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quantumstate

WFG Retired
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Everything posted by quantumstate

  1. There is a wiki page showing the features we have planned to implement for for first release at http://trac.wildfiregames.com/wiki/GameplayFeatureStatus You can also look at the tickets which contain many features and improvements that we would like to do. The tickets may not be fully up to date however. http://trac.wildfiregames.com/report/1?sort=ticket&asc=1&page=1
  2. Have you seen our planned feature list? Many of your suggestions are on there (capturing units and buildings, stamina). These are things which nobody has had time to implement yet.
  3. Opened http://trac.wildfiregames.com/ticket/1717 for this.
  4. I get no elficon showing here in mate with nautilus.
  5. I've seen approaches before where you have a simple shell script with binary data appended. Then the shell script uses a command like head to cut out an executable which can be launched. I have ia32-libs installed already, that doesn't seem to work, I haven't tried the suggestion on the forums yet.
  6. I do have a 64 bit install, I have some sort of support for 32 bit, I remember running some 32 bit stuff in the past. I can't give you any more details that that, i am running Mint 11 if it helps.
  7. Lion.Kanzen: Thanks for the bug report, I will get that fixed. I took the liberty of removing some of the repeated error messages. The Starting Economy Walkthrough is experimental (that is why it is a demo map). It is meant to be followed in real time, so a log doesn't make much sense to me. I'm not sure if this is an effective learning technique though. This is intentional to prevent people from attacking the enemy base too early. Playing with reveal map on is not supported. Ideally we should launch the map using a special interface so switching the players round shouldn't be a problem, making the AI hidden is a good idea.
  8. I got it downloaded then hit this: ./0 A.D. a11-r1: error while loading shared libraries: libfuse.so.2: wrong ELF class: ELFCLASS64
  9. I think just the total cost should be shown when shift is held down. It would help make the reduced training time a little more obvious as well.
  10. If we had a team of people like you the game would be done in about 3 weeks . One comment from me is that the interior walls look a bit strange, they are really thick. I found some interior photos here. http://circusnospin.blogspot.co.uk/2011/12/vijayanagara-elephant-stables-interior.html probably not worth putting in too much detail though.
  11. I like the idea of having more special buildings, more variation is fun. Also that is a nice work in progress Alevyr.
  12. It depends what people think on the current version. It could certainly be improved, it might be nice to add a storyline.
  13. I've committed a map with this tutorial. I'm sure there are many improvements to be made, go ahead and test (the map is called Introductory Tutorial) and give feedback. Known issue: Phase advancement is done by using a timer because the AI doesn't detect techs.
  14. That is some pretty rapid work going on. Looks awesome.
  15. A software renderer isn't going to work, it would basically need to be a 2D sprite based engine to achieve playable speed and that would require lots of changes to art and a whole new rendering engine, it would be easier to keep/rewrite the fixed render path.
  16. Thank you for reporting this. I reproduced it with Alpha 11 but failed to reproduce it with the latest svn so I am marking this topic as fixed.
  17. I just tried to download this but I get a message that the file does not exist. It sounds like a pretty nice idea though.
  18. I think that /usr/bin/ld: cannot find -lfam is the important line. I'm not too knowledgeable about this but you could try installing libraries which are related to gamin or fam. I have libgamin-dev, libgamin0 and gamin installed on my system (Mint 11) so those might be a good bet.
  19. You have posted the output for update_workspaces.sh, what did yo get when you ran make?
  20. The licensing could potentially be a problem, it is impossible to know without reading it though and they don't appear to have it publicly available. The thing to watch out for is non-commercial terms, this is incompatible with the license that we use. Some non-commercial terms refer to you receiving payment however, so it might still be ok since you wouldn't be doing it for payment.
  21. As I said previously arrows use exactly the same physics as ballistas, it is simply the case that arrows fly fast and so take a flat trajectory. For aesthetic reasons it might be worth making this more fake by making gravity stronger which will make the arrows take a more curved path. Alternatively the arrow speed could be reduced.
  22. There are no plans to implement full physics in the game. It is unlikely that we would want physics tied to the gameplay, there isn't much benefit compared to the performance cost of requiring it. If someone implements it as an optional graphical effect it would probably be ok, but this is really low priority.
  23. AI's do not target dropsites, they will just be treated like normal units.
  24. AI's should be fine playing against mauryans.
  25. That is the territory border. It is always there as long as you have some buildings (apart from dock, roman military camp and outpost). most buildings can only be constructed within your territory.
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