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feneur

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Everything posted by feneur

  1. It's just not implemented yet, so no worries, just wait and your patience will be rewarded
  2. Because they're not animated I think is the short answer (some of them should probably be remodeled as well), but one of the artists will probably have a more detailed/correct answer
  3. We do plan to do smaller releases fairly often rather than a few big ones every other year But if you want to get massive improvements it's just to wait a few releases before downloading the game again
  4. Perhaps there are some images here http://www.wildfiregames.com/0ad/album_cat.php?cat_id=184 you can use as a base? Not directly, but just tracing their outline or something?
  5. While Celts may not be as refined as the Hellenes in all ways they are as "released" as them, it's just that they're not included in the official maps in this release. As mentioned it's just to create a map in Atlas if you want to play with them now though If they can't gather resources that's a bug which should be fixed as soon as possible, so please post a ticket on Trac so it can be fixed. It's just not implemented yet, it should be implemented at the same time as random maps are reimplemented. I'm not sure we'll make it possible to select any/random civs in pre-created maps though, in most cases one will probably want people to play as the civ one has placed on the map, but if it's not too difficult to implement it could be an option.
  6. The word you're looking for is probably 'engine' And it's not something we plan to do, but it should be possible to some extent at least. Adding a full version of something like that would probably be too much additional work as it's not the kind of game the engine is primarily built for, but something like having an overview map where you have to conquer territory after territory (which would then be done in an ordinary 0 A.D. scenario/random map) shouldn't be too hard.
  7. Thanks for all the nice words Sergio And welcome to the Wildfire Games forums.
  8. Please see this page: http://trac.wildfiregames.com/wiki/LatestRelease for more info on what packages are and aren't available. As we say the game is not finished yet so it's not guaranteed to be fun, and since it's still in development it can definitely be buggy, but feel free to download it and test it if you like For how you can contribute please see: http://wildfiregames.com/0ad/page.php?p=12831 (which has got info on how you can contribute both as a programmer/developer and non-develoepr ).
  9. Ah, ok. Good we were able to sort out some of your questions
  10. Welcome to the Wildfire Games forums Random-Dude Thanks for your nice words and input, below are some comments. Keep your thoughts coming, I can't guarantee we'll implement/change everything you say, but we're definitely listening to everything. AI: Our hope is of course to have the best AI possible, but what that means depends on who will be able to write it, but hopefully someone with at least some decent AI programming knowledge will join the team (feel free to find someone yourself, at the moment we're prioritizing multiplayer so we're not searching actively ourselves, but it's not like we'd be sad to have it done sooner than anticipated ). Population limits: I'm not sure it's worthwhile to develop some automatic setting, but we will provide a variety of choices by default and if those are not enough it will of course be possible to edit a file or two yourself. For options: There are a bunch of other options, though they are not yet included in the GUI so you'll have to edit them manually using a text editor, please see: binaries/data/config/default.cfg for more info on what options are available. Eventually these and other options will of course be available via GUI. Who builds what: Probably not going to happen in an official version, the concept of Citizen Soldiers are one of our most important ones and I can't see that it has got any negative side effects apart from the fact that players might not be used to it at first. Everything's possible in a mod though
  11. Really great work A massive improvement from the last version Amish showed me.
  12. Welcome to the Wildfire Games forums Robin. I think your assistance would be very useful, and no one is working on those issues as far as I know. To get more info on how to submit your code etc please see http://trac.wildfiregames.com/wiki/GettingStartedProgrammers and for other useful info see the main page of our Trac wiki: http://trac.wildfiregames.com/
  13. Some really nice screens there (The last two gave me a bit of a Rise and Fall feeling, being a part of the action ) Really looking forward to seeing what you'll create in the future.
  14. Indeed it is, might take a while though. That said I'm pretty sure the scene above is created in Atlas (our scenario/map editor, see: http://trac.wildfiregames.com/wiki/Atlas_User%2527s_Guide for more info) which allows greater freedom in placing the buildings .
  15. Hello Øyvind, and welcome to the Wildfire Games forums. Thanks for the nice words about 0 A.D. and if you want to get involved in 0 A.D. programming, please see: http://trac.wildfiregames.com/wiki/GettingStartedProgrammers
  16. Sounds good to me. Haven't had too much success opening .dds files (not to speak of saving them, not sure I tried that the times I actually managed to open one though =) ), so leaving the trouble to the engine/automated process seems like a huge step forward. Consistency etc benefits sounds good as well, and I think the coding time is outweighed by ease of modding alone.
  17. Thanks everyone We appreciate the nice words.
  18. Seems like it's real enough: http://www.ageofempiresonline.com/ Not sure what to make of it though, seems a bit too childish to me. Like what they did to Empire Earth 3 But hopefully it'll be a fun game and revive some interest in RTSs
  19. Some nice first maps To get more info on the things you can do with Atlas (the scenario editor for 0 A.D.) please see the Atlas User's Guide on the trac wiki: http://trac.wildfiregames.com/wiki/Atlas_User%2527s_Guide
  20. Well, since we don't have any "coin" resource I'd say a slightly more barter oriented trading is not too unlikely.
  21. I'm not sure if it's the text in the DD that's unclear or what, but the idea is that you task the animals to the corral, you don't need any unit to take care of them. So only a one time action sending the animal to the corral is needed (after it's been built of course, but that's also a fairly minor thing in my humble opinion ).
  22. Thanks Please report any bugs/crashes you encounter here: http://www.wildfiregames.com/forum/index.php?showforum=312 so we can try and fix them before the Alpha release (That doesn't include unimplemented features though, those will be fixed in due time. In some cases I guess it can be hard to tell if something is a missing feature or a bug, so don't worry about reporting something even if it turns out it's just not implemented yet. If nothing else we'll know it's something you really care about )
  23. Ok, for a rush it might not be as useful I guess, though still having cheaper units is still going to allow you to turn out more units faster so I doubt it's totally useless. We do need to make the game fun for others than rushers though, so even if it's not all that useful in a quicker game it's sure to be useful in a longer game. We might have to tweak/change the effect if we find in testing that it doesn't provide enough of a benefit/too much of a benefit though
  24. Hmm, what time? You find the units on the map, you send them to the corral (if you have it built already, otherwise you have to build it of course, but if you'd remove building I'd say there'd be too little economy in the game ), you collect the benefit. A little time, sure, but not too much compared to the benefit it gives. I wouldn't say AoK was all about economy just because there were a few relics you could pick up and send home to your monastery
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