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#1901 Zeta1127

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Posted 22 August 2012 - 05:35 AM

As an alternative to the Persian Architecture special technology, since there are likely to be normal technologies are similar to it, sparabara formation might be a better choice.
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#1902 feneur

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Posted 22 August 2012 - 12:14 PM

View Postmdfx, on 22 August 2012 - 02:46 AM, said:

Trade cogs don't work properly
Could you please post in the bug reports sub forum with more information? What is it about them that doesn't work? Does it happen on all maps, all civs, etc, as much information as possible. And perhaps most importantly: which game version? I just tested the development version and it works fine as far as I can tell. However, due to ship movement not being finished the ships can some times end up blocking each other, perhaps that is what you mean?

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#1903 mdfx

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Posted 25 August 2012 - 12:04 AM

View Postfeneur, on 22 August 2012 - 12:14 PM, said:

Could you please post in the bug reports sub forum with more information? What is it about them that doesn't work? Does it happen on all maps, all civs, etc, as much information as possible. And perhaps most importantly: which game version? I just tested the development version and it works fine as far as I can tell. However, due to ship movement not being finished the ships can some times end up blocking each other, perhaps that is what you mean?

I can see why that would be more helpful. I will try to replicate it and post better details in the proper forum. Was with the development version a couple weeks ago. It was only one scenario and I could set the trade cog's route but it would only go to the other dock and then wait there. Would have to send it back and forth manually.

#1904 zoot

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Posted 26 August 2012 - 06:59 PM

In a similar vein to this, it would be nice if generic names showed up in the tooltips of garrisoned units.

#1905 Deiz

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Posted 26 August 2012 - 07:58 PM

View Postzoot, on 26 August 2012 - 06:59 PM, said:

In a similar vein to this, it would be nice if generic names showed up in the tooltips of garrisoned units.
Ah, I'd missed that. Fixed.
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#1906 zoot

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Posted 27 August 2012 - 12:14 AM

View PostDeiz, on 26 August 2012 - 07:58 PM, said:

Ah, I'd missed that. Fixed.
Yep, that works. Can you do it for the production queue too? :)

#1907 alkazar-ipse

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Posted 31 August 2012 - 01:28 PM

Gatherpoint for sheep production plz

edit: also... I'm always scared by those spooking siege weapons moving around on the map all by their own.
I think historicaly humans were necessary to make ie. a balista be in use, I stoped believing in ghost stories.
;)

Edited by alkazar-ipse, 31 August 2012 - 01:34 PM.


#1908 feneur

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Posted 31 August 2012 - 04:50 PM

View Postalkazar-ipse, on 31 August 2012 - 01:28 PM, said:

Gatherpoint for sheep production plz

edit: also... I'm always scared by those spooking siege weapons moving around on the map all by their own.
I think historicaly humans were necessary to make ie. a balista be in use, I stoped believing in ghost stories.
;)
If we have enough time/skilled contributors we do intend to include operators. It is a very low priority though, as fewer people are skilled animators than modelers, so the people we have with those skills have to prioritize quite a lot and then things like making sure animals are animated at all is more important. Also, this is a game, not a simulation ;) So some things will necessarily be simplified like that, as a related example, it is extremely unlikely that we will make any possible operators separate from the siege engine (which would mean that you would actively have to assign people to them, that they could be captured etc), such things make a lot of sense in e.g. a game like the Total War series where not only is the war part separate from the economy part, it is also much more focused. After all, there you're essentially just managing 20 units (if it even is that many, I haven't played one of them for a long time), while in 0 A.D. you can control up to 300 different units at the same time. (Thankfully you don't have to control every unit individually all the time thanks to units being busy and groups/formations, but still, my point is that the scope of what you can do means that we have to be sure that the things which you do really matters.)

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#1909 zoot

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Posted 31 August 2012 - 04:56 PM

I have to agree with alkazar-ipse, though. The siege engines look unfinished in that they look motorized which make them seem anachronistic.

Edited by zoot, 31 August 2012 - 04:57 PM.


#1910 zoot

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Posted 02 September 2012 - 06:13 PM

I suggest turning particles off on building previews, because they suggest the building is in use (which a preview shouldn't be) and it looks weird when the preview is cancelled and the smoke remains.

I also suggest turning off the decals on the previews because they aren't really part of the building.

Edited by zoot, 02 September 2012 - 06:23 PM.


#1911 lilstewie

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Posted 02 September 2012 - 06:21 PM

Is it possible in part 2 to add the Aksum empire from Africa? And Guptas?

Edited by lilstewie, 02 September 2012 - 06:21 PM.

Posted ImagePosted Image

#1912 feneur

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Posted 02 September 2012 - 06:39 PM

View Postzoot, on 02 September 2012 - 06:13 PM, said:

I suggest turning particles off on building previews, because they suggest the building is in use (which a preview shouldn't be) and it looks weird when the preview is cancelled and the smoke remains.

I also suggest turning off the decals on the previews because they aren't really part of the building.
Hmm, that does feel like a lot of work for something that's really down to opinion which way it should be done. It would be nice if the smoke would go away immediately though.

View Postlilstewie, on 02 September 2012 - 06:21 PM, said:

Is it possible in part 2 to add the Aksum empire from Africa? And Guptas?
A lot of things are possible for part 2 :) We will have to finish part 1 before we start deciding what's going into part 2 though ;) Not saying it's wrong to suggest something for part 2, only that it's probably going to be forgotten and lost by the time work on part 2 is begun :P

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#1913 lilstewie

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Posted 02 September 2012 - 06:48 PM

^^^^^^^^^^^^^^^^^^^^^

When you guys start it a long ways from now. I'm going to suggest. Posted Image

Edited by lilstewie, 03 September 2012 - 05:38 AM.

Posted ImagePosted Image

#1914 alkazar-ipse

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Posted 07 September 2012 - 04:04 PM

View Postfeneur, on 31 August 2012 - 04:50 PM, said:

If we have enough time/skilled contributors we do intend to include operators. It is a very low priority though, as fewer people are skilled animators than modelers, so the people we have with those skills have to prioritize quite a lot and then things like making sure animals are animated at all is more important. Also, this is a game, not a simulation ;) So some things will necessarily be simplified like that, as a related example, it is extremely unlikely that we will make any possible operators separate from the siege engine (which would mean that you would actively have to assign people to them, that they could be captured etc), such things make a lot of sense in e.g. a game like the Total War series where not only is the war part separate from the economy part, it is also much more focused. After all, there you're essentially just managing 20 units (if it even is that many, I haven't played one of them for a long time), while in 0 A.D. you can control up to 300 different units at the same time. (Thankfully you don't have to control every unit individually all the time thanks to units being busy and groups/formations, but still, my point is that the scope of what you can do means that we have to be sure that the things which you do really matters.)

I'm not asking that the siege engines have a munition count, or a scalable speed according to people pushing it. My request is purely graphic (visual), not semantic.
It's not about ability to be captured, though I think when the time comes for buildings, siege weapons should definatly show the same feature,
but just about my eye that sees a piece of wood walking around...

I mean, as You truely say: you HAVE TO simplifie. If one wants a simulation, your ranged attacks should be hurting your own melee units.
And as other people suggested, you'de have to add lots of resource types: honey, milk, salt, pillows, shoes... (fill in the blanc with what ever objects existed at that time)
It's a game, but i think animating a walking unit next to a siege engine shoulndt be too much to ask. I mean even if its temporarly an already existing unit in worker mode next to it only walking along.

furthermore the gathering point is already implemented for civic centers, barracks and forts, i think sheep should be gatherable. PS: it sucks that hunters have to shoot 300 javelos at a DOMESTIC sheep to kill it.

#1915 feneur

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Posted 07 September 2012 - 04:19 PM

Quote

furthermore the gathering point is already implemented for civic centers, barracks and forts, i think sheep should be gatherable
Already done :) Just wait a short while and check it out in Alpha 11 :)

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#1916 alkazar-ipse

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Posted 07 September 2012 - 10:34 PM

sheep gather, yea.
pieces of wood still spooking :)

#1917 greenlaser

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Posted 11 September 2012 - 02:31 PM

I hope campaign comes out soon, you could also make a economic campaign, wher you still get attacked but you have to gather a amount of goods... and also matches where you only get an army and attack, or where you defend a town...

#1918 alkazar-ipse

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Posted 11 September 2012 - 07:55 PM

I guess this is a bit early for (good) campaigns.
I prefere having them later and better. Not some of those crappy campaigns u get in some games.
(games which are intended for multiplayer, granted), but still IF campain, do something worth it...

#1919 alkazar-ipse

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Posted 11 September 2012 - 08:15 PM

For the chatting feature (be it team chat or not) I'd like to have numbers (i.e 1-10) to output a audio message, for example (taking this from aAoE3):
1-yes
2-no
3-need food (once team resource sending will be able)
4-need wood
5 need metal

etc (dont make too many, unusefull things as they did in AoE, but some of them like 15-"wololoooo" or 21-"haha" were quite good to express your emotions sparing many bad words...)

#1920 Thorfinn the Shallow Minded

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Posted 16 September 2012 - 10:55 AM

I would recommend that someone updates a few of the history articles. To begin, there is Xenophon's article. In Xenophon's article it only explains about his march with the ten thousand and little more. He was far more active than that though. During the Peloponnesian War he fought as a knight (hint: he should be a cavalry unit.) and served under the thirty tyrants. During the Battle of Coronea he battled against the Athenians, fighting alongside King Agesilaos. The rest of his life was mostly spent in a villa in Sparta. He was a great admirer of the Spartan ideals and of King Agesilaos.
This comes to my second suggestion. Replace Xenophon with a more patriotic Athenian. Two good ideas are Iphikrates and Alkibiades.
Another far to short article is Perikles's. It hardly says anything about his life and service to Athens.
The final article I suggest that you update is Britomartos's. In this article it merely tells about a well armored Celt challenging the Roman army to a duel. The Roman man of the hour kills him with ease. Perhaps either the article should sound more biased toward the Gaelic fellow or another hero should be found. I prefer the latter.
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