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feneur

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Everything posted by feneur

  1. Could you please explain what you mean? The game should probably get harder to play as it's getting closer to being finished in one sense though: it's going from being a sandbox with some game features to a full-featured game. I'm guessing that's not what you mean though, so some explanation would be nice so we can do something about it
  2. Offensive/defensive states are definitely planned, but we haven't considered whether or not to give any increases/decreases to values etc. Not sure if the added benefit is worth the complexity, but it's definitely something to think about. Units standing on walls is likely, units walking on walls unlikely, siege towers/ladders would probably take too much work to make them worth spending any time on. Perhaps there's someone who's got a great idea how to do it programming-wise who'll join the team later though so one can't rule it out completely. Battle ships will definitely include soldiers and siege engines on them, but boarding is probably not going to happen. Sorry if I sound rude but that's not going to happen unless you play a mod. If anything we might remove buildings if testing shows that people are too confused by all the buildings. To explain why I'll say that the game is just that, a game, not a simulation, and definitely not reality If the game were to be 100% realistic it would be boring, would you want to have to wait while the smiths made the weapons or the men ate/slept? That does of course not exclude the stable in and of itself, but when the game was designed the set of buildings included were decided and unless there's a really good reason to change the number/which buildings are included we won't. That said, we intend to make it as easy as possible to mod the game so someone can easily create a stable, and several buildings not in the main game design are already included as editor-only/scenario buildings so, who knows if there'll be a stable included among them (Disclaimer: This is not a guarantee that there will be, simply a statement that it's not impossible ) Thanks for all the nice words Hope you'll keep following the game as it progresses, and please continue to post in the forums, it's always nice to see new feedback. Even if we may have heard it before it's still useful to know what people thinks
  3. Basic is just the box for now. They are greyed out to help you realize they're not active, but there because the area looked a bit empty without the icons.
  4. Well, preferably there should only be one config/settings dialog. What I mean is that the style should be more in accordance with the new in-game GUI than the old "yellow" one, i.e. the darker buttons rather than the lighter ones etc. Where to draw the lines between what's a style and what's not is something we've discussed before though Agreed, no limits. If we'd use unlimited resources like EE2 and others do, then slots/limits to the number of gatherers would make sense, but as long as the resources are finite there should be no reason to have those. Nah, the focus should be on clean-up, big-fixing and that kind of things. Gameplay improvements/new features shouldn't be avoided altogether as it's hard to write up a nice release announcement with just bug-fixes , they should definitely not be the main point though.
  5. It sure takes some thinking. I mean to be realistic it can probably both take more and less time to repair a building than to build a new one (longer because you'd need to clear away the rubble, shorter because the main structure is already there). Gameplay-wise: I'd say repairing is better than building a new building both for the reason you mention and also because you'd have a whole building for say 25% as opposed to 100% of the time/resource cost. Though of course, if you'd build a new building you'd have two buildings, only with the caveat that one of them is 25% weaker. That last point makes me think we should at least make the repair rate somewhat quicker than the build rate. Or the cost, not sure which is easiest, the latter is probably more realistic as one could reuse some of the old material. Then again, when we have limits for how many of a certain building one can have in a territory it's automatically more valuable to repair as you'd have to demolish a building to be able to build a new one if you're at the limit, so perhaps a 1:1 ratio is good enough
  6. Disclaimer: A mention of dates or features here does not mean that the features in question will be included or the Alpha will be released at a certain date. This topic is merely for discussion and plans might change. Also, while everyone should feel free to add his/her opinion, the opinion of official team members and regular contributor's will weigh more than that of someone who's just a forum member. This is not an attempt to be mean, just a reminder that you should not be disappointed if a feature you personally would like to see in the next Alpha gets pushed back, in favor of something one or more of the developers consider to be more important or that needs to be completed before other things. To me this release should mostly focus on "solidifying" things and not as much on adding new features, that said I don't think it should be forbidden to add new features. Also, we should preferably aim for a mid-December release, to keep the release cycle relatively short and to have a new version out in time for Christmas without having to work on it on Christmas. These are some things I think would be good to have done for this release: Completing most of the things left over from the Alpha 2 milestone Reimplementing the Hotkey system ( http://trac.wildfiregames.com/ticket/567 ) Implementing a GUI config system (preferably in the style of the new in-game GUI, so it doesn't have to be re-designed later to fit the rest of the GUI) One major new feature, perhaps territories/settlements? Some smaller things, but with a focus on bug-fixing Any thoughts on the above? Something of the above that really isn't feasible? Some other major feature that really should be implemented?/Should be implemented rather than territories/settlements?
  7. Are you perhaps using Nvidia drivers? Seems like there's a bug in the drivers, so unfortunately there's not much we can do about it.
  8. According to the person responsible for the packaging that's just the name that's wrong they should contain the correct version. It still seems like it's wrong since it's SVN rather than the released files though, so I've asked him to fix it.
  9. True, but you'll still have to be in the Aura of a dropsite. So it's a bit of both worlds, forcing you to be strategic about where you place the buildings, but without the units having to move between the resource and the dropsite.
  10. On Windows they can be found in: %appdata%/0ad\data\screenshots and on other operating systems they can be found in: ~/.local/share/0ad/screenshots
  11. To take a screenshot press the F2 key. No need to take a screenshot of this though, currently fields don't follow the terrain so we're aware of the issue.
  12. That's due to the fact that the first Alpha (which was released in August) didn't support Ubuntu 10.10 (out in October if I remember correctly), the second Alpha will though and it's due out very soon, so you shouldn't have to wait very long for it (There may still be things which cause it to break as 0 A.D. is still in development but at least it's updated to work with the new version of Ubuntu ) As for the other errors you'll have to wait until a programmer has time to reply as I don't know enough to help you with those.
  13. Did you install the development snapshot PPA ( https://launchpad.net/~wfg/+archive/0ad.dev ) or the Alpha 1 release PPA? Because the latter is not compatible with Ubuntu 10.10, the development PPA should work fine on 10.10 (I had some trouble running the game, but that's due to a bug in the Nvidia graphics drivers and not 10.10 or 0 A.D.) as will the upcoming Alpha 2 (should be out very soon).
  14. I actually felt a bit that way at first, but when seeing the new dock my mind changed One asks that question at times, but this time it wasn't he who did it
  15. Some really nice screenshots there regardless of what you say about them The Celt dock is obsolete, will be a new one in the next Alpha which should be out very soon unless something unexpected happens. For converting files, see: http://www.wildfiregames.com/forum/index.php?showtopic=13290
  16. Thank you for your bug report, one of the programmers should reply soon.
  17. Well, it's not entirely realistic to be able to control humans in detail either, so... I don't think that's a problem, at least not with a dog, a cat would be something else entirely To be more serious: As this is a game we're creating and not a simulation I think it's perfectly fine to simplify things if they make the game more fun. Also, as long as they do as you tell them to dogs can do what you tell them to even if they're not close to a human being, perhaps even more often than a human would do what you tell them to. So to some extent one could ask why we can control humans in the first place, and why they're not ending up in a bar or running away instead of working and fighting tirelessly
  18. The meeting is at 16:30 GMT, in the #0ad channel on irc.quakenet.org.After some discussion with Andrew it turns out that the current time (16:30 GMT) might be a bit too early. For him 12PM PST (8PM GMT) would be a good time, if that's too late one solution would be to start the meeting at 7PM GMT, that way it wouldn't be too late for those of us who live in Europe but not so early that Andrew would miss everything.
  19. Can you please provide more details? Is it always a black square? (Both in the menu and in-game?) Do you have the latest drivers for your graphics card installed? Did you install the Alpha 1 Argonaut version or build the game yourself?
  20. The next release version should be available for Ubuntu 10.10, and the development snapshot PPA already provides a 10.10 version, so if you want to try that out. Though as it is a development snapshot the warning about 0 A.D. being an application in-development applies even more of course. Things should work, but a release version should be more stable. That said, feel free to try it out and please report any crashes.
  21. Ok, not sure why anyone would like to play a game like this on a 10 inch screen, but it's sure nice to know it may work if someone wants to (And sure, it's probably nicer to play it on a netbook than not at all )
  22. First, to keep the forums clean, please don't "bump" something that's not even one day old yet. Second, a netbook is probably not going to be able to run the game in any case, but the idea of the game being able to set the settings to something that will work on your machine, though probably when you first run the game rather than when you click a button, is good. We might also provide different settings profiles (i.e. you can choose from for example high performance, high quality, etc like in most games).
  23. We are working on a new design for the G/UI, but feel free to post your own sketches, even if it's not something we end up using it might still give us good ideas on how to improve it
  24. Sounds good indeed, and yeah having the resource amount as a bar like the was a good idea Ah, I actually think that looks quite a bit like the animations used for that same purpose in EE2, it was a while since I played it though so I could be wrong
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