / deffence stance to the units ? like when on attack mode they have less deffence...but they auto attack, more attack or so and deffence for like holding possition while it increases the deffence and decreases the attack value.... or simular
Offensive/defensive states are definitely planned, but we haven't considered whether or not to give any increases/decreases to values etc. Not sure if the added benefit is worth the complexity, but it's definitely something to think about.

Quote

will we be able to put soldiers on walls? makes the game realistic and gives players more options on deffending ... while it gives more options to the attacker ... ladders ... siege towers , .... so on
Units standing on walls is likely, units walking on walls unlikely, siege towers/ladders would probably take too much work to make them worth spending any time on. Perhaps there's someone who's got a great idea how to do it programming-wise who'll join the team later though so one can't rule it out completely.

Quote

how about naval battles .... will the ships include soldiers ? i think they should ... since ships cant sail by themselves.... makes naval battles more interesting ... and just like fishing boat should need fishers to fish and a trading boat traders..
Battle ships will definitely include soldiers and siege engines on them, but boarding is probably not going to happen.

Quote

also i think you should add stables ... like .. u would first have to breed a horse to make a horseman soldier...
Sorry if I sound rude but that's not going to happen unless you play a mod. If anything we might remove buildings if testing shows that people are too confused by all the buildings. To explain why I'll say that the game is just that, a game, not a simulation, and definitely not reality :D If the game were to be 100% realistic it would be boring, would you want to have to wait while the smiths made the weapons or the men ate/slept? That does of course not exclude the stable in and of itself, but when the game was designed the set of buildings included were decided and unless there's a really good reason to change the number/which buildings are included we won't. That said, we intend to make it as easy as possible to mod the game so someone can easily create a stable, and several buildings not in the main game design are already included as editor-only/scenario buildings so, who knows if there'll be a stable included among them :) (Disclaimer: This is not a guarantee that there will be, simply a statement that it's not impossible :bag: )

Quote

i've been watching this game closely and i must say the dev team did a great job....the game already looks better than AOE 2 for me ...

keep up the good work!!!
Thanks for all the nice words :ok: Hope you'll keep following the game as it progresses, and please continue to post in the forums, it's always nice to see new feedback. Even if we may have heard it before it's still useful to know what people thinks :)

Erik Johansson [ aka feneur ]

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#1136 oshron

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Posted 04 November 2010 - 09:36 PM

yknow what would be a great tool for the editor? to be able to select terrain and everything on it on a map and then just move that terrain freely, leaving water behind and sheer cliffs where terrain is "broken", kinda like continental drift
Hey! Check out the plans for my mythology mod on my site! Post input and comments in the discussion thread!

#1137 oshron

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Posted 10 November 2010 - 07:01 AM

DPFAR: an idea occurred to me earlier. wouldnt it be cool if you could "make" canals for some maps of the game? by that i dont mean actually designing a building that literally carves out part of the map as water, but instead that, in the scenario editor, you dig down into the ground to make water and then cover it with a special "terrain" that can be destroyed by the player's citizen-soldiers. instead of actually being terrain, it merely replicates teh appearance of terrain (perhaps for many different regions, such as sand, grass, snow, and maybe even solid rock). this "terrain" should ideally be able to be walked over by land units, and the attack animation for this particular building would be the unit digging with a shovel instead of actually attacking it with a spear or sword. by removing the "terrain" you can uncover teh water and form a river that ships can move over. this would work well for recreations of the mediterranean to open up passage in the same place as the suez canal today, or the panama canal for any maps that simulate north america

another idea that occurs to me is a sudden possibility for bridges and tunnels (though bridges may not work so well): instead of actually creating the tunnel itself, there's a special neutral entrance building that can be used by all players that teleports units that approach it to the other opening, unless you plan for events to take place in the tunnel (i think it would also be a good idea to make some "indoor" areas, but thats beside the point)

thoughts, anyone?
Hey! Check out the plans for my mythology mod on my site! Post input and comments in the discussion thread!

#1138 SMST

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Posted 10 November 2010 - 08:09 AM

A small concern regarding the double-clicking system:

Double-clicking on an Elite Hoplite lets me control all Elite Hoplites on the screen. Double-clicking on an Advanced Hoplite lets me control all Advanced Hoplites on the screen. But what if I want "all Hoplites"?


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#1139 Mythos_Ruler

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Posted 10 November 2010 - 02:46 PM

Perhaps that's what triple-click can be for instead of what its doing now?
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#1140 WhiteTreePaladin

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Posted 10 November 2010 - 02:56 PM

Actually, I was just discussing this with Philip. (The band-boxing code also has this issue, but we use the unit name rather than the template name to circumvent it. Since using the unit name is not the safest approach, we'll likely use a new XML tag to manage this.)
Brian [aka WhiteTreePaladin]

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