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Showing content with the highest reputation on 2014-10-09 in all areas

  1. This^ The developers should be cautioned when reading posts like these. Just because this one guy does not like your direction does not mean there aren't 1000 people out there that do like your direction. As I have said time and again, vision is important. This guy's vision is different than yours, so be it. You cannot please everybody.
    2 points
  2. I understand some of your concerns, but do realize that first, the game is in the alpha phase so expecting much balance or missing features is a bit unrealistic. Second, the depiction of women is different I will admit, yet in many conservative societies such as Athens, Rome, Persia, Macedonia, and others such was basically the case. Granted, with the Britons and Gauls letting them have the ability to build military structures seems rational. Sparta actually does feature relatively flexible female units. Realize though that regardless of something being sexist, there is a lot of fact behind the roles for women in the game. Having men be solely devoted to fighting is itself sexist. The final option is not exactly historically justifiable also. It is best to have an accurate yet working system, which is what 0 A.D. has; perhaps it is not perfect, but perfection is difficult to achieve regardless.
    2 points
  3. Welcome, now to your questions: Plans yes, action not so much. The unresolved (more related to implementing and testing it) issues are mostly related to library and autobuild handling (and updating of all of that). We provide win32 autobuilds in SVN so that eg artists do not need to compile the game, but can just run the exe without having to worry about such things. Keeping prebuilt libs and exes in git isn't a good idea because it would bloat the repo size as you have to get the full repo history (ignoring shallow copies). Quite a lot of the remaining "big" tasks require some knowledge of the engine, but I'm quite sure that there are enough left to get into development somewhat easily. Just checking trac tickets should give you some ideas, maybe starting with some of the simple tickets (meaning limited in scope of files/logical partitions you have to change) linked from the GettingStarted wiki page[/wiki] would be a good idea. Another thing that could be considered lacking would be time. For 3rd party code included (not in libraries/) there isn't really a lot of tracking going on. Places where we bundle 3rd party code (again outside of libraries/) would be:source/third_party/tinygettext doesn't really have an upstream anymore, but there are some tickets related to synching changesmongoose which changed the license to GPL2 some time ago (which is an issue without the or later clause, as gloox is GPL3) and isn't really used apart from debugging (where it only listens on localhost by default)jsonspirit could probably be updated (slightly outdated and only used for JSON handling in Atlas (the editor))mikktspace is up to dateencryption should be checked if there were any significant changesbuild/premake/premake4/ See #1518binaries/data/mods/mod/globalscripts/sprintf.js Could you create a ticket for that (and maybe attach a patch to it)?
    2 points
  4. Recently I put some effort into researching the creation of more realistic looking mountain and today I would like to publish my first results: As you can see, I focused on the middle and didn't bother too much about the sides. What do you think of this? Where and how could it be improved?
    1 point
  5. For a RTS about historical, ancient warfare, making things as historically accurate as feasible is a always good. So I couldn't understand why "Hellenic skirmisher look different than Persian skirmisher" is a bad thing, even if they serve the same function in their respective factions. Some civs have access to special upgrade for their unit, so making every unit from every factions look the same might actually confuse the player even more. (i.e. OMG how can this skirmisher throwing flaming javelins but mine couldn't ????!! ) I heard ranged units are currently OP, and making projectile less accurate could be a possible way to fix that (also more realism yay!). It could complicate the balancing process though, although personally I am not against micro-ing fast units to outrun arrows.
    1 point
  6. This is roughly what it looks like from the default angle (less epic, I know. I didn't really create a composition to fit the mountain in.):
    1 point
  7. That is a lot to address, especially in one post, but I will do my best. Part I I am not going to address female citizens, because that is going to be a very touchy discussion. However, I will say that citizen-soldiers were a conscious decision. I completely disagree with this assessment. I don't understand the concerns over range. The visual differentiation between the different civilization was a very intentional choice that isn't going to be changed. A loyalty system with the capture of buildings by citizen-soldiers is planned, so I would wait for the implementation of that system before disagreeing. Some people around here actually hate the idea of adding a lot of micro, so I suspect there will be a very lively debate about that in future. I don't think that is planned. As far as I know changing the model of buildings upon reaching a new phase, at least for the Civic Center, has been discussed, but it would take a lot of work by the art department to do. Part II I don't see what the problem is, there is currently batch training that has interesting implications that may make you reconsider the current system. I think my previous comment also addresses this concern. The Wicker Baskets tech is actually almost completely useless at present, because on most maps there is rarely much to forage besides at starting locations. Herding animals in Corrals isn't even implemented yet, similar the Animal Nursery from Star Wars: Galactic Battlegrounds, so there maybe more to complain about in the future. That's an interesting idea. The current farming system was actually implemented very recently, but there is room for improvement. The current population system was a conscious choice to help further differentiate civilizations from one another. See my previous comment concerning micro. I believe there is room for improvement with the treasure system. Part III I don't see why metal vs. gold is such a big deal. Tabs for buildings is an interesting idea, but I am not sure very many others would be open to that. There is plenty of room for improvements to the minimap. Hotkeys are already available and even customizable to a certain extent with a little work, but it still needs to be implemented as an in-game menu. I think health bars are visible by default upon selection. I don't like that either. I think there is a hotkey for that, but a button would be a good idea. See my previous comment on the Wicker Baskets tech, which also mentioned what is planned for Corrals Some animals aren't hostile. I can abuse the AI too because they can't conduct siege warfare. I don't like that either. Music is a very subjective thing. Voices in the appropriate language are planned, but some are harder to find than others. All units currently use Greek voices as placeholders until the voices are ready.
    1 point
  8. Imo, the biggest problem we have with fortress and tower is the lack of siege weapon. In AOK and AOM, the siege weapon was way more efficient than what we have in 0ad, even tho some civ has all of them. I don't think we want a game were a civ, in late game, is pretty sure to win the game just because of the tech tree or the weapon choices.
    1 point
  9. No, it's not. It's red because of historical reasons. Regarding the columns... I think some gold touches like the Mars temple already in-game could help to make it look more epic:
    1 point
  10. Hello and welcome Shane I wouldn't say you rambled, it was interesting to read and get an idea of who you are. As for your questions: 1. Yes, it's our intention to move from SVN to GIT. There are some issues which needs to be overcome before we can do that though, but I'll leave it to the programmers to do that. 2. Basically most advanced knowledge, most of the easier/smaller tasks have already been completed, which means that it can be a bit hard to get into development at this point. 3. I'll again leave it to the programmers to answer in more detail, but I can answer in general. We try to keep things reasonably up-to-date, but I'm sure there are things we might have missed. I know some libraries/technologies we can't upgrade yet because we still want to support reasonably old compilers (or more generally operating systems).
    1 point
  11. Welcome to the community Shane Hopefully one of our talented programmers will be able to answer your questions in more technical detail than I can... if not, I'll give it a go later! We do have a wiki with some helpful info: http://trac.wildfiregames.com/wiki/GettingStartedProgrammers (You may have found it already)
    1 point
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