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Everything posted by feneur
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Analysing collected data
feneur replied to Ykkrosh's topic in Game Development & Technical Discussion
I just got an email from Ryan saying he's got a friend with many years PHP experience asking if we have anything he might help with. I'll send him a link to this thread so he can forward it to his friend to see if he's got the skills needed (I know PHP isn't mentioned above, but I have a feeling it's not too unlikely he might have other skills as well. Otherwise we might have some other suitable tasks. I don't remember the latest discussions, but perhaps his skills could be relevant for the matchmaking server? If we are going to do it anything remotely like having a web server act as the main hub, but anyway, I'm glad there are other people than me who knows that Or if nothing else he might be of assistance once we implement the new web site, but it seems the issue there is more of getting a solid design together.). (It's probably a sign of something when the parenthesis is more than double the size of the rest of the paragraph And probably not a good sign ) -
Selection bug/Moving units is pain sometimes
feneur replied to Linux_Eki's topic in Game Development & Technical Discussion
Yeah, that's due to the game using what's called a bounding box (if you don't know what it is it may be described as an "imaginary" box that's big enough to fit the entire building/object into) to determine whether there's something under the cursor or not. Most of the time that works ok, but as you describe it can get annoying sometimes. Hopefully we'll be able to find a better way to do this, but it might take a while as our main focus is on implementing the gameplay features still remaining and fixing bugs that stops the game from working at all. That means it might take a while before it's fixed, but you never know. Sometimes someone thinks of a quick and good way to solve a problem and it can be fixed sooner rather than later You're not alone in experiencing the bug though -
While I definitely don't want to discourage you from trying it might be just as well if you wait a while before trying the game. Mainly because it can be fairly difficult to get it to run on a Mac, but also because there are still things which we just haven't been able to get to work on Macs yet. Mainly sound and the scenario editor. At least sound might be solved for Alpha 7 though, the main programmers have spent several hours today trying to debug it and fix it, so my suggestion is for you to keep following these forums and try again at a later time. There is a binary compiled by one of the forum members somewhere, but if I remember correctly that isn't working/working well with Lion.
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Hello and welcome to the forums mirza!
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Will Atlas remain an external tool
feneur replied to Potter's topic in Game Development & Technical Discussion
Hmm, that's probably only one of the things in that doc that needs to be updated So yes, it will remain an external tool. (It's almost the opposite now, with the game being displayed inside Atlas when testing the map =) ) -
The right-click for short-cut or direct action and left click for "button activated actions" is pretty standard in most games I've played. That doesn't mean it's the right way to do things of course though, I'm just throwing that out there As for how we actually should do it There are pros and cons to each way. It might be best to go with consistency for now and then we can evaluate that in testing and change it to whichever works best for actually playing the game.
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Sounds like it needs an autobuild yeah (Or a custom build )
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Metal is our "gold" =) We could of course add another resource, but that would just complicate things without giving any real benefits imho. (On that topic I think it's much more logical to have metal as a resource and "include gold" than not to have metal and rely on gold to be the "metaphorical metal" But that's just my opinion )
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new random island map generator
feneur replied to howlingflute's topic in Game Development & Technical Discussion
Ok, but what about things like diplomacy? Should that be separated out (another instance of it I mean, not moved from the player tab) as well? If there's some other variable that a random map script wants to use, what about it? Perhaps if a script does things differently for different civs or something. I'm just saying it could get crowded =) Also, just FMI (=for my information ) does the random map script override all things that can be set in a random map script? I'm thinking about things like environment settings etc. I'm guessing they do/should, just want to know for sure ) -
new random island map generator
feneur replied to howlingflute's topic in Game Development & Technical Discussion
Hmm, you may be onto something =) Just thought of the case where you may want to have say 4 "ordinary players", i.e. with starting civ centres etc, so you specify 4 players and then generate a random map as a starting point. Then you add one (or more) other players in the player settings tab and just give them a bunch of units, to have them act like raiders or fill any other role you want them to. So, ok, there's a use for it I guess (One could still do that from the map tab of course, but yeah, for the user it might seem like two different things.) And it's probably best to have all things that affect the random map generation on the map tab. Though, what about things like diplomacy? For maps where for example all team mates should end up on the same island etc that is important. Perhaps that's special enough for people to think about it even if it's not on the map tab though -
It's hard to tell for sure since we don't have any active developers with sufficient knowledge about Mac programming. Eventually it should be made a lot easier, but yeah, we really need help to accomplish this any time soon.
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new random island map generator
feneur replied to howlingflute's topic in Game Development & Technical Discussion
Copied as in copy-and-paste or copy as in having duplicate functionality? I hope the former as having the same controls in two places would be confusing. Having the number of players setting in the map tab would make sense. Hopefully -
Cool Really nice to see bots coming along this nicely, really hopeful for the final game
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new random island map generator
feneur replied to howlingflute's topic in Game Development & Technical Discussion
Sweet Really nice to see -
Atlas to be like Age of Empire 3 Editor?
feneur replied to OmarSPiedra's topic in Game Development & Technical Discussion
Not sure what you mean, I mean you can definitely move units and buildings around in Atlas. Just select them with the move/rotate tool and move them. It's not going to be exactly like any other editor though, but we're definitely being inspired by editors like that of Age of Empires etc. Hopefully Atlas will be better though It's at least our intention, after all a lot of WFG people started out modding other games so we know it's important to have a good editor (To get info on how to use the already implemented features of Atlas see the Atlas User's Guide ) -
Ah, now that you say it the name is familiar No worries, I can take a defeat. (Especially when I was one against two most of the time Always nice to have something to blame on )
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So far no changes to the scripting API that I'm aware of. For a rough date see: http://trac.wildfiregames.com/roadmap
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Save/load games will come, we've postponed it in favor of implementing gameplay features. Not much use saving the game if it isn't fun enough to continue playing But it will come, don't worry. Random map exists already, and is integrated in Atlas (our scenario editor) so you can start with a randomly generated map and then continue with your own edits to make the map your own (You can also save the map from within Atlas.) A hero mode is not likely, the main reason (apart from the amount of work needed and that it's not part of the planned design) is that the buildings and other graphics aren't designed to be seen from a first-person view.
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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
