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feneur

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Everything posted by feneur

  1. 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")
  2. 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.
  3. In an Alpha yeah =) It depends on how many programmers are active and what they work on exactly when it will be though.
  4. 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.
  5. 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
  6. 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.
  7. (Unique names would mean one more thing to have to allocate space for in the GUI. Just something to think about )
  8. 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 )
  9. Apart from the glitches that's definitely a good idea
  10. 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
  11. 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 )
  12. 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.)
  13. 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.
  14. 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
  15. 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
  16. 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.
  17. 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.
  18. Thanks for working to keep the server running Matt A few hickups when things are upgraded are but to be expected
  19. Cool I was just making sure we keep our priorities straight. Ah, that would work.
  20. 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?
  21. Agree and agree, just thought it would be best to mention all possibilities Have you tried again asmartgoat?
  22. 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
  23. 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.
  24. 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.
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