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JuliusColtranePille

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Posts posted by JuliusColtranePille

  1. Going back to this, we'll probably add a floor to the inside of the inner superdock, similar to what I'm now doing to the outer sections:

    0ADcartdockouter04.jpg

    It's still work in progress at this point, so expect ship hulls and more detail when completed ;)

    is this the special building of carthage?! the "super"dock?

    looks awesome... totally bombastic

  2. i'll have a look

    EDIT: found the problem, this was already working, will fix it soon.

    just FYI, saying something like "it fails" is completely useless at it doesn't give any information on what the actual problem is

    means the files couldnt be found, means you didn't put the xcode folder into the build folder of the 0ad sources. the xcode project is meant for *developers*

    wow, thx a lot. yeah your'e right. it's just hard if someone is totally clueless and doesn't find the problem nor he knows exactly WHAT he is doing ;)

  3. must be a problem with the collada plugin, works here, what system are u on?

    Snow Leopard 10.6.8.

    2.5ghz intel core i5 iMac 2011...

    i've tried to compile it, but it fails (xcode) what means choose the release-mode?

    kind regards and thx for support

    EDIT:

    ok, i found the release-config... but somehow it still does not work. a lot of files in the xcode list are red.

  4. i have the problem that the carthaginian buildings are on the small map but can't be seen nor controlled. there is nothing on the screen!

    got anyone this sort of problem too?

    EDIT:

    doesn't matter what map... the game doesn't show nor creat ANY units or buildings of a faction. seems there's an error on loading these structures and entities.

    what to do?

    thx a lot

  5. I am working on trying to get this into an executable form. Once I manage i, I will upload it for the general public. in the meantime, I can try and upload what I have now, although I am not sure where I could host it.

    I will also write up an updated compile guide, for those of you who are willing to take another stab at it. It is really much easier than it was before.

    i have an account on megaupload.com

    I'll give you the dates via PM

    ;)

  6. 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?

    word

  7. I have it compiled. I'm just not sure how to set it up as a stand alone binary. I made a launcher for it, but it requires the 0ad data to be in the user folder or it won't work. (which imo is not acceptable for a public release.)

    but somehow the things you made up will make it already A LOT easier for the people to play the game eventually. it's the binaries that make some problems.

    however, a lot of people would be very thankful to you if you would load it up or send it via PM-enquiry.

    sorry for begging...

    'think we're all just crazy to get some carthaginian Quinquiremes ;)

  8. Yes, please do so.

    I've already PMed him, unfortunately he hasn't got the time. which is totally understandable. but i'd think that, if one guy has compiled it on a mac he could possibly upload it on a free server.

    for my part. i will try to compile it in the next 10 hours ;)

    has anyone of the abandoned ( ;) ) mac-crowd already compiled it?!

    warm regards!

  9. hey folks,

    as alpha 7 is about to get released, i am very curious and keen on getting the game running.

    so are there any improvements on a ready-to-play mac-version or a in-detail tutorial on how to compile it?

    this would be very very useful as it seems, that a lot of mac-users out there love game but don't know exactly how to install it without additional help.

    would be cool, if some folks who know would like to help ;)

    thx A LOT in advance,

    warm regards,

    claas

  10. Hello

    Thank you very much for these remarks, I will definitely integrate them for alpha3

    @JuliusColtranePille I am not sure, but there should be the 0ad application in /Applications, and then you can paste the splitbot/ folder in 0 A.D./binaries/data/mods/public/simulation/ai/splitbot/

    @feneur I use the official stable release downloaded from the site... I'll check this with svn for alpha3

    somehow, this did not work.

    since most mac-users here use the alpha 6 compiled by a neat guy who runs the cider-website, we open the game in a pre-composed and than unzipped alpha6-directory in which there has not been the public-directory already but there was just a public.zip (so i guess, the mac-version gets the AIs from elsewhere, but i couldn't find this directory till now...) :/

  11. I certainly agree that at least for 0 A.D. Part 1 that individual soldiers should be individual and separate entities from their comrades. But in battle, and if the player wants it to be so (and there will be benefits of doing so, so they should), then soldiers should act as part of a coherent unit when placed into a formation.

    yes. i really would love to see, that formations (such as the macedonian-phalanx for example) and all the units in it keep their formation even when they're attacked from elsewhere - as it was in the age-of-empires-games. i think this was due to the "violent"-stance. but there should be definitely advantages if the phalanx is well disciplined and tries to keep together as long as the losses aren't to heavy.

    thus this would add the tactical need for the guy who fights with the phalanx to keep them and on the other hand the necessity for the opponent (maybe with cavalry) to break them. with an included bonus-system this would greatly enhance the gameplay.

    and, somehow i undoubtedly know that you guys have just that in mind (which is great)

    this will be great ;)

  12. it would be a really big gameplay-enhancement if stances, positions on the battlefield, being attacked from behind/flank/front, losing or keeping an essential stance/formation (keeping the phalanx or losing it)

    count a lot during a battle. since this played a major role in ancient warfare it would depict ancient battles and tactics realistically.

    i guess the engine behind that would cause a lot of work and eventually it would possibly make the gameplay more difficult but thus also more intriguing.

    in how far are things mentioned above planned to be implemented?

  13. Hey everyone,

    as I'm an enthusiast of the game but unfortunately a mac-user i can't use atlas at the time (i think this will be solved in some time),

    but i think this is where some beautiful 0 a.d. environments can be shot.

    and somehow the screenshot-page on the 0 a.d. is beautiful albeit it gets rather unfrequent additions.

    nevertheless,

    i would like you to put up your eye-candy screenshots from your atlas-experiments and/or nice events in other playing-situations.

    i put up this thread to encourage all gamers to put on some screenshots,

    maybe a thread does this better.

    warm regards,

    claas

  14. as i read the indeed fabulous unit-table above i was curious about carthaginian siege units. will there be any?

    if you go back in the history the carthaginians weren't famous at all for siege-equipment, but as only siege units will be able to destroy buildings (which i'm in favour of) there should be at least some minimum siege equipment for any civ, right?!

    and i think there should be an animation for if non-siege units (e.g. infantry, cavalry) attack buildings they should somehow pillage the buildings (as seen in AoE III)

    just some thoughts,

    can't wait for alpha 7, keep up the great work you guys

  15. Yeah, I'd imagine....

    -- The Tech itself, Divide et Impera, would cost a lot of resources to research.

    -- Each use of the ability costs a lot of Metal resource.

    -- Each use would require a cool-down time.

    So, there are easy ways to balance this. Also, it is worth nothing that Part 1 has no Centurions. lol

    you're right guys. can't wait anyways ;)

  16. http://www.wildfiregames.com/0ad/page.php?p=6361

    Quote:

    n 0 AD the Romans have many bonuses to match to their historic strengths. These bonuses are:

    Powerful Infantry: The Roman infantry was the best in the ancient world; to match this the Roman infantry are stronger them most.

    Citizenship: The Romans valued their citizenship highly, and did not take an attack on citizens lightly. Therefore Roman citizen soldier units gain a bonus while fighting in Roman territory.

    Mighty siege machines: The Romans were the best when it came to siege. To reflect this their siege units are the best in the game

    Divide et Impera: "Divide and Conquer" is the most famous principle of Roman foreign strategy. Because of this Roman heroes and centurions can convert enemy units.

  17. today, i read that roman centurions and heroes will have the ability to convert enemy units...

    as they are the only units in the game (as far as i know) with this ability, i would claim a little balancing-problem?! maybe only the roman heroes should be able to do this and there ought to be a long time of recovery to do the next conversion (approx. 2 minutes?!)

    and another question: hopefully the allowed number of each hero will be drastically reduced (why fight with 10 leonidas?) maybe to 3 or so...

    ... just some thoughts.

    thx

  18. http://www.google.de/imgres?imgurl=https://plus6.safe-order.net/magellannarfe//Roman%2520Fleet/merchantship.jpg&imgrefurl=http://www.ancientsites.com/aw/Places/Property/1103933&usg=__cL3RzxZA7MQyg3k6VosyYq-s2Dw=&h=276&w=364&sz=36&hl=de&start=56&zoom=1&tbnid=6cwNYDmZ_CMgFM:&tbnh=139&tbnw=169&ei=hjdlTqDXBo6Wswb4v6D3CQ&prev=/search%3Fq%3Dcarthaginian%2Btrade%2Bship%26um%3D1%26hl%3Dde%26client%3Dfirefox-a%26sa%3DN%26rls%3Dorg.mozilla:de:official%26biw%3D1280%26bih%3D623%26tbm%3Disch&um=1&itbs=1&iact=hc&vpx=508&vpy=314&dur=4832&hovh=195&hovw=258&tx=140&ty=159&page=4&ndsp=17&ved=1t:429,r:2,s:56

    this link shows some of the ancient mediterrenean trade-ships in comparison to war ships. i think both the old age of empires trade ship in the one depicted in the 0 a.d. carthaginian flag got some truth on their sides.

    since a trade ship isn't a trade ship ;)

    and a medieval cog has nothing to do with ancient vessels... ;)

    ------------------------------------------------------------------------------------------

    by the way: hopefully the alpha 7 will be already compiled for mac?!

  19. As units would be unable to pass underneath the soldiers garrisonned on the wall, there'd be no need to add 3D co-ordinates for location purposes; as long as the graphics engine is aware that they're garissoned on a wall, and need to be rendered at a different point in space. And path finding could be simply along a straight line between one end of the wall section and another.

    Selecting a unit on a wall and telling it to move to another section could work by walking it to the end in the direction of movement, de-garrison it, re-garrison it in the next wall and so on until. Selecting a unit on a wall and telling it to move anywhere else on the terrain would simply de-garrison it and give it move orders. (You could perhaps using the path-finding algorithm at this point to determine which side of the wall it should be de-garissoned on.

    im totally with you Sayyan.

    possibly the units on walls thing is a feature that could be added late but it would improve the gameplay and optics a lot.

    sieges would at least look a lot more intriguing. i know there's a huge difference between the stronghold games and a rts such as 0 a.d.

    but i think siege and defensive of a stronghold have always been rather uninteresting actions in the AoE-games due to the lack of such gameplay-features mentioned above (e.g. installing a scorpion on important parts of the wall, etc. ...)

    and no... i dont want to cry for the siege-ledders ;)

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