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Everything posted by feneur
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Both should work. Can you get the boat to move to either of those places by making it go shorter parts of the way at a time?
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The mods definitely can, not sure if you can. Try editing the topic post, if that doesn't work then just post what you want the name and description to be and one of us will do it. As far as the settings say it should be possible, so yeah, as long as there's no bug in the forum software you should have no problem editing the title/description.
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4. Aha, it is the tooltip that is displayed in a place where it goes outside the screen. I think that's a known issue, in either case it should get fixed eventually. 7A. What should happen when you don't have a rally-point set? 17. That's something that hopefully will be implemented eventually, but small things like that will probably have to wait (or get fixed when a developer is bored with a bigger task =) ).
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I think the announcement came before the events in Egypt started, but yeah, the timing could have been better.
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1. Most, if not all, sounds should be considered placeholder sounds at the moment, we hope to add more appropriate sounds and ensure that the units/buildings etc use the correct sounds during the course of this year. 4. Could you please show a screenshot of that? (Use the F2 key to take a screenshot) 6. I was about to say that there is a list in the in-game manual, but that's only in the SVN version There is a list here though: http://trac.wildfiregames.com/wiki/HotKeys You can also press the mouse button and move the mouse while placing the building to rotate it. Also, Alt-Tabbing should work in both Windowed and Fullscreen mode, might be a bit slower in the latter perhaps, but it works for me, so if you can't get it to work we'll have to find out what's stopping it from working on your machine.
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Played around a bit in Atlas, and I'm not sure what to think of the new blends... Or really, they do seem a bit sharper than the previous ones which makes them less suited for textures which are really different from one another (which one rarely should do in either case). Otherwise they're great. And it's wonderful not having to see the bug turn up all over the place. It's far too easy to reproduce the bug in Alpha 3 so comparing the two is really showing why this is good improvement, nice work Philip Definitely worth to be listed among the prominent bug fixes for the next release.
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Nice. A really wide monitor you've got (To be nitpicky, the content is released under the license you mentioned, while the code is available under the GPL license. It's more complicated than that when you look really close at it, with the GPL existing in different versions etc, but it's a good enough approximation )
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Perhaps a good thing, but for now I've changed the strikethrough to a spoiler, that way there's still a reason to mention that we'll need sound designers, but it's not taking up as much space and it's more obvious that it's temporary. Not sure how professional it looks, but as I said, hopefully it's not for too long.
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I should have pointed this out before, but sadly it never occurred to me to edit the job descriptions to indicate we currently can't accept any sound effects specialist applications as we don't have a sound lead. I have edited the description to indicate this now though, better late than never I hope we soon get a new Sound Lead so it's not needed very long though.
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(And a fairly big amount of them haven't been active for very long, surprisingly many have just registered and never posted. In either case it's not a reliable measurement for the userbase as many people have downloaded the game without registering. Of course the opposite is true as well, many are waiting for a more finished version before trying the game, quite a big amount of them are waiting for the AI before they try the game, so perhaps there will be a big increase in the number of active users after the AI is included.)
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Also, as described in the in-game manual, you need to make sure any firewalls/routers have the correct port open. See the in-game manual for which port that is, and your firewalls/routers manual for info on how to open/forward that port.
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Both capturing buildings and (cavalry) capturing women is planned
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I'm pretty sure the Alt-Tab function is handled by the operating system, so as long as the operating system supports it it should be available. We're not doing anything that should make it unable in either case. For more info on how to run the game in windowed mode, please see: http://trac.wildfiregames.com/wiki/Manual_Settings
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Not at the moment at least. Now, I haven't investigated any such methods, but most similar things would cost us money to set up, and would perhaps not even give us that amount back in donations, so that's definitely an argument against it. Also, maintaining a lot of payment methods would take up time for us, time rather spent on actually developing the game. Especially since most people should be able to donate money via Paypal as they offer a lot of different ways of transferring money to/through your Paypal account. Finally, to make it worth the time, effort, and perhaps money as well, there would need to be a substantial amount of people interested to use it who aren't able to use the current available method/s. So, as I said at the beginning, not at the moment. If you feel strongly for the idea you may try to gather up more people who would want to donate via text messages who currently aren't able to donate, and perhaps also find a provider of the service to make it easy for us to decide whether it's something we're interested in or not.
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Formations will probably have to wait a couple of Alphas, unless we get some new programmer/s who are able to deal with it. So the fourth alpha will not depict the testudo at all I'm afraid.
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I sure hope we'll have the first one We'll see about exactly what features we'll have, but we do intend to make formations more important than in e.g. the AoE games, so there will definitely be improvements to this area.
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That's a relative term It's definitely not a final game, but it's possible to connect via IP and play a multiplayer game (and in upcoming alphas against an AI), so it's playable, but it's up to you to determine if it's playable enough for you to enjoy.
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It might be a cool addition eventually, but for the first release I think it's better to do things as simple as possible
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http://trac.wildfiregames.com/wiki/Civ:_Celts#SIEGE
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The horses does have color/pattern variations. While there won't be a trample effect for all units, I think you'll not be too sad reading this page: http://www.wildfiregames.com/0ad/page.php?p=10066 closer
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Sounds great Looking forward to seeing what your work will mean to the game.
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The basic AI system is being designed and implemented at the moment, then there needs to be an AI created to use that system, so it will be a while still before there is an AI to play against. We do intend to release a basic AI in the next Alpha release though, so while it may mean that you will have to wait for it, it also means that you'll have a computer opponent in the next Alpha release (It will probably be fairly basic though, but as everything else in the game we hope to improve it as time goes by and have a great AI by the time we have a finished game.)
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Nah, don't worry about it. It was more like testing to import a plain cube (I might even have forgotten to convert the faces to triangles or something like that), so nothing of real importance. I might want to check it out some other time, but not in the close future. At that date there might even be a 0 A.D. preset to choose in the COLLADA export window
