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Everything posted by Sebovzeoueb

  1. Hello everyone, I haven't been contributing to the forum lately, but I am still around, eagerly awaiting the next Alpha release as always. I have been learning how to make Harpsichords, and have just finished making my first one. I made a little video of me playing God Rest Ye Merry Gentlemen on it. Merry Christmas, Happy New Year, Season's Greetings and all that!
  2. My favourite version of Bach's invention no 13, played... on guitar.
  3. Have you tried turning off above mentioned water reflections, and also shadows?
  4. Oh, I just forgot to enable it when I started up 0 A.D. Next time I will try it with the other card.
  5. water reflections make it noticeably more laggy for me, but as I say, that is on the lower spec graphics card (NVIDIA GeForce 9400M). I have yet to try with the NVIDIA GeForce 9600M.
  6. I don't have the SVN version, as I am using a Mac binary, but I would just like to say that it is a shame that JuBot currently doesn't build ships. I played Alpha 7 today, on the islands random map, but was disappointed to find that JuBot can't yet deal with water based maps. Other than that, not much to say other than keep up the good work .
  7. Hello everyone, I have just tested cc_julian's Alpha 7 Mac binary, and as always the game is looking pretty darn good for an Alpha. The Carthaginians are a powerful new faction, especially the war elephants and quinquiremes. Not sure that territories add that much to the game at this point in time, but they give a pleasant sense of cohesion to the game, i.e. it is nice to have national borders. I guess it also makes the Civic Centre a pretty key building to attack/defend. Performance-wise the game seems to be running better than before: I didn't even bother switching to the higher powered graphics card on my MacBook Pro, and the game runs OK at 1920x1200 resolution with water reflections turned off (didn't try silly numbers of units though). Something that would make this feel more like a proper RTS would be the addition of technologies. I hope these will be added to the game soon, as I feel this would add a sense of purpose to the gameplay. The lack of progression in the game is what is keeping me from playing it more often. I understand that it is a work in progress though and I am very impressed with what has been achieved so far. I may well play some more and add to this post if I find other things to report on.
  8. I have just checked out Alpha 7 playing on this random map. The map is very nice, I like the slightly more resource heavy centre islands especially, and also the the little rocky plateaus that are great for building towers and stuff on. However one issue I have with this map is that all the main islands are so close to the edge of the map that you can't fit a boat in between the edge of the map and the island. Kind of ruins the island concept a bit for me. I think it should be possible to sail all around the islands, and generally surround them with ships.
  9. Sorry, this wasn't specified, so I figured I was free to download it. I am having the same probleme as JuliusColtranePille: No buildings or units are visible, and there are a load of error messages Could not load collada dll conversion or words to that effect, and failure to load various meshes. I hope this can be fixed. Thank you.
  10. Thank you so much for this. Am currently downloading!
  11. I'll take any Mac version that doesn't involve compiling from source. For me, anything is more acceptable for public release than the current state of the Mac download instructions. A while ago a friend and I were looking at 0 A. D. (back before anyone made a Mac binary) and he told me to make it work. I initially saw "You need two files" and thought, how hard can this be? But then I tried to follow the compilation instructions, and got totally lost and confused and nothing worked (and the initial statement claiming "you need two files" turned out to be very misleading). If you don't know what you are doing, then it is currently impossible to run 0 A. D. on a Mac. For the average non compilation-savvy user, the whole Mac section may as well be in hieroglyphics. Even if it involves manually placing files/folders in a particular location, this is to me already a much more acceptable and user friendly solution. Is there no way to make an installer program that places the files in the necessary places?
  12. I like your work. I hope that for Alpha 7 we will be able to have a mac binary that includes Atlas. Then all that will remain to be fixed is the sound, as far as I can tell.
  13. I think some games (not sure about AoK) keep the selection box where it is on the map, even when you scroll, making it possible to select more than a screen's worth.
  14. I'm not sure of this myself, I think it is quite good the way you can't just take buildings down with swords, arrows, spears etc. You actually need some siege engines to effectively take down buildings. I do agree with this. I would really like to see siege engineers building stuff near the site of battle.
  15. I haven't done my third draft yet because I have been away from home for a while. I'm going back soon, so I should be able to do something pretty soon.
  16. I had a go at translating a bit of the Wikipedia page into French. I only got as far as the introduction, as it was harder than I thought. I speak (and write) both English and French fluently, but I do find translation pretty hard. The most difficult being to convey the original meaning without creating awkward and un-elegant sentences. My translation is pretty loose, but I think it is better this way, as the main information is still there, and the aforementioned awkwardness is somewhat avoided. I'll do some more at some point.
  17. This binary works nicely. Now someone just has to sort out the sound and Atlas, and 0 A. D. will be as well supported on OS X as it is on other platforms.
  18. I have been playing Alpha 6 a bit, and am pleased to report that it is running much more smoothly than Alpha 5 for me. The units are much more responsive, and there is much less lag. Also, the Helepolis is pretty nice. I haven't played that much yet, but it seems to me that not much has been added in the way of features, units etc. but that the overall performance of the game has significantly improved, well done! I am using mtkaz's OS X binary, by the way.
  19. You are a legend. Currently downloading. Thank you so much!
  20. mtkaz, any chance you can make a binary of the new Alpha 6? Would be much appreciated.
  21. I found Rise of Nations to be pretty close to being an RTS version of Civilization.
  22. I would be in favour of the game supporting at least 500 units. But 300 is already better than 200, for sure. I agree with frapell on this one, the population limit in AoE is really annoying. Some might say that this increases the strategy element of the game, but I just like to build massive armies and watch the ensuing carnage. From my testing of Alpha 5 (I can't run the SVN version due to being on OS X) I would say the 500 is a pretty good amount of population, but it is very laggy. On a side note, I've always wanted someone to make a RTS game with old-school 2D graphics, with the system requirements of say AoE 1, but then to make it have a massive population limit (maybe even thousands). Surely this would run smoothly on the shiny machines we have today? Total Annihilation has a 5000 pop limit patch, but the pathfinding is already pretty shoddy with small numbers of units. I have never really seen the point in RTS games being 3D, other than to keep up with the other games. AoK already has more than good enough graphics to see what is going on... But yeah, I'm going now. I'll stop.
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