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feneur

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Everything posted by feneur

  1. Wonder is in SVN (i.e. to be included in the next Alpha).
  2. This topic was getting slightly off-topic in parts, so I've created a separate topic for more general discussion: http://www.wildfiregames.com/forum/index.php?showtopic=18030 Please use that for any non-planning discussion.
  3. Well, I would try using one of the existing animations first There are plenty of existing animations after all Maybe look at what animations cavalry units use?
  4. We could enable more file formats, but I'm generally against it - it's better if people put their files in ZIPs/7zips/GZs/some compressed format as that takes up less space on the servers/is quicker for people to download
  5. No, before we start working on part 2 we will go through first beta phase, and then have a final game, then we'll start working on the second part. If there's enough interest in the Thebans, perhaps they will be added, but apart from that it's very unlikely that there will be any new civs in part 1 apart from Seleucids.
  6. (Personally I would have preferred to have just one sound for reaching phase 1, and one for reaching phase 2, for all civs. Having one of each for each civilization makes it harder to actually know/recognize what they mean - you have to relearn it for each civilization. But the consensus previously seems to be that we should do things uniquely for the different civs as often as possible, so I'll not argue, just mention how I feel.) I see there are two sounds for each civ, are they meant to be one for each phase or just two alternatives and one would be used both for reaching phase 1 and 2? To me they aren't different enough to be one for each phase, so I'm assuming they're just different alternatives. In general I would say they are pretty good, and as far as I can tell fitting their civs reasonably well. I would like to hear Omri's opinion (I'll send him an email pointing him to this thread) as they are essentially music, so it would be nice to hear what he thinks.
  7. Time to start planning Alpha 16. I'd say we're already off to a good start, already less than a week we have got a new victory condition (wonder), trade improvements, a shark, a crocodile, a town bell function, and a lot of gameplay changes by Michael, and a ton of smaller fixes to a lot of different things. Now the question is where to go from here, and as part of that, should we base our plans on getting certain features in, or on a specific date that we want the next Alpha to be released on? There are merits to both approaches, and in the end we'll probably end up with a compromise, but it would be good to have a focus Taking a quick look at Trac it seems like Translation, Herding/Corralling, finishing up the Ptolemies, and improving the Lobby are the big things. Are there other things we should focus on? (And I'm mainly asking this as "Are there things you are prepared to work on?" rather than "Are there things you wish should be in the next Alpha?", though the latter of course can be relevant as well.)
  8. The wiki manual is linked from the learn to play page in-game, and there is this: http://play0ad.com/category/game-manual/ on the web site.
  9. The minifaction does work fine, you need to use: -mod=polynesiawhen starting pyrogenesis to get the content of the mod though.
  10. My point was not that everything is there already, but rather that there is a beginning - a place to keep these kind of things So feel free to edit one of the existing pages or create a new one
  11. http://trac.wildfiregames.com/wiki/0adManual
  12. Actually you shouldn't need to use a specific tool just to display it, Pyrogenesis should automatically detect that a file has been changed and update the display. Just open up Atlas and add an object using the shader you're working on and save the file when you want to see the result.
  13. (Please double-check that you're getting the correct file, I had forgotten to update the download links, so if you started the download more than a while ago it might be a good idea to check it.) There shouldn't be any need to change anything, just enter a login name and a password and press register (It's not 100% certain that you will be able to host anyway though, the method we're using for Alpha 15 is not perfect, but if it doesn't work keep trying and it should work.)
  14. None of those are implemented yet, so you'll have to wait until these features are implemented before being able to try them out
  15. Wildfire Games, an international group of volunteer game developers, proudly announces the release of "0 A.D. Alpha 15 Osiris", the fifteenth alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features a multiplayer lobby, skirmish maps, auras and more! Easy Download and InstallDownload and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No "freemium" model, no in-game advertising, no catch. Top New Gameplay Features in This Release Multiplayer Lobby: The new in-game multiplayer lobby is a place to meet other players and play games together. Meet the entire 0 A.D. community online and face the challenge of a multiplayer game!Auras: Units get a bonus when they are in range of a special building, like a wonder, or another unit, such as a hero. This feature adds a new layer of strategy to the game. So far, in Alpha 15, temples regenerate health for nearby units, and most heroes have auras. This feature is set for expansion and further refinement over the next few alphas.Debut of the Ptolemaic Egyptians: Alpha 15 debuts the Ptolemaic Egyptians as a new playable civilization. Some new buildings, units and unique gameplay features can already be tested, but it's not finished yet and still contains a lot of placeholders. The Ptolemies will be completed in the next alpha releases. A Ptolemaic Egyptian settlement along the Nile. Skirmish Maps: Skirmish maps are a new game mode in 0 A.D. They're similar to scenarios, but can be easily changed according to your preferences. Like scenarios, these are hand-crafted maps in which the terrain, starting positions and positions of resources on the map remain constant every game. However, unlike scenarios, other aspects can be changed every time you set up a game, like starting resources, factions and teams.Also, in skirmish maps the map creator also placed some generic entities on the map, which will change according to the factions players choose as soon as the game starts, such as generic Civil Centers that will immediately transform into Civil Centers specific to the faction chosen. Skirmish maps are another option available to the player, on top of scenarios and random maps. (Try the first skirmish map, "Alpine Valleys", bundled with Alpha 15!) The Alpine Valleys skirmish map. User InterfaceEscort / Guard Order: You can now order your troops to protect other units or buildings. When the guarded unit is attacked, whoever is guarding it will come to help, either by attacking the offender, or by healing or repairing the guarded unit.Attack Notification: Whenever you're attacked, you'll hear a sound and receive a chat message, and the minimap will shows some blinking pixels on the map so you can quickly see where the attack is happening.Auto-Garrison Units: When possible, you can ask your newly-produced units to garrison in the production building by setting the rally point in the building itself, using the Ctrl key.Automatic Naval Pickup: When units are asked to garrison into a ship, the ship will sail to the shoreline to pick them up."Back to Work" Button: The last civilian task a unit was doing (i.e., gathering, building, trading, ...) is remembered when ordering a unit to do some military task (i.e. attack, garrison, ...). After you're done defending yourself from an enemy attack, you can quickly send units back to their previous tasks using the back-to-work button. New tech icons. Music and SoundTwo special tracks have been composed for the Ptolemaic Egyptians: "Valley of the Nile" (feat. Shlomi Nogay on flutes and Jeff Willet on percussion) and "Ammon-Ra" (feat. Jeff Willet) (see YouTube videos below).A new generic peace track, "Tavern in the Mist", contributed by Mike Skalandunas."Celtica" and "Highland Mist" now feature an actual Celtic harp, played by Avital Rom."Eastern Dreams" and "Sands of Time" have been completely remade, and now feature Jeff Willet on percussion."Honor Bound" remixed and remastered.New selection sounds. GraphicsBetter Unit Movement in Formations: The units in formations run around less, and now know how to get to the closest available place in the formation. This way, the formation is formed faster, and the pathfinder doesn't have to compute long paths for big formations.New Asian elephant and tiger animations.Some new buildings were added to Brits and Gauls, complete with AO, normals and specularity.New terrain textures. Development Updates, Bug Fixes and Miscellaneous Features The new GUI design, modelled by the new Multiplayer Lobby. New GUI Design: Work on a new and improved user interface design has started a while ago. With Alpha 15 you can see it in action the first time! At the moment the new design is only used for the multiplayer lobby, but other menus will hopefully also benefit from the improvements in the future.Internationalization Work Started: For the next Alpha we intend to include a translation system, and work on such a system has already begun. Volunteers have begun translating 0 A.D. into dozens of languages. If you have the necessary skills to help localize 0 A.D., feel free to head over to the web-based translation platform Transifex!Multiplayer OOS Problems Fixed: Several causes of out-of-sync errors in multiplayer games have been fixed. These issues made multiplayer games with AI players nearly unplayable in Alpha 14 but should now be fixed.Increased Support for Multiplayer Hosting: If you were unable to host multiplayer games before because you couldn't manually setup port forwarding, now the game will try to automatically negotiate port forwarding with routers supporting UPnP. This should allow more people to host multiplayer games without connection issues.Some recent graphical changes make it possible to make particle jet trails and more realistic smoke in the future.Random map generation is now faster. Getting SupportPlease see the "Get Support" page on our website to find ways to get help from the active and friendly 0 A.D. community. We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks. Please Contribute!We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately. Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating! Why "Osiris"?We name our releases according to development status ("Alpha" or "Beta"), successive release number (1, 2, 3, ...) and a word relating to the ancient world, in alphabetical order ("Argonaut" for A, "Bellerophon" for B, ...). Osiris was an ancient Egyptian god, usually identified as the god of the afterlife, the underworld and the dead. In honor of the release of the Ptolemies, we have decided to dub Alpha 15 "Osiris". For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter P. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC - 1 BC)! Subscribe to 0 A.D. Development News Contact info for press, bloggers, etc.: aviv@wildfireNILEgames.com without the capitalized name of Egypt's most important river.
  16. Presumably http://www.wildfiregames.com/forum/index.php?showuser=494
  17. Generally speaking updates are more common on IndieDB/Facebook/Google+ than on the web site
  18. Hmm, not sure exactly how to phrase it, perhaps one could say it sounds a bit "echo-y" The same sound being played almost at the same time, but not exactly, just makes it sound weird. I'm not sure how to describe it.
  19. That is the unit which uses the champion_unit_3.xml in the celts folder in the art\actors\units\ folder yes Copy that into a new XML file in mods\yourmodnamehere\art\actors\units\germanic\ (change "yourmodnamehere" to the actual name of the mod) and change the things which are supposed to be different. Most importantly perhaps change the weapon from <prop actor="props/units/weapons/broadsword.xml" attachpoint="r_hand"/> to point to the file where you've defined the axe.
  20. It might take time to write More seriously though we're waiting for the release video to be done
  21. Renamed the thread to be more descriptive, feel free to change it further, just please make it something descriptive so people can remember what thread it is and not just something generic like "A mod", or "My Mod" or something
  22. Hmm, two threads called "My mod" in one day I'll rename them to make it easier to distinguish them (Feel free to change the title of the thread, but please be descriptive and not just say "My mod", or "A mod", or something
  23. Something else to remember: The point of the summary screen isn't necessarily just to have a purpose in the sense of seeing who's the better player, or what strategies were used, or whether it paid off to do things at a certain time etc. It's also got a purpose in the sense of making the game fun, providing some "useless" statistics which are just there to amuse the player isn't necessarily a bad thing. That doesn't mean that we necessarily have to display the total score on the first page or have the less strategically important things show up in the first tabs or anything, just that we shouldn't remove things just because they don't make you a better player if you study them carefully. That said I'd actually say that the total score can still be a useful thing, especially if it's displayed in-game. I find in e.g. Age of Kings that it gives you a good idea on how you fare against other players, not exactly, but you'll know if you're far behind them etc. Also, since this is an economy/war game, and not just a war game (nor a citybuilder or something where only/mostly the economy side is important), it's not as if it's useless to gather a lot of resources. I highly doubt that you'll get a high overall score just due to gathering a lot of resources, if so I think the score needs to be adjusted rather than removed completely. Again, perhaps something else is more important to display on the first page, I just think that it shouldn't be removed completely.
  24. Most defend the castle type games seems to use a system where you get resources depending on enemies killed, if you want to go down that route you could just make sure to give all units a lot of loot in their unit templates and you wouldn't have to implement anything more complicated than that =) Also not sure what you mean about the merchants if you think you have to script them? But perhaps you have something really intricate in mind? I would imagine it should be possible to do something like have all enemy units killed give you some kind of "token" (i.e. a new resource that's only received as loot, and only used to trade with the merchant) which could then be used to buy other resources from the merchant? Depending on how you want to have the player construct buildings their role could be a bit different: If you want the player to just be able to place the buildings directly (i.e. no construction time, no units used to construct it etc) they would of course not be involved in that, but perhaps they could still be useful in repairing them? Maybe give them a tiny attack and make them cheap so they could be used to last you through a little while until you've gotten enough resources to buy something more expensive?
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