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Everything posted by feneur
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Most of your replies were more useful than the ones I wrote though
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Personally I'm not too sure about this, while it would make it easier to scroll (scrolling can be done via arrow keys/wasd keys as well + you can press either the middle mouse button or / and move the mouse, so scrolling is still possible), it would restrict the user too much imho. I'm guessing most of the time one is playing windowed is because one wants to interact with some other application, so trapping the mouse would counteract that imho. As long as it is an option trapping the mouse might be a good idea for those who wants to use it though. That's because there is no AI in Alpha 3 There is a basic one in Alpha 4 though, so I hope you'll find it less braindead (It's just a start though, so don't expect too much just yet) Implemented in Alpha 4. Yep, this will definitely have to be fixed before the game is finished. There are more buttons that will go there once the corresponding feature is implemented (things like diplomacy etc) They are To save space in the GUI this, and a lot of other information, is displayed when you hover over icons in the GUI. These are displayed when you hover your mouse over the icon that looks like a sword and a shield. Do you mean as in "why do I need to build a fortress to be able to build units which can destroy fortresses"? I fail to see why that is a major problem, after all it's the enemy's fortress/towers/walls/houses/etc you should use the siege weapons to destroy. It might seem a bit worrying to put them in such an expensive structure, but that shouldn't be a problem once trade is implemented I'd hope. Also, infantry and cavalry will be able to capture buildings, so siege will not be the only way to deal with buildings. It will have to be seen in testing whether all buildings should be capturable etc though.
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Collecting data from users
feneur replied to Ykkrosh's topic in Game Development & Technical Discussion
Ah, sweet -
Collecting data from users
feneur replied to Ykkrosh's topic in Game Development & Technical Discussion
A thought, since this is SVN, and thus the textures need to get converted (or whatever exactly it is they do) if they haven't been accessed before, can that affect these times? -
Nice read
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In-Game Manual (Or In-Game Encyclopaedia)
feneur replied to Mythos_Ruler's topic in Game Development & Technical Discussion
It certainly seems like an easier way to edit it, but I assume the in-game manual would have to support most, if not all, things the wiki would support. And that might be complicating things a bit too much. I do think the wiki is a good place to have a more in-depth manual while the game is being developed at the very least though, and have started creating one here: http://trac.wildfiregames.com/wiki/0adManual Btw, I do think this topic belongs in the Development and Technical discussion forum, but I'll leave that to you as you have the powers to move it and might have a good reason to keep it here that I just don't see -
Sounds good overall I'd say. And added together it's not too bad, my math might be lacking, but as far as I can tell it's 30% faster after those changes, so a few more like this and the game is going to be speedy like a bullet =) (Then there's another feature added and it's slower again, but that's the continual battle )
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That depends on how big you want to make them =) I don't remember exactly the max size, or the exact reason, but there is a limit to exactly how big they can be, but I believe the max limit is quite a bit bigger than the current maps. If nothing else there are of course the limit of how big maps a computer can handle, or how big maps a human can keep track of for that matter
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We intend to have history articles you can read in the game yeah. We have a pretty large gathering of history articles on the website by now and these, together with new ones, will be reworked and added to the game in the future.
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I'd say the hardest bit would be to add flying units, and perhaps a few things like that. But apart from that it shouldn't be much more difficult than a mod taking place in a similar time period. It would take some programming, but how much depends on how realistic you'd want such things to be.
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You get a lot of plants to produce oxygen etc =) It depends on what you mean, if you mean some kind of particle effect that's not currently possible (it's not implemented yet), if you simply mean that you want to be able to see the skybox that's not currently possible either (has been changed so it only affects the reflections for now, I don't remember the exact reason, but eventually it should be made so you can turn it on for eg screenshots and custom scenarios).
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That's more showy than defensive "I don't need any towers or castles but I have enough resources to build a whole bunch of them"
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[Resolved] Game Launches, But Templates Do Not Load
feneur replied to Mythos_Ruler's topic in Bug reports
I'm guessing it is because it's now only building the projects that have changed? And thus it should be a lot faster than building everything from scratch -
Not orcs, but goblins: http://www.bigblockgames.com/games/goblin/ ... In short, while Orcs Must Die! is about humans (I think they're mostly human from what I've seen at least, a few elves as well) killing orcs, "Goblin War Machine" is about goblins doing the same favor to humans I found it kinda funny that I found the latter the same day I'd read the announcement about Orcs Must Die!
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Non-siege units will be able to capture buildings, so no need for either I'd say But that would have been an alternative otherwise yeah.
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About the build instructions: How much is duplicate from: http://trac.wildfiregames.com/wiki/BuildInstructions#OSX ? Or that doesn't matter too much, just make sure we only have one document in the end
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Well, no. I do think we should eventually have a setting as to how fast the game should play that would speed everything up (or down if you like that), build speed, unit training speed, etc. (And of course numbers can, and will, be adjusted a lot before the game is finished. I just don't think we should mess too much with them for now before we have everything set up. Besides, as soon as you add more than one or two builders I think it's fairly quick )
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http://trac.wildfiregames.com/wiki/Civ:_Iberians#NEWUNITTRAITS
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When we have a full formation system something like that should be the case yeah. At least as long as the units stay in the formation they should preferably not be able to turn around at the spot but rather take a while to do such a maneuver. Thus forcing you to protect your flanks etc.
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Sweet. Would it be immensely harder to make the middle area go from nothing to the size it is now? To have it expand, so that it at first shows 1BC right next to AD1 and then, well, let me try to show you instead, a picture might not be worth a thousand words, but at least a few (Note, I'm not sure this is what Aviv et al wants, it's just an thought on how to emphasize things.)
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Though it does make more sense there as the focus is more on the fighting, on the battles, and on the individual troop units. While 0 A.D. is more on a higher level (though the Total War games of course are at an even higher level in the "overview mode", don't remember its name now, but anyways =) ), as well as being both war and economy. In either case I think there's definitely a line between a game being too realistic and not realistic enough, hopefully 0 A.D. will be the correct balance. Though I'm sure different people draw that line at different places, but you can't please everyone.
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Upgrading will give the benefits of unlocking new structures (and thereby new units), see the relevant page in the Design Document for more info on in which phase each building will be made available: http://trac.wildfiregames.com/wiki/List:_Entities:_Player:_Structures Unlocking a higher pop cap sounds like an interesting idea as well, we'll have to see when we come to beta testing whether it's feasible though. Their pila will be infinite, 0 A.D. is a fairly classical RTS in that sense I.e. not so realistic that it gets boring/frustrating by troops deserting the battle field at a whim or you not being able to finish an attack because your siege engines runs out of projectiles.