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Everything posted by feneur
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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.
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Really nice to hear about the progress.
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For now you'll have to edit a config file to change settings permanently (for temporary changes click the Menu the Settings), to get more info about editing the settings see this page: http://trac.wildfiregames.com/wiki/Manual_Settings
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Where's the problem? You win, that's good right Seriously though, as far as I can see there's no error in the log you posted, so I assume you mean that the AI surrenders? That's just what that AI does, perhaps it should be called Kamikaze or something as it was just a test and did/does nothing more than send a message and kill all it's units. If you want to play against an AI that at least gives you a match, albeit not being very hard to beat as it's just a simple one, then choose "Test bot" instead of "Scaredy bot".
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It is a mod for 0 A.D. so as long as you can get 0 A.D. to run on your Mac it should be
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Last I heard from Brian was that it seemed hard to solve So, for now we might have to remember the codes =) (You can see a list of them by clicking on the ? in the top right above the editor (it's the one button that seems to work ))
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Could you please post a bug report here: http://www.wildfireg...p?showforum=378 with more info? (What operating system do you use, do you have the latest drivers for your graphics card, does this happen on all maps etc)
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I'm guessing you mean Rev8935? The easiest way to go to the logs folder is to doubleclick on the OpenLogsFolder.bat in the top 0 A.D. folder, there you'll find several logs. For now I'd say attach the crashlog.txt and crashlog.dmp to this topic unless/until more files are requested. Just realized that you meant build log, I've attached mine, so there shouldn't be a need to for now at least. This is in VS Express 2008, but it shouldn't affect things as it seems to be a C++ error. BuildLog.htm
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Ah, that would be the private messaging system then yeah. We've disabled private messages for people with less than 10 posts to avoid PM spam which caused a lot of trouble before that. I'll enable it for you though so you can see what they are all about (not sure why you'd have 3 PMs for an account you haven't used before though, but let's find out )
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The important word here is release What's in SVN is not an official release yet
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Or at least I thought it would work that way But then I realized I couldn't log in to the forum at all, could still log in to the Admin CP though, so now it should work (and I think it should work to be logged in at both places now as well, still don't know how to do with the RSS feed though ).
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Or scratch that Brian, could you please take care of this? As far as I can tell the feed needs the forum to be turned online again, but then people would be able to register etc, and that wouldn't be a good thing (I know the chance isn't too big since this is the main forum, but still, if there's a better way. I'm almost starting to think it would be nicer/easier to create the feed manually ). We could always use an .htaccess file or something to hide the forum from most people, but as far as I can tell that would hide it (and thus the feed) from feedburner as well EDIT: While looking for a useful option I did change the name of the cookie though, so you shouldn't be logged out when going from this to that forum.
