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Everything posted by feneur
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patch http://trac.wildfiregames.com/changeset/13405
feneur replied to raymond's topic in General Discussion
For islands maps you should be able to use fishing -
patch http://trac.wildfiregames.com/changeset/13405
feneur replied to raymond's topic in General Discussion
The exact numbers will have to be tested so we can know for sure which gives the best result, but in general we do want to encourage players to expand. To build new civic centres and compete for land rather than just be able to stay in a small space and just create a lot of units without having to think about it. + It makes it easier for the enemy player to raid farms, which means you will have to think about protecting your farms, and the risk of leaving your farms unprotected compared to being able to put more units into attacking. And also to make it more useful to gather food by other means (bushes/trees/hunting/corrals once they are properly implemented). The build time per food amount is actually decreased a lot. Now you just have to build one farm field to get 5000 food, previously to get the same amount of food you'd need to build three fields (with a build time of 60 that would mean 180 seconds, which is obviously a lot more than 100 seconds.) True, you'd then have some more food left, but even if you just count two fields (and thus compare 4000 at 120 seconds to 5000 at 100 seconds) it's still a benefit in terms of build time for the new stats. Sure, it takes longer to get your farming going, but once you have things going it should definitely not be that much of an increase in playing time. And to the extent it is it should hopefully add some new room for strategy and fun -
Please be kind to him, he's just making a suggestion And as far as I understand him he didn't mean to change the gameplay, but just wanted to suggest a different way to choose a civilization before you start a match Are you just saying there should be a faction choosing screen where you can see more information about the faction and perhaps have an image of some of the important units/buildings? Or are you suggesting something else entirely?
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Wow indeed You're about to take the 0 A.D. GUI into the 21st century Overall really great, I would just make the general suggestion to not be limited to what the GUI looks like today in terms of where buttons are placed etc, if you think there are ways to improve it please feel free to suggest them
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Most of the Art repo is source images and the like, or source files for art which hasn't been used in years. I would say the size of it actually has been a major reason why it isn't used any more, people find it's too big to checkout and then they don't and end up not uploading anything to it either (I can't remember seeing anything added to it for years). So, while there certainly can be some pieces which still are useful, the current state of it isn't too much to mourn not having access to Hopefully someone might be able to find what you're looking for though, I just wouldn't recommend getting your hopes up too high The artists have been wanting to redo a fair number of the animations anyway, but we'll see if we can find any good animators to help out with that part
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Part of getting good with most skills is to know when and how to cheat
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Or "mobile civilizations" could just ignore the territorial limits entirely The system supports both cases (as you can see with e.g. the docks), it would more be a matter of how to make sure it's balanced and plays well with the other civs
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Iirc it was available with the collectors edition for AoK or something like that. (Or maybe just produced in a small amount of copies as a prototype for potential inclusion in e.g. a collectors edition, my memory is a bit foggy on the details =) )
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It might not be implemented, but it doesn't sound too difficult to implement technically. The issue would probably more be how to make it easy for the player to learn and understand the concept.
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Really nice to see this real time collaboration
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Actually, the server they're hosted on is most likely not as they're hosted on a myriad of SourceForge mirrors =) Maybe we should stop using releases.wildfiregames.com as an intermediate and just link directly to the SF files It's really nice to have everything together on one page though.
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Is there a reason you haven't enabled shorewaves? Either way I'm sure wraitii will be happy he worked so hard on the water when he sees your submarines They really shows off the water
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Do you have the newest drivers for your graphics card?
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We still need to have a default option I would guess most people don't change the default key bindings (I know I don't in most games)
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First bug: Were the units ranged (bows/slings etc) units or melee (sword/spear) units?
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Not the abolition, just possibly the delaying
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[DISCUSS] Performance Optimisations
feneur replied to k776's topic in Game Development & Technical Discussion
Anyone can create wiki pages, so if fabio wants to spend some time on it for example that would be excellent Documentation is one of the hardest things, not necessarily to do, but to get people to do, so it's definitely encouraged -
It's more or less just the location/GUI design and implementation that's needed and we'll have that The history texts are already written for most units/buildings, and iirc already in the XML files (the exact details of that might have to change when we implement translation as the text might have to be saved separately from the rest of the unit data depending on how the system works, but that's just moving the text from one file to another so it shouldn't be too much of a difference =) ).
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Agreed It's one thing if something doesn't work perfectly (0 A.D. is still an Alpha after all), but something completely different if it doesn't work at all. Especially if it can be solved as relatively simple (at least I assume it is) as having the AI treat a saved game as a new game
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When I click the link I get a message saying that "Sorry, this page isn't available The link you followed may be broken, or the page may have been removed."
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Did not get it with qBot, and since the error explicitly mentions API v3 I'm not too surprised about that We should definitely not make Aegis the default AI if it can't work with saved games though, so either this should be fixed before Alpha 13 or Aegis should not be the default AI.
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I can confirm the JavaScript errors (new game in rev13319, play for some time, save game, exit, load game, errors), but I don't get a crash. If I continue playing as the JavaScript errors pile on until JavaScript runs out of memory, see http://feneur.com/stuff/wfg/interestinglog.html
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Looking nice indeed