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JuliusColtranePille

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Posts posted by JuliusColtranePille

  1. Process: 0A.D. [603]

    Path: /Users/xxxxxxx/Downloads/0 A.D./data/0A.D..app/Contents/MacOS/0A.D.

    Identifier: 0A.D.

    Version: ??? (???)

    Code Type: X86-64 (Native)

    Parent Process: launchd [96]

    Date/Time: 2011-12-25 12:33:18.406 +0100

    OS Version: Mac OS X 10.6.8 (10K549)

    Report Version: 6

    Interval Since Last Report: 769708 sec

    Crashes Since Last Report: 16

    Per-App Crashes Since Last Report: 5

    Anonymous UUID: 8DC3718B-399A-4E24-84E3-54B17EFB45E1

    Exception Type: EXC_BREAKPOINT (SIGTRAP)

    Exception Codes: 0x0000000000000002, 0x0000000000000000

    Crashed Thread: 0

    Dyld Error Message:

    Library not loaded: /opt/local/lib/libjpeg.8.dylib

    Referenced from: /Users/xxxxxx/Downloads/0 A.D./data/0A.D..app/Contents/MacOS/0A.D.

    Reason: image not found

    Binary Images:

    0x7fff5fc00000 - 0x7fff5fc3be0f dyld 132.1 (???) <29DECB19-0193-2575-D838-CF743F0400B2> /usr/lib/dyld

    hmmmm... any idea? where can i find a x11 version... couldn't find one, as well as i dont see an open GL version in my frameworks-folder

    i am using snow leopard on a 2011 iMac...

  2. No, afaik the Data should be kept zipped (but the developers will answer that better)...

    That's a weird problem, it looks like you have an outdated version of libpng in your X11 folder... I suggest you download the latest version of X11 and retry.

    OpenGL should already be in your HD/Library/Frameworks.

    You're likely trying to use the former version of my precompiled 0A.D. , which has bugs with Collada and some libraries, I'm uploading a newer one which should work independently.

    edit: Okay, try replacing the application (only the application) by this one. Normally, you don't even have to update X11 as this version should rely on the one bundled with it (which means that it should simply work).

    ok... cool, thankyou so much for the fast answer.

    downloading...

    will report immediately...

    merry christmas by the way ... if you're belonging to that cultural hemisphere ;)

  3. somehow i cant find a open GL Version... i think it should be open GL 2.1. for Snow Leopard?

    do i have to unzip the data.zip in the which is in the mods/public/... folder?

    ... and it crashes till now:

    Process: 0A.D. [553]

    Path: /Users/xxxxxxxxx/Downloads/0 A.D./data/0A.D..app/Contents/MacOS/0A.D.

    Identifier: 0A.D.

    Version: ??? (???)

    Code Type: X86-64 (Native)

    Parent Process: launchd [96]

    Date/Time: 2011-12-25 12:06:17.966 +0100

    OS Version: Mac OS X 10.6.8 (10K549)

    Report Version: 6

    Interval Since Last Report: 768089 sec

    Crashes Since Last Report: 15

    Per-App Crashes Since Last Report: 4

    Anonymous UUID: 8DC3718B-399A-4E24-84E3-54B17EFB45E1

    Exception Type: EXC_BREAKPOINT (SIGTRAP)

    Exception Codes: 0x0000000000000002, 0x0000000000000000

    Crashed Thread: 0

    Dyld Error Message:

    Library not loaded: /usr/X11/lib/libpng12.0.dylib

    Referenced from: /Users/xxxxxxxxxxx/Downloads/0 A.D./data/0A.D..app/Contents/MacOS/../Frameworks/libnvimage.dylib

    Reason: Incompatible library version: libnvimage.dylib requires version 47.0.0 or later, but libpng12.0.dylib provides version 45.0.0

    Binary Images:

    0x7fff5fc00000 - 0x7fff5fc3be0f dyld 132.1 (???) <29DECB19-0193-2575-D838-CF743F0400B2> /usr/lib/dyld

    do you have any idea???

    but nevertheless... cool that you uploaded a version... great!

    warm regards!

  4. The original plan was to release it earlier than that, but it was decided that we should try and solve some of the biggest performance issues before making the release. So we are currently unable to say when we will be able to release Alpha 8. Hopefully at least in time for Christmas, but we cannot say for sure yet.

    i totally appreciate that cause it will be so much more fun to play the game with larger armies, more opponents, giant-maps and so on without getting lagged to hell albeit using a modern flagship-pc.

    lookin forward to this!

    ;)

    keep up the great work

  5. Also I have recently committed two significant military improvements. Now qBot will retaliate when you attack its offensive troops so you can't just ambush its troops easily like before.

    sounds like a good improvement. but i don't understand it exactly:

    will qbot attack shortly after you've defended yourself against his offensive troops? or will he always keep some defending troops at his base?

    thx!

    lookin forward to the final version for alpha 8 ;)

  6. i like a lot of the ideas listed above. it would so much improve the gameplay and really make the difference. i guess the implementation is a lot of work though.

    possibly the first step is the implementation of the front/rear/left flank/right flank-differenciation concerning attack and defense and the "total-kill-possibility".

    i would recommend to get another pledgie for this ;)

  7. hey guys, - don't wanted to start a new topic, so i'll start the little discussion here:

    it's about the size of the maps,

    do you think the maps could get bigger? due to the territory-function and therefore with need of controlling areas of a map (expanding) i think it would make up a great experience if the maps are maybe 1.5x as big as the now available biggest maps.

    plus it has not to be the standard (it would be nevertheless an option for guys with fast computers anyways) and even if it would elongate the duration of a match i think it would be still an interesting feature (superhuge-maps) for some players (me for example)

    and - it would not be that problematic to implement, since it's merely an addition of size ( AxA instead of axa) - am i right here?

    and yeah, i know the game is currently getting very low in performance whith already medium maps and more than 2 players - but these performance-problems will be solved in about 1 year i think.

    what do you think?

    just my 2 cents,

    regards

  8. i like the ideas concerning capturing displayed above a lot.

    it wasn't realistic at all that bipedal units could destroy buidlings so fast.

    i agree though, that some bipedal units should have the ability to decrease the health of buidlings (with an animation like AOE III) and eventually (but this DOES need time) destroy it. but in the end you will have to deploy siege-units to crush the enemies buildings effectively.

    moreover i like the idea that you can "capture" female citizens with the "capture-mode" of the infantry. but in this case i think you should have the also the possibility to simply kill them, IMHO. a general adjustment which should be possible to control over the attitude buttons of the units. (e.g. "attack nearby units", "passive", "defensive" and moreover "destroy enemy buildings ..." and "capture enemy buildings" ... maybe something like that.

    whereas the capturing-possibility adds a cool new strategic dimension:

    let's say it's the case that the enemy is rolling over your base and you want to abandon it and flee to your allies. than you might want to destroy your buildings yourself in order to prevent it from capturing. sounds very realistic and adds so much fun in my eyes!

    great ideas! keep it up coming!

    regards

  9. dear folks

    As i watched some Empire: Total War Vids recently it catched my eye that the cavalry in the game has the ability to "overwhelm" and to trample down the infantry (if they aren't in a special position to defend theirselves with - let's say - spears) when they charge. Mostly combined with a fast attack and mainly workin when attacking in a bigger group.

    I think this would be a nice feature to 0 A.D., too, if not super-essential it would make some extra interest to tactics in a battle.

    Concerning "How to use infantry, cavalry, etc. ... properly"

    just my 2 cents,

    regards!

  10. hey chères friends,

    as i like the improvements made in the moment very much, i would like to point on another feature.

    a multiplayer-zone. unfortunately i've tried several times to host or join a game with the current possibilities and it failed due to my unbreakable firewall (it's a german provider-based router which has it implemented nearly "un-switch-off-able") but i remember the implemented multiplayer-interface in for example AOE III (which wasn't the best at all, but it worked well even with such a firewall).

    and i know that it would need capable programmers for such a task but i would love to see such a development.

    are there any plans made for an integrated multiplayer interface in the game? are there any reflections about this issue made yet?

    thx!

    regards

  11. to me it sounds rather like feature-creep. although it still can be interesting for campaigns or as a standard-troop for the carthaginians (which might have already now a too large selection of units considering balancing)

    when you think of the punic wars: it were (imho) the roman legions who fought as naval-soldiers by using the "corvus" to get faster on the carthaginian ships. this was eventually the advantage of the roman naval forces.

    and throughout all history books i've never read about a dedicated naval-soldier-unit in ancient times.

    in my eyes it was about the 16th and 17th century when at least the brits started with naval-soldiers - the so called "marines".

    but it would be still an interesting question if such troops existed in ancient times.

    if you think on sea-sickness and stuff... maybe there was an schooling for naval-troops?!

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