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feneur

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Everything posted by feneur

  1. (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.)
  2. None of those are implemented yet, so you'll have to wait until these features are implemented before being able to try them out
  3. 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.
  4. Presumably http://www.wildfiregames.com/forum/index.php?showuser=494
  5. Generally speaking updates are more common on IndieDB/Facebook/Google+ than on the web site
  6. 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.
  7. 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.
  8. It might take time to write More seriously though we're waiting for the release video to be done
  9. 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
  10. 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
  11. 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.
  12. 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?
  13. If it's easy enough to customize the AI that sounds like a really nice idea to give that kind of flexibility. I don't know how easy it is to program, but I would assume that it should be possible to essentially define all the personalities in e.g. JSON files and just use percentages for e.g. naval, walls, defensive, etc. That would probably make it hard to do them really customizable and e.g. send lying chat messages etc. Unless that too was very generic, so you'd e.g. set the AI to be truthful, or bullying, or lying, and then the AI code would make a choice. Say it's lying and has got a template message that goes something like: "If you attack [player 2] I'll attack [player 4]". That would not include the possibility to e.g. have the Hannibal one say something like "I'm going to crush you like I did at Cannae", but a flexible enough system could probably include both.
  14. It's different, I'm just saying that that doesn't make it impossible to differentiate the AIs depending on "AI name" as well
  15. I would say having AIs be slightly different in difficulty would not necessarily be a bad thing. After all, not every player is on the same skill level, and everyone should be able to have a fun game Also, if you play against more than two AIs it might be nice to have one who's stronger and one who's weaker for example, just to spice things up. Also, depending on the map/the opponent different strategies will prove the best, so it's not necessarily certain which is the strongest
  16. Yeah, so as long as you just want to play the game, and make a map or two, it's probably best to wait for it
  17. Someone did though, see: http://trac.wildfiregames.com/wiki/TechModifications Would be a really nice thing to have that kind of ability I'd say. ResourceSupply/Amount Change the supply of a resource, like farms or mines. Imagine a mining tech that "gives new life" to "exhausted" mines by increasing their amount of Metal or Stone.
  18. I've already taken care of it, so I'm closing this topic
  19. You are aware there is a 119 page thread full of suggestions, right? =) I'm sure there are people who do have ideas, and it's fine to share them, just be aware that most ideas have been suggested many times before and that we've had to limit even the things we are definitely wanting to add to the game to have a chance of finishing 0 A.D. within the foreseeable future So it will take a lot to convince anyone to add something more to the game At least if you're not prepared to code it yourself/find someone to code it, it's a lot more likely that something will get added to the game if it's already done versus just an idea someone has which means even more work on top of everything else
  20. No, Alpha 15 isn't out yet, it will be soon though, so I thought I'd mention that so anyone reading this once it's out will know that they don't need to use SVN to get it About SVN. Short version: SVN is how we make sure everyone stays up-to-date on the development files. Long version: http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide It's a bit trickier than using the Alpha versions, but if you want to stay up-to-date/possibly mod things it's definitely worth it And saving it as a skirmish map just requires you to choose one tab over another in the "Save" dialogue (Again, you need the development version or wait for Alpha 15.)
  21. I added a question mark to the title for you And yes, first of all you need to be using the SVN version, or once it's released Alpha 15 Second, just create a map the normal way with mountains, water, trees, mines etc. And finally, third: you add "skirmish" entities (just search for skirmish in the objects tab) instead of normal entities on the map (make sure it's for the correct player, and place Iberian walls etc so it works for all civs ), then save as a skirmish map (click the skirmish tab rather than the scenario tab that appears by default when you click save) and you're done
  22. Isn't that an argument for replacing them with more intense/multiple "hits in one sound" though? That they will "get lost" among the battle sounds. Either way, the main argument for me is that currently it's very annoying to hear a ton of the same sound being played at the same time, it doesn't sound good, and while it certainly gives a sense of chaos it's more of chaos in the "I don't want to listen to this" way than "this sounds like a battle" way
  23. I'm pretty sure he's just adding it as an example of how concept art has been used to illustrate manuals in similar games I would say we've gotten the hint by now Lion You've posted about it a lot, so please stop now. We'll consider creating a manual other than in-game/online once the game is more or less done. Right now there is not much reason to think too much about it since the game is still changing so much
  24. I would think it's best if it replaces some/most of the existing fight sounds when there is a large fight, something along the lines of this old idea for the sound system: http://trac.wildfiregames.com/wiki/Intensity_%26_Priority I don't know how much/if anything of that is implemented in the sound system, we'd have to ask Stephen about that, but I definitely think that having ambient battle sounds + attack sounds for all units + battle music would be too much. Having something like this would be great though, and more of it for more units. Or more damage dealt, but imho if it's possible to have it be per the amount of units fighting rather than the damage dealt would be nice as many units fighting would make a lot of noise even if not a lot of damage is dealt. While on the other hand even a couple of siege engines might deal a lot of damage, but shouldn't cause as much battle sounds imho On the other hand I'm not sure how often such a situation should occur though as it would be suicide to send in just siege engines without any protection
  25. (Related ticket on Trac: http://trac.wildfiregames.com/ticket/1649 )
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