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Everything posted by feneur
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Since all units you can build from the Civ centre are both workers and soldiers I don't think you can make that difference. Maybe we could separate female citizens + infantry from cavalry as cavalry units can't gather from the same sources + cannot gather. Potentially there could of course be one for each unit type, but that would probably be overkill and hard to implement well.
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http://trac.wildfiregames.com/wiki/Background%3A_Territories
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Also, what kind of map are you playing on? I've found the blue of Player 1 is hard to see on the green grass color (might be a good idea to saturate the player colors a bit more on the minimap?), have you tested on e.g. Median Oasis or another map with a lot of desert?
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Some stats balancing will take place throughout the entire development process, but the main focus on stats will be during the Beta phase. Note sure what you mean by "the minimap populated" Units, buildings, resources should already show up if that's what you mean. 1. I don't think they've went anywhere :-/ 2. Because it isn't Not sure why one particular GUI should be copied, but in either case, as with everything else the GUI is a work in progress, so if you have any specific suggestions for how to improve it please post them and we'll see if you can convince us 3. Imho never =) We'll see what happens, but the intention is to encourage players to expand, especially when territories are implemented, so renewable resources would work against that.
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I'm guessing you mean a forest floor texture like this: It either exists or will exist for all biomes.
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You Will All Be Happy To Know.
feneur replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I think I'm happy While huge forests may be visually pleasing they do take their toll on the computer, so I think this is a good thing. For people who want large forests that will always be a possibility, but for the default I think it's better to stay on the safe side -
Ok, perhaps it's something else I'm thinking of Perhaps it was the unit creation? I'm pretty sure it cheats =)
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It sounds like you accidentally clicked a tree rather than order the units to go to the specific spot? It's definitely not any defined behaviour for units to automatically start gathering if they stand idle for a while in any case. You shouldn't have to select them individually however, either double click to select all units of the same kind and rank on the screen, triple click to select all units of the same kind regardless of rank, or drag a box around the units to select them if there are units of different kinds (I do realize there might have been other units around making that hard, just want to make sure you're aware of the possibilities ). Selection limits for trees etc will be improved, so it should be easier to avoid accidentally ordering your units to start gathering etc in the future, regardless of whether or not that's what happened
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I believe there are some technical difficulties with that. I'm not sure about the details, but it's something to do with how the engine processes things if I remember correctly.
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Ctrl+Right click is the hotkey for garrisoning It wasn't in the manual before, but now it is. Thanks
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What a sad coincidence. Or not necessarily a coincidence since it seems a lot of sound people use Macs, but still, a bit ironical at least that the people who'd need sound the most don't get it at the moment.
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Would probably work, but still, it feels like it should be a higher number, so the cost is higher. At least the lower limit for the speedier creation (or to put it in other words, the smallest batch) should be five, so that the initial cost is higher than just creating say three units after each other. If nothing else the speed boost would probably be so small that it's better to have the resources free for something else (at least in the sense that you could remove units from the queue if you found the resources were better needed elsewhere) than create smaller batches.
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The thought is to make batch training faster than creating five (or more) individual units one by one, but everything comes at a cost If you don't have enough for a batch (which currently is, and probably will continue to be, five units) you cannot take advantage of the speed bonus.
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I think AoK did something like this as well, I seem to remember it not saving the Fog-of-War, but it was a long time ago so I could be wrong Will be nice to have in any case.
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(Should be possible, hopefully we'll be able to select all buildings/multiple buildings and queue production in all of them at the same time, so this shouldn't be an exception. The only difficult thing would probably be for things like technologies which can only be done once. Either they should not show up when multiple buildings are selected or perhaps they could get executed in the first building selected.)
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Fonts Display Windings (?) And Many Non-English Characters
feneur replied to Jurph's topic in Help & Feedback
Sweet. Good to know you got it to work, and nice to hear it wasn't our fault -
Fonts Display Windings (?) And Many Non-English Characters
feneur replied to Jurph's topic in Help & Feedback
Could you please post a screenshot of what it looks like? -
There's no need for the word to be Greek It's certainly nice if it's somehow related to the Hellenes though
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Hello Jim! Welcome to the forums, and thanks for the nice words We've all started somewhere, so don't worry, I'm sure you'll find some way you can contribute (a couple of suggestions on this page: http://wildfiregames.com/0ad/page.php?p=12831 ).
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Hmm, are you running the installer with admin permissions? (Not sure how much difference that would make, but if the uninstaller doesn't work that could perhaps be the cause ) Either way, are you using the most up-to-date drivers for your graphics card? That can sometimes be the problem when things doesn't look the way you expect them to.
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An easy way to check for sure is to start a game and then start building something. It should look something like in this image: http://www.moddb.com/games/0-ad/images/beef-its-whats-for-dinner#imagebox (Moving this topic to Bug reports as particles most definitely are implemented )
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Even if we put a maximum it will be easy to change, so I think everyone should be satisfied in that regard. That doesn't mean that the game will run great with an infinite number of units of course though
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The Design Document (DD) says farms will have infinite supply, but will be limited to one gatherer and will decay if left unattended for a while. The DD also says they will only be possible to be built on "vacant lots" around the farmstead (each farmstead would come with a limited number of vacant lots and you'd only be able to build 2 farmsteads in each territory), we'll see how we do with that but in either case limiting the number of farms in one way or another is likely. Or at least their efficiency.
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That's how I imagine them at least Not sure what use they would have of them otherwise
