-
Posts
9.597 -
Joined
-
Last visited
-
Days Won
102
Everything posted by feneur
-
New Strategy Game from Ex-Age Of Empires Devs
feneur replied to Jeru's topic in Announcements / News
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 -
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
-
Well, since we don't have any "coin" resource I'd say a slightly more barter oriented trading is not too unlikely.
-
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 ).
-
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 )
-
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
-
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
-
True, but I think that's a benefit of corralling/herding that it doesn't require you to micromanage it, you just put the animals in the corral and the benefits are automatically rewarding, giving you more time to focus on other things, like combat
-
http://trac.wildfiregames.com/wiki/List%3A...DOMESTICANIMALS
-
Ah, thanks for reminding me to add that to the Atlas User's Guide
-
Ok, thanks for the offers. We'll be very grateful if you're still around to help when it's needed, for now the translation system isn't implemented, nor is all the English text finalized, so it's not much use in translating now as much of the work would risk having to be done all over.
-
Programmers: The info in the main post have just been updated on how to contribute to the game as a programmer. Hopefully it will now be easier for you to contribute. Feel free to go directly to http://trac.wildfiregames.com/wiki/GettingStartedProgrammers for the info. I'm not sure I personally see the value of a portable version of the game, but feel free to develop one and we'd be glad if you post it in these forums That's one of the beauties of Open Source after all - that implementations the original developers didn't think of/don't have the skills/time/interest to develop can still be developed by someone else with the skills/time/interest to do it.
-
Cool, the map is instantly more alive. I guess they shouldn't be quite as scared as that though, it's impossible to catch them (I'm guessing that would not be a problem once killing the animal and then gathering from it is implemented, so the AI part probably won't have to be edited for this to work well. At least not in great detail.) I doubt healers should flee, after all they're useful (could even be vital) in a battle situation. It would be nice if they automatically tried to be at a distance from the enemy to stay safe, but it's not necessary for now at least. Automatically healing injured units is definitely needed though, not having that makes healers so much less useful in many games
-
That's our intention yes It's not very hard to edit XML files using a text editor, but we plan to include stat editing in Atlas (our Scenario Editor).
-
The menu commands and civilization selections aren't working because they're not yet implemented. The other things should work though, so thanks for reporting this issue.
-
I assume there will be quite some time before you can make any commits, so in that regard you might want to start with some other task, but as long as your patient enough to keep working until you have things working (and prepared to keep working until all formations are implemented, would probably not be too easy for someone else to have to pick up where you left, not that I think you'd do it strange, but I just mean that it's probably easier for you to finish it). I've added some info to the task, especially since some of the links go to staff only threads on the forums. Hopefully that should be enough to keep you going until Philip gets back from his vacation and can give some more detailed/technical input. As Jason said, please don't hesitate to ask any questions you might have, either in this forum, in the Trac ticket itself, or in the IRC channel (we're not always there, but Philips computer is always logged in, and as long as he's not away (as he is right now, he's on a vacation) he usually replies the same day if not just a few minutes later). On Saturdays 16:30 GMT there is a programmers meeting, so if you are able to attend that you'll be almost certain to find someone who can help you (there is a clock on the http://wildfiregames.com/0ad/ site which tells you what the time currently is in GMT, so you can either use that to figure out what time GMT is in your local time, or use one of the numerous internet services).
-
You may be taken more serious if you say things in a nicer way. You could have said "Here are some things I think you should improve", rather than saying these are some things we seriously should change. Just a hint. The scrolling should work as you describe, it can be a bit tricky if you play the game in windowed mode, but should be no problem when you play the game in full-screen. We might still need to tweak it a little, so thanks for your input. Not sure if they'll help with your issue, but there have been improvements to the window handling (resizable window when windowed and the possibility to toggle full-screen by pressing Alt+Enter) which will be included in the next release. Or you can check out from SVN if you can't wait (In that case you'll have to build it yourself unless you're on Windows and it's more likely to include major bugs than an official release.) The animations for the females (and other units as well) will be reworked, there are a lot of them though so I can't promise we'll have them all done by the Alpha release. When it comes to graphical enhancements: We'll probably refine those things when we get closer to a finished game, but since it's just "icing on the cake" it's not our priority now. I mean it's not all that important whether everything looks perfect if the game isn't funny to play. The camera will be edited a bit, probably already for the alpha, but most likely tweaked in later releases based on feedback from players. All in all thanks for your concerns about making the game the best it can be, it's our interest as well. Just be aware it's still a work in progress so you don't judge it as you would a final game just yet.
-
Suggestion: Flash alternatives for the web page
feneur replied to ger_man's topic in General Discussion
Thanks for your good intentions, we are however working on a new website (which won't be using Flash for its design/navigation) and the site in general works fine even without flash (all content is still accessible, and it only looks slightly less attractive), so I doubt it's worth spending the time to make sure it works. But thanks anyways. -
I prefer if stray units like that will not be included in such a victory condition than having an auto explore option. That's only to say that I won't urge anyone on to program it, nor will I want to include it among the default options if it's implemented. If someone wants to implement it though it would be great to have it as an option you could choose when setting up a game
-
A question: is there a reason to have to explore the map if you just set a unit to auto? I mean can't you just choose to have the map explored when you start to play in that case?
-
I'm not too fond of the notion of "ethnicity", but I can't see how you get the above to be "every ethnicity on the planet". Sure, you've got some Asians and Africans, but there's several continents you haven't even mentioned. Sure, they would not have fought each other, but if that's your argument then your selection is just as arbitrary as our. There are other civilizations which could have been part of the game, but as it is now they aren't, so it's not really worth arguing about. You are however free to create them yourself, nothing is stopping you. I'll leave it to other people who are more qualified to say something about whether these things are true or not, but even if they are, what's wrong about learning from others? Does it make an idea less useful if someone else has had it before? Sometimes the greatness comes from the way these ideas are combined to a greater effect than before.
-
Yeah, the Carthaginians are strong in almost all regards, but as you say, things will be expensive for them (somewhat outweighed with the good sea trade I guess ). Hopefully that and smaller tweaks to the stats (i.e. fewer hitpoints or lower attack or similar) will be enough to balance things, but otherwise we'll have to do something more drastic. For now the design stays as is on that front though, there's no reason to change things on this level before we have had any testing to prove this or that point of view.
-
You are free to try and get it working yourself if you want to though