Jump to content

feneur

Administrators
  • Posts

    9.649
  • Joined

  • Last visited

  • Days Won

    102

Everything posted by feneur

  1. We only need to target individual soldiers if we want to allow individual soldiers to be hit individually as part of the simulation. We could also treat units in formations differently, and e.g. distribute health loss, XP gain etc over the entire formation. To allow for some strategy it would probably be more relevant to divide them into say four areas (left/right flanks, and front and back), but four is still a lot less than 40 =) Individual arrows should probably still be shown as hitting individual units, but I believe they're already separate from the simulation (at least in some ways), so that shouldn't be too much of an issue. And while I don't know about Total War I definitely think they only use formations for everything, the individual units are just graphical representations of them as far as I've understood things.
  2. I don't know enough of programming to know if it would make any difference, but at least in theory I would assume part of the problem (regardless of implementation otherwise) could be remedied by actually implementing formations. I.e. only calculate distance between formations rather than for each individual unit, which should make quite a difference in the amount of calculations needed I would assume.
  3. He's the Music Lead We don't really have a Sound Lead (which is why Matias is applying ), but for now Pureon, with some help of the rest of the team and other contributors, are handling things to make sure we at least get some sounds into the game
  4. I agree, let's give Omri the money for this
  5. It depends on what kind of changes there have been. If it's just sound files (.ogg), or art files (.dae, .png), or Javascript files, or XMLs there's no reason to recompile. Or another way to look at it, if the update info only shows changes in /binaries/data there should be no need to recompile (I hope I'm correct, but at least as far as I know there shouldn't be any files in there which would require a recompile when they have been changed.)
  6. Just use the Alt+Z shortcut keys and you can toggle the sky on/off in game For more hotkeys see the manual page: http://trac.wildfiregames.com/wiki/HotKeys
  7. All services charge some amount of money, the Indiegogo is probably where we get the highest amount, at least if we reach our goal (they lower their fee in that case), but we are grateful for all donations It should support all credit cards afaik, but thank you for looking at the other options nonetheless
  8. Please take a look at the first topic you created, and please answer the questions people asked you there.
  9. Are you talking about the key on your keyboard that has something like "PrtScn" on it? That doesn't have anything to do with 0 A.D. but with your operating system. 0 A.D.'s screenshot function uses the "F2" key, press it and it takes a screenshot, the location of the saved file will be displayed on the screen once the file has been saved.
  10. To clarify what Loki1950 said a bit: each time a building is destroyed (or a unit killed) the one destroying it automatically gets a small amount of resources (representing the resources which could be mined/looted from the building/unit) in return.
  11. That already exists, citizen soldier units do gain ranks as they kill other units. As they get higher rank they get better at fighting, but worse at gathering.
  12. It is mentioned on the download page, which is the same for all releases. We have no way to make sure information is available in e.g. Ubuntu itself though, so there we have to rely on people to find things out for themselves. (Or know that the versions of the software included usually doesn't change until you get a new Ubuntu version. It's not something that's just related to 0 A.D. but to the operating system itself.)
  13. It might be added in the backports repository though, see: http://trac.wildfiregames.com/wiki/LatestReleaseLinux#Ubuntuprovidedpackages for more information. In other words, you'll have to wait until the new Ubuntu version to have the newest version of 0 A.D. by default, but if you add either our repository, or possibly also the backports repository (could someone please confirm/deny this?), you might get it earlier.
  14. We have all the information on donators and how much they have donated in lists in the admin interface for the campaign, so assuming you're talking about adding those who have donated more than $11 that can be taken care of once all the donations have been processed
  15. You should be able to just use Alt+F4 if you want to quit the application immediately, so no need for a menu item.
  16. Not sure how much, but we do have some money in the Flattr account as well, I think it's around 120€ or so
  17. The limit you set on the scenario is the main limit, the civilization limits are then applied to that. If it would show you e.g. 270, then it would not be accurate for a civilization that didn't have any civilization specific limit (which in this case would mean that the limit would be 300), nor for one which is set higher than the main limit (which might be 330 or something, I don't know the exact numbers).
  18. Well, I honestly doubt he's counted them, so unless he says otherwise I'll assume that he's just looked at the pop counter
  19. It depends on what civilization you're playing as as well, some civilizations get a larger population limit, some a smaller.
  20. The next Alpha release is not too far away, but the issue of being able to save games with an AI will take some more time. It's one of the more difficult issues to solve actually, so it's impossible to say how long time it will take. Probably more like December or early 2014 than soon. The AI should work fine in Alpha 14 if you just want to play a game though, it's just saving the game that will take longer to figure out.
  21. Yeah, there's no reason to be discouraged to try things out I doubt something like this will make it into the main game, but if it is implemented as a mod and people enjoy it at least it will be a positive thing for them
  22. It sounds like something that could be useful for testing things.
  23. As I don't read code fluently =) I need to ask, if you just enter the code by itself, does it still convert to the player? (I'm assuming you convert to other players by entering "wololo 2", "wololo 3" etc?)
  24. Most of what you want to do can probably be done via editing the XMLs for buildings/units + techs.
×
×
  • Create New...