Yes, the first treasury tile is free to allow players to be able to collect gold. But as it has been said, it is not very clear so we should find a way to make it more understandable.BioHazardX {l Wrote}:But I don't know how to make money for the buildings. My gold is always setted to zero
I guess your keyboard is qwertyBioHazardX {l Wrote}:I also found a mistake in the quick help menu, where is written that you have to press the keys "A" and "E" to rotate the camera. The correct keys are "Q" and "E".
A new model is one its way.BioHazardX {l Wrote}:- dungeon heart: don't hate me if I tell you, but it's really a bad greyish model.
Yes, its pretty weird. But not that easy to change and to avoid creatures being stuck in a corridor because they want to collide...BioHazardX {l Wrote}:- you should also fix the......I don't know how to explain it well......the "collisions between the units" issue . Their bodies are not solid, so units pass through each other like ghosts. You can see more than 10 units stopped in only one tile!
There will be the fog of war that will change a bit the game play. Concerning maps, we will try to make a few. But if you have an idea and want to give a try, we will happily help you to know how to do that.BioHazardX {l Wrote}:As the last thing, I want to see more skirmish maps with an updated GUI in the next release^^
hwoarangmy {l Wrote}:Yes, its pretty weird. But not that easy to change and to avoid creatures being stuck in a corridor because they want to collide...
BioHazardX {l Wrote}:I also found a mistake in the quick help menu, where is written that you have to press the keys "A" and "E" to rotate the camera. The correct keys are "Q" and "E".
Yes and its pretty annoying when you send melee units to see them queue before attacking. In a RTS, it can be seen as a way to encourage micro management but in a game like OD, I'm not sure we should do that (not talking about the huge quantity of work needed).Bertram {l Wrote}:Even in starcraft II, they had to make a compromise about this
Yes, that could be a simple way to have something that looks good. IMHO, the most weird is when you have similar creatures attacking together (for example the dragons in the 2v2 skirmish small test map in the seat 3 player). Because they attack creatures first, the always end up in the same tile after a while. From there, they do exactly the same (because they attack closest foe) so you cannot event know how many of them are there.Bertram {l Wrote}:We may want to make the unit slightly offset when being on the same tile.
On client side, creature really have no way of knowing what they are doing (they are just moving and changing animations). Moreover, using such offsets might result in creatures going a little bit through walls (but we can accept that). In any case, on server side, we can differentiate when we want an exact destination (for training room for example) and when we want a random offset (for fighting position for example) and see how it turns. Then, the offset can be set on client or server side.Bertram {l Wrote}:- Simply use a random offset on the same tile to make creature not look exactly at the same location already helps a lot.
- From all the tests done, and depending on the architecture, only the client will need that offset and related mesh collision handling,
and if a computation can be made client side, it should.
That's complex and may not be relevant if 2 creatures are on the same tile (but most likely moving) to not allow another one to get there (the time it comes, the 2 other creatures may be gone for a while). Concerning the pathfinding problem, I agree it won't be something easy to do.Bertram {l Wrote}:- One thing that also seemed to improve the behaviour is that you can make a tile unavailable when there are more than, say, 2 creatures on it already,
but as a destination tile only. I mean only as the last tile in the pathfinding tile list. If a creature just gets by on its way to somewhere else, it shouldn't block it,
or you will have bad surprises.
I agreeBertram {l Wrote}:- As the game is also all about 1-tile wide corridors, we shouldn't add support for creatures that can occupy several tiles at a time. At least not in a first row.
Such principle involves keeping an unavailable tiles grid (as described above) AFAIK, and makes pathfinding complex for no actual need, usually.
I do hope we'll never have to add this, in fact.
Bertram {l Wrote}:BioHazardX {l Wrote}:I also found a mistake in the quick help menu, where is written that you have to press the keys "A" and "E" to rotate the camera. The correct keys are "Q" and "E".
The key described works for a US keyboard key mapping. I know that on windows, the key mapping described in the help windows will be followed, but on linux, it doesn't. I mean that on linux I can play using the same keys locations that if I had an US keyboard.
That may be a bit disorienting but that's the way OIS (Input system of Ogre) is working. I'm on creating an options menu atm and hopefully soon, we'll be able to remap the main keys. but I can't promise anything yet, sorry.
Because on windows (as you know, what I use), it is indeed A and E with an AZERTY keyboard. So, it seems there is a difference between Linux and Windows.Akien {l Wrote}:I'm not sure about what you explain as differences between Windows and Linux, but here on Linux with an azerty keyboard, it is indeed the Q and E keys that are used to rotate the map (i.e. it's not the best choice for me, but I'm used to using qwerty-based key configs on an azerty keyboard).
So here really, it's just a typo in the help menu, the keys to rotate are Q and E.
hwoarangmy {l Wrote}:Because on windows (as you know, what I use), it is indeed A and E with an AZERTY keyboard. So, it seems there is a difference between Linux and Windows.Akien {l Wrote}:I'm not sure about what you explain as differences between Windows and Linux, but here on Linux with an azerty keyboard, it is indeed the Q and E keys that are used to rotate the map (i.e. it's not the best choice for me, but I'm used to using qwerty-based key configs on an azerty keyboard).
So here really, it's just a typo in the help menu, the keys to rotate are Q and E.
Akien {l Wrote}:So here really, it's just a typo in the help menu, the keys to rotate are Q and E.
hwoarangmy {l Wrote}:Because on windows (as you know, what I use), it is indeed A and E with an AZERTY keyboard. So, it seems there is a difference between Linux and Windows.
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