vts, on 05 May 2012 - 07:28 PM, said:
Wall Creation
#61
Posted 06 May 2012 - 01:10 AM
#62
Posted 06 May 2012 - 01:32 AM
Lion.Kanzen, on 06 May 2012 - 12:07 AM, said:
where are gates into palisade?
why are hard to close
I've rebalanced wall and palisade costs. Update and try them out.
Gates will come in Alpha 11 or 12. For now, you just have to be creative with your "entryways", like this....
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#63
Posted 06 May 2012 - 01:49 AM
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#64
Posted 06 May 2012 - 02:13 AM
vts, on 06 May 2012 - 01:49 AM, said:
Yep, that's basically what I did.
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#65
Posted 06 May 2012 - 06:22 AM
What can I say...you guys just continue to do awesome work everyday !
Knowing a bit about the history of this game and your efforts at least since 2006, to get this long awaited feature in the game finally, its most inspiring.
I just know there are some great things to come !
The only reason I ever began following 0AD was because it was impossible to modify the original AOK Genie engine and to have more complex strategies. Well I guess now that
we have proper walls, its time to start off with scripting
Awesome stuff !!
Edited by madmax, 06 May 2012 - 06:23 AM.
#66
Posted 06 May 2012 - 08:02 AM
Doesnt qbot know about fields ?
By the way, the lag issue wasnt really an issue this time. I was playing Arcadia with 1 qbot. The game lagged only once and I knew that was when qbot was about to attack me !!
AOK used to have an alert whenever an unit got attacked. Is it possible in 0 AD?
Edited by madmax, 06 May 2012 - 08:15 AM.
#67
Posted 06 May 2012 - 12:48 PM
Mythos_Ruler, on 19 April 2012 - 08:56 PM, said:
Historically soldiers could sometimes attack walls, say Norse warriors with their heavy axes could hack at a cheaply made rubble course stone wall.
#68
Posted 06 May 2012 - 05:43 PM
Patricius, on 06 May 2012 - 12:48 PM, said:
Quote
Erik Johansson [ aka feneur ]
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#69
Posted 06 May 2012 - 07:30 PM
Erik Johansson [ aka feneur ]
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#70
Posted 06 May 2012 - 07:43 PM
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#71
Posted 06 May 2012 - 08:17 PM
leper, on 06 May 2012 - 07:43 PM, said:
Erik Johansson [ aka feneur ]
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#72
Posted 07 May 2012 - 11:57 AM
Some suggestions (I quickly tried only the palisade):
- 100% agree to remove the SHIFT key for continuing walls. With the left/right click it requires no instructions and everyone can find it;
- FIXED in alpha 10
I noticed that foundations are larger than the actual wall (continuing over the limiting towers); - I like the "snap" to connect a wall to another with a tower. However, also due to previous issue, I was able to create a wall with two tower very near one to the other. Interestingly, the space between them was to low to let units pass through, but, funnily, my units and enemy units could fight in between
! Maybe it just would better to use a higher "snap" distance to avoid these "holes"; - it would be nice to have an indicator somewhat that let you know if the wall are "connected" (either with walls only or also with mountains).
Edited by fabio, 11 May 2012 - 02:17 PM.
#73
Posted 07 May 2012 - 12:58 PM
Just one minor, trivial thing: change the foundation of palissades (now there are a lot of stone bricks) to only contain wood elements.
I almost feel bad writing this down
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#74
Posted 07 May 2012 - 02:18 PM
Quote
Why remove Shift click? There are a lot of hot keys for adanced players, no need to remove them just because new players are not aware of them.
Also, not sure how right click is involved with Shift click. Right click just cancels the command.
So, I don't really understand.
[Edit]
Also, you should be able to hold shift down the entire time.
Did AoK even have a way to continue walls?
0 A.D. Gameplay and UI Developer
#75
Posted 07 May 2012 - 03:21 PM
Quote
AoK did not, but AoM and AoE3 (as well as some other games) both used the shift-to-continue-building method.
Personally, I like the way it is now (shift-clicking).
Edited by LmScar13, 07 May 2012 - 03:23 PM.
#76
Posted 07 May 2012 - 04:40 PM
feneur, on 06 May 2012 - 05:43 PM, said:
We do intend to include such a feature yeah, it is not included yet though.
#77
Posted 07 May 2012 - 07:37 PM
fabio, on 07 May 2012 - 11:57 AM, said:
The shift-key is also used to give multiple commands, build multiple buildings, build multiple units, so it is entirely consistent for the shift key to also allow you to place multiple walls. I don't see the point in removing it.
fabio, on 07 May 2012 - 11:57 AM, said:
This is actually only the case for the palisades, which originally weren't intended to be included in the game. They will be updated soon.
fabio, on 07 May 2012 - 11:57 AM, said:
fabio, on 07 May 2012 - 11:57 AM, said:
What would you suggest as an indicator?
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‹Mythos_Ruler› Give that batch some uniforms. Batches love uniforms.
#78
Posted 07 May 2012 - 08:40 PM
Lion.Kanzen, on 07 May 2012 - 08:15 PM, said:
I understand that, but I mean, what kind of visual indicator would you suggest? Like a highlight, an outline, a glow, ...?
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‹Mythos_Ruler› Give that batch some uniforms. Batches love uniforms.
#79
Posted 08 May 2012 - 09:11 PM
oshron, on 07 May 2012 - 04:40 PM, said:
About using shift: I played a bit, and I guess it works. It does feel a bit awkward to have to use a modifier key to keep building what to me is one building (or structure rather, but that's not really the point), but I'd say we can keep it as is for Alpha 10 and see what people think about it and so on for a while.
Erik Johansson [ aka feneur ]
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#80
Posted 08 May 2012 - 09:49 PM
feneur, on 08 May 2012 - 09:11 PM, said:
About using shift: I played a bit, and I guess it works. It does feel a bit awkward to have to use a modifier key to keep building what to me is one building (or structure rather, but that's not really the point), but I'd say we can keep it as is for Alpha 10 and see what people think about it and so on for a while.
I agree but ATM I feel like building further automatically and break with right would be the way to go. But I think both makes sense.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
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