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Wijitmaker

Suggestions for 0 A.D.

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If your going to have people saying things in their native languages, could you post up their translations somewhere. for curiosities sake. after all we want to kiil the cats (they really masacared australias native wildlife and can get very feral and more dangerous than wolves (aus doesnt have them but just using them as comparison) dingos, and many of ouur other native creatures.

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is it possible to make Random Map Scripting as easy as Aok is?

it really hope RMS for this game isnt as complicated as Aom.

Hmm, this is a tough question - making the scripting system is a process of complexity (i.e. greater possibilites and options for advanced scripters) vs. ease-of-use (better for newbie scripters and easy start-off). I guess, though, that we will be aiming for a more AoM-like system, since that will integrate better with our scripting environment and the engine.

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That would certainly be interesting.

But it would take much longer to render (I think)

Adding another light source drastically changes the frame rate.

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It taxes the processor.

However, we too have been thinking of multiple light sources, having shadows flicker and move arround a campfire certainly would be cool. It's still just something "to think about" though :) we want to get an idea on performance before trying anything like that.

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It could be an optional feature that one could turn on and off. But it could have many uses for guarding your camps and city. Or even individual units (like workers) could have small torches that raised their LOS during night, if they didn't mind being seen easily at night.

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RMS scripting will be alot like AOM and nothing like AOK. The plan is to create simple interfaces over the low-level advanced stuff so it can be inviting for beginners, but feel limitless to good scripters.

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Will it be possible to really look into the water in 0AD, because with cinematics in AoM when the camera went in the water you saw it just as normal as normal land but that isn't real. So will it be possible to view underwater with still seeing water?

Got it?

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good question. AoM just used a transparent blueish layer on the water surface. when the camerea went under neath it, all the underwater area looked as if it was on land and if you have the camera so the water is only half way up the screen you got this bluish line at the top of the water.

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(and another reply from me :P )

I was looking at the released screenies on the site and I came across the winter screenie again. And I found this:

Ok, so you guys really want dripping water when snow melts off buildings? :( Well, ok, well see. And by that I mean we'll try to put it in, rather than think about putting it in.

See, this is the kind of feedback we like :( In the future I'm gonna start a forum thread for each batch of screenshots we release so that people can offer feedback more easily and broadly. We've practically got a thread running here in this comment form :(

So how is this idea going, did you try it yet? Did it fail, did it work? Tell us. :(

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LOL, some people here seem to overestimate the progress we made on the game in the last months - we haven't even had any time to *think* about implementing such things as dripping water, as we do not even have all game-basics in place :( Probably we can talk about that again in late 2005 or early 2006... though it may probably never come, due to being technically possible but very complicated to implement.

Please do not forget that we need basic game elements to be done before we can get started on anything "new" or "nice-to-have".

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Right now theres alot of other more important things that need to be made and put into the game besides a dripping water effect - Otherwise it's possible to put an effect like that in the game, it wouldn't require any extra code (after the weather system is made).

For now it's still an idea, we can't promise it'll make it in the game.

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Ok, I just wanted to make sure you won't forget this. :(

And I have another idea. :(

What if you first build a standard tower, a watch tower, and then when you put an archer in it it's 'transformed' to a guard tower. And when you put more archers in it, it will shoot more arrows and do more damage. Then it could sometimes be wise to make 1 tower with 5 archers instead of 5 towers and no archers. Get what I mean?

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That would be cool, but what if you take the archers out? Is the tower un-upgraded?

I'm curious... would it be possile to duplicate the folder with 0AD and mod it to make a completely new RTS? I have ideas for one, but I'm nowhere near good enough to code an engine. I can barely do a simple scene in OpenGL as it is.

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Short answer: Yup.

Long answer: We'll release more information on modding and scenario design later in development. For now all we can say is that we're toying with and implimenting some pretty revolutionary ideas - things that no other games have done or even supported.

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I'm curious... would it be possile to duplicate the folder with 0AD and mod it to make a completely new RTS? I have ideas for one, but I'm nowhere near good enough to code an engine. I can barely do a simple scene in OpenGL as it is.

If you do that it wouldn't be different from a total conversion.

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Sure it won't, but there haven't been that many total conversion mods for RTS games in the past, no (I can't remember a single one that succeeded)? ;) And 0 A.D. will hopefully make total conversion mods easy and powerful, so they can in fact change the whole game, not only its appearance :)

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The fact is that most modding teams who try to make a TC have way to less people to do it and mostly there isn't 1 leader so it isn't very well coordinated.

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