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feneur

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Everything posted by feneur

  1. In short, yeah, but as long as the alternatives are in the same order, which they should be as there's no apparent reason to change it, your vote is one of those four that Jan listed first So while the forum software didn't remember it Jan made sure it wasn't lost.
  2. First, JavaScript and Java have nothing to do with each other apart from the "java" part of their names, confusing yeah, but sometimes that's how things are. Second, most of the actual gameplay code is/will be written in JavaScript, so it will need to be fast enough in the first place, and one more or less script shouldn't affect the speed noticeably.
  3. I'm guessing what you mean by upkeep is having to pay continually in resources (rather than once when you create the unit), and in that case the answer is no. While that might disappoint some it's really a question of what kind of game this is. In this issue 0 A.D. will be a fairly old-school RTS, and to me it's a good thing as it makes sure any new resources can be used to expand rather than keep you from losing your units due to not getting more resources. I'm guessing it shouldn't be too hard to create a mod that has that effect though if you really want it.
  4. We've had discussions about this, but in general we came to the conclusion that having campaigns where the exact outcome of one scenario would affect another would add too much complexity. It would for example be very hard to balance a scenario if you don't know how many units a player will have from the beginning. It's not very likely to be a feature in the official campaigns (that does to some extent depend on the scenario desginers, if we have some campaigns implemented and there are people who want to spend the time getting things to work, and it's easy to implement the needed code, then it could happen), and thus support for it in the engine isn't a priority. The game is Open Source however, so there's nothing stopping someone else from writing the code that makes it possible and submit it to us. Then we might include that feature in the engine even if we don't use it ourselves. So, in short, not likely, but this game isn't done until it's done so if things change it could happen.
  5. You can learn And I'd say creating an entire faction would require more than one person in any case, so you might be the leader If you start with gathering information and designing how the faction would look/be played, and then try and get other people to join you might get it done even if you don't know how to mod (I doubt you'd get too many skilled people to help you if you just make an announcement "Hey, please make this mod for me", but if you do the hard work, i.e. the research, I'm sure there are people who'd help you with modeling etc.)
  6. Is there anything stopping you from creating an Egyptian faction?
  7. For an overview of what's been implemented in the new simulation system (and thus what features are currently present in the game) please see the following wiki page: http://trac.wildfiregames.com/wiki/GameplayFeatureStatus In general I'd say that as long as it's not a crash/something that makes launching a game or similar impossible it's just not yet implement though and not worth reporting yet. We generally are nice and friendly and answers questions though, so don't hesitate to ask if something is weird.
  8. Now it should be possible to know how to start Atlas on Linux, please tell me if it could be written in another way to be easier understood etc.
  9. If that's where the game is installed yeah, it will probably not be in the exact same location on every computer/system, but yeah, I'll add something like that
  10. Please see http://trac.wildfiregames.com/wiki/Atlas_User%2527s_Guide for the Scenario Editor User's Guide.
  11. Welcome to the team Goblor! Looking forward to working with you
  12. Welcome to the team Tyler! Looking forward to hearing what you'll create
  13. We haven't been getting many more new developers if you think about people actually joining the team, I think the number of new people joining is roughly the same. I think Open Sourcing was a good way to get more people involved though, participating in a big project like this takes a lot of time and can be a big commitment, but if you can do relatively small things like submitting a bug report, packaging the game for some Linux distribution or translating a web page, that makes it easier for people to contribute. And that makes more people involved in the development process, even if they aren't "officially part of the team" or actually writing code or so. So, in other words, even though I'd been happier if we'd have gotten more actual developers thanks to opening up the source code I'm really happy for the new ways of contributing it's opened up for people.
  14. Oh, I've only been the Project Leader since October... 2008 =) But I don't think we made any big announcement about it or something, and I don't expect you to keep checking our sigs every now and then, so it's not like I can't understand how you missed it
  15. There have been some suggestions as to what civilizations will be in part two, but nothing is decided, and probably won't be for another couple of years. After all, the team is likely to be very different then, so if nothing else it should be up to the people on the team at that point to make the final decision about what they want to do with part two.
  16. What's stopping you? All you need is an idea and some time, and some motivation to keep you going is of course a positive thing as well
  17. Please see http://www.wildfiregames.com/0ad/page.php?p=12831 for more info on how to get involved in this project. Due to the complexity of a project like this (0 A.D. is a standalone game btw, not a mod) it's really recommended that you have some earlier experience though.
  18. I personally believe there could be more problems with having animals spawn every now and then. I mean all users have the chance to find the animals. And in any case I doubt that all the animals will run in the same direction = it will take so much time/units to get all to one place that it wouldn't be worth it. In other words, I think there are areas which will take some time to get balanced, but I don't think this is one of them
  19. Hmm, no you'll not need to build the game yourself to use the new simulation system. You just have to use the command -sim2 when running the game.
  20. Welcome to the forums! I'm sure the programmers will have lots of tips for where to start. Hope you'll enjoy being a part of the community
  21. It's possible to do by changing the member group from Community Users to Community Members I've made the change for remaxim now if you want to send a PM Matt (or if you want to send a PM remaxim ).
  22. As you might notice the article that mentions Unconventional weapons is one of our History articles and not an article on the game itself. Thus I don't see any reason to mention it in the FAQ.
  23. I can't say I understand all of that, but from what I understand I have to agree with you Philip. No wonder there are buggy programs when these kinds of attitudes are so common
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