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Posts
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Everything posted by feneur
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http://trac.wildfiregames.com/wiki/Atlas_User%2527s_Guide#Deletingobjects Just follow those instructions, that guide does have some more information as well and is updated every now and then to be more useful.
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Unit And Building Names
feneur replied to Davarish's topic in Game Development & Technical Discussion
Having the name in parenthesis would take up too much space The name does show up in a tooltip when you hover over the building icon/name in the GUI though -
It doesn't have to relate to Carthage It's just a bonus if it does So don't let that stop you from suggesting something, if nothing else we learn something new even if the word isn't used as the Alpha name.
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Civ: Macedonians (Macedones, Seleucids, Ptolemies)
feneur replied to Mythos_Ruler's topic in Game Modification
DD=Design Document -
Build Limits / Restrictions
feneur replied to historic_bruno's topic in Game Development & Technical Discussion
I seem to remember EE2 doing something like this. Perhaps not make them more effective, but they were more protected against attacks or something. The area around the city center (or whatever word they used, don't remember) was pretty small though, so I don't seem to recall that affecting things too much. There should be enough room to build things But the curtain walls as they've been described seems to be large enough, so I don't think it will be a problem. We'll have to test and see to be sure though -
Seems like he either is using an old Alpha or has missed some features =) At least the control groups and multiplayer are things we've had for some releases now
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This is starting to look really sweet And while it may not be an exact representation of the actual path a unit will take, it's sure going to be helpful to have a general idea. Maybe you might want to change the point slightly if it goes too close to an enemy, or if it's for say a barracks where you're going to have units come out and go to the rally point for a long time you may want to cut down some trees which are in the way to make them go faster or something. Nice to have you post all this as well, really helps us to get an idea of what you're doing and all-in-all it's very interesting to follow. (Hope more people will follow your example )
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Yeah, it will do more than gather treasures, it's just to give it some purpose until trade is implemented
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Probably not cycling between the two, the benefits aren't likely to outweigh the time it would take to implement/the complexity it would add, but you can make maps that are either night/day or any time in-between =)
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Untextured is to be expected as the textures aren't pregenerated in the SVN version. That should only be for a few seconds while the textures are being generated though, so probably not too relevant in this specific case. Just something to be aware of in general Hanging isn't to be expected though, so there sure seems to be a bug somewhere. I hope the programmers will be able to help you debug it, and if it's something we can fix, fix it.
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Generally I agree. I think Outposts should add somewhat to the territory though. Perhaps they should be possible to build on unclaimed land, only have a small territory effect (far smaller than their LOS, though having a limit on how close to the outpost the border could go), and not suffer any hitpoint/capture effects if surrounded by enemy territory. That way they would contribute to your LOS/scouting, and give you the ability to protect e.g. a mill at a metal mine even if it's a fair distance away from the Civic Center, but without making the territory in general ridiculously large or something.
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Fighting in formations isn't implemented yet. And yeah, stances can probably take some more work before they're finished
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Area based long pathfinder optimization
feneur replied to Sylvain Gadrat's topic in Game Development & Technical Discussion
I don't know all the intricate details etc, but my guess is that the results are what is displayed when you press the F11 key, that does bring up profiler info in either case. (Shift+F11 to save current profiler data to "logs/profile.txt") -
C++ is probably not a good place to start if you've never used it before, especially since game programming, and especially as large a project as 0 A.D. JavaScript (which hasn't got anything in common with Java apart from the name) is probably a better choice though. I'm not a programmer, so I don't know where to start, but if you've never programmed at all it's probably a good idea to start at the very beginning and learn the basics. Be prepared that it will take a lot of time to get to the point where you can contribute if you've never programmed in any language at all though.
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In an Alpha yeah =) It depends on how many programmers are active and what they work on exactly when it will be though.
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It's probably easier to use the Delete key on your keyboard than the button. Eventually the dialog should support the use of the enter key as well, so it should be really fast. Just select the building, then press the delete key followed by the enter key For now you can at least speed it up slightly by using the keyboard though.
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Units on ships isn't really implemented yet, it's currently just using the same code as building garrisoning. Which of course isn't perfect, but better than not being able to play island maps at all
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Do we need anyone but fishing boats to be able to fish? Not that fishing from the shore is a bad idea/unhistorical afaik, but at least for now that should get rid of at least that part of the problem. If they can't gather the fish I mean.
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(Unique names would mean one more thing to have to allocate space for in the GUI. Just something to think about )
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Ah, no. Hopefully we will not be for a long time either so I'll gladly archive that part (I also de-spoilerified the sound designer part )
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Apart from the glitches that's definitely a good idea
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Took some time today to play the game, and it sure feels promising There's something satisfying about expanding your borders on the expense of your enemies
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Agreed (And I'll really have to check out the current version in-game, will have to do that tomorrow as I'm not working then but now it's almost midnight so too late today )
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Hmm, now you're onto something (Though please, please, please can we have gates in the palisades? I always found the lack of that a bit silly in AoK.)