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feneur

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Everything posted by feneur

  1. No need to build it yourself, there is a Windows binary included in SVN Though sometimes it might be a short while between new code changes and the autobuilt binary is updated so at times it might be useful to be able to Generally the autobuilt one should work fine though.
  2. Just want to mention that there's already been some changes to the code in SVN that makes the game quite a bit faster, and there's potentially a bit more on the way, so hopefully Alpha 7 will perform better on your computers
  3. Yeah, I guess that mostly was what I meant Curtain wall. I would still like freely placed walls to be implemented though, for non-territory gameplay if nothing else. It would feel a bit less than fun not to be able to block off places though, but on the other hand there will still be outposts and fortresses to fill that role. (It will make the game less defensive-oriented as well, though I'd personally want to have at least the possibility to play defensively But for those who want it to be less like that
  4. Hmm, I think you just made an argument for the city walls rather than freely buildable walls in this scenario Not sure Walls should affect the borders at all, after all, weren't walls often built on borders? =) (Borders of cities more commonly than borders of territories afaik, but still ) All-in-all I think I'm starting to lean towards dynamic borders. Just played EE2 the other day to remember a bit more how their territories work and feel, and remembered it feels a bit static. I mean once the initial race to capture as many territories as you can you really need to start a war to expand. Eventually things must come to war (unless there is a game mode which allows for other victory conditions, but I'm talking about general Conquest games ) but it's nice to have some other options for expansion. Especially if you're already at war with another player and want to finish that war before taking on the next. Also, for the people not liking limits, there should/will be a mode without territories and other limits so everyone should have their choice. However the main focus will be the territory-based mode as we think that makes the game more interesting.
  5. We're in the process of deciding that Feel free to add your opinion. I'm not sure which way I'd prefer to go, both ways have their good sides. Would it be possible to have quick mockups of both versions in the game some time soon Philip? With some quick way to choose either. Would be nice to be able to play a couple of games with either type to get a feel for them.
  6. Thanks for working to keep the server running Matt A few hickups when things are upgraded are but to be expected
  7. Cool I was just making sure we keep our priorities straight. Ah, that would work.
  8. Great work so far Philip. As usual you take something and make it a lot better than it was before To me personally this is a bit too much RPG/Heroes of Might and Magic, but I can see how some people can like it so I'm not totally against it. As long as it's an option it's one thing. Also, I wouldn't say it should be a priority, something for part 2 or if one of the programmers are bored during Beta or something As I said I'm not all against it though Once we have triggers it should be possible to implement fairly easy I'd say, at least apart from the "affect your borders" part. How do you envision that btw? Would they only be on the edge of territories or something or would they just be like miniterritories with a small piece of ground around them that would belong to the owning player?
  9. Agree and agree, just thought it would be best to mention all possibilities Have you tried again asmartgoat?
  10. That should be correct yeah. I suggest not putting a paypal link through a URL shortener (if you're just linking to the page on the 0 A.D. web site forget about the following ), when it comes to link where people are to pay money it's better to show the actual link as that's more trustworthy. I mean "Click this link you don't know where it will take you and you can pay some money" doesn't sound too good
  11. They are mercenaries despite them being a Hellenic unit I think they historically were mercenaries and that's the reason why they are in the game as well.
  12. Nice update And yeah, integrated forums are seldom all that good For the header: I'd personally either extend the screenshot to cover the entire area of, hmm, I don't remember the word I'll post a quick screenshot to show what I mean: That area within the red border on the screenshot. I'd either have the screenshot cover all of it (forgive the odd pixel here and there due to me being lazy and not lining up the stroke perfectly) or remove the "bent-around" parts. At the moment it looks a bit too much like two different designs imho.
  13. It should be the same as for single-player (I haven't tried though, so there's a small risk I could be wrong. I just don't see why ). Both players needs to have the map installed though (we have some thoughts on making the maps automatically transfer to the other players for multiplayer games, but that depends on technical stuff and security if we do that. Either way, you have to make sure that both players have the map for now.) The trick though might be that the map might be hard to find. First, if it's not named in the XML file (can be edited in Atlas from Alpha 6) it will show up as unnamed map. Second, unless you've made sure the map shows up in the main list (I don't remember exactly how at the moment, I think there's a special keyword or something though) you need to make sure the map filter is set to "All Maps" so the map shows up. That should be all there is to it, otherwise someone else will have to explain to me as well
  14. Nice Perhaps you may want to make the forum topics readable even for people who haven't registered? I mean without being able to get an idea what kind of discussion there is one is not as likely to want to join. I'm guessing the forum might not have any topics yet and that's why non-registered users don't see anything, but still thought I should mention it The system requirements aren't likely to be exactly that low, but I can't blame you when you've got the information from us Either case it's hard to tell for sure until the game is finished, things will both be added that will require a better computer and improved so you don't need as good a computer. Maybe someone has a more up-to-date idea what the likely requirements may be? A minor thing, in the header the 0 A.D. logo is used on its own, could you please add some text to say "0 A.D. German Fansite" or something? (In German would probably be more relevant, but the point is more to avoid confusion with the main 0 A.D. site )
  15. Cool Must have forgotten about that, but perhaps it lurked in our subconscious, so take pride
  16. I believe there is I've changed it. It's called "Stop shouting in topic titles?" though, so it took me a bit longer to find it than if it would have been named something with "case" =)
  17. I saw in the "Please note" file that you aren't sure where the files should go on Windows. For Windows it's currently %appdata%\0ad\cache\mods\public\maps\scenarios (copy and paste that into the Explorer address bar). Also, you seems to have used actors (just the visual representation of in-game objects) in cases where you ought to have used entities (which are in-game objects that have more than a visual function). Unless it was your intention to have most of the trees ungatherable, but I doubt that. Also, there is a female citizen next to the starting Civic Centre that belongs to gaia, I'm guessing she should be player one?
  18. Cool Ben Random maps are starting to get to the point where they rival custom made maps, not yours though Michael That will take a while longer Seriously though, andom maps will probably never be as visually interesting as maps created by humans, on the other hand, with things like POGs they'll sure be more interesting than in most games.
  19. In an upcoming alpha That's about the most certain time table we can ascribe to. We can tell you it's not going to be in Alpha 7 though, and probably not in Alpha 8 either, so in an alpha after that is the intention. Given that each release cycle is about two months (sometimes + a couple of weeks if too big bugs are found or we need more time to complete a certain feature) and that I cannot foretell the future I'd say at the (very) latest within a year, hopefully (and probably) much sooner than that (Actually more likely within six months, and probably sooner than that, but better to surprise you with it being early than it being late, right? )
  20. The problem is that we haven't been able to find enough info on the Iberian language, thus the choice was hard, but in the end we decided to use Spanish as that at least was related to the Iberian peninsula.
  21. (We didn't really get any suggestions from the community until after we'd already decided Better start giving your suggestions early next time We do after all ask for them already in the release announcement for the previous alpha )
  22. Ah I didn't think of that meaning of the word, but now that you say it Oh, there's a butter brand called "Flora" in the UK? There's a margarine brand of that name in Sweden
  23. What? Now that's a story I'd like to hear =)
  24. I didn't get the error with the newest code (at the time of writing my last post, but I doubt anything's changed to make it happen again ).
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