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feneur

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Everything posted by feneur

  1. 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
  2. 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 =) )
  3. 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.
  4. Really nice to see this real time collaboration
  5. We definitely will both summarize the results of and the use of the money from the previous two campaigns, and most importantly what we've learned from them and will do differently this time
  6. 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.
  7. 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
  8. Do you have the newest drivers for your graphics card?
  9. 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)
  10. First bug: Were the units ranged (bows/slings etc) units or melee (sword/spear) units?
  11. Not the abolition, just possibly the delaying
  12. 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
  13. 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 =) ).
  14. 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
  15. 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."
  16. 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.
  17. 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
  18. Which version of the game was the save game saved with? Since the game is changing it's impossible for us to ensure that save games saved with one version of the game can be opened in another version (and it might change even from one SVN revision to the next if the changes are big enough).
  19. Hello, and welcome to the forums Don't worry about asking questions, the worst that might happen is that you won't get an answer 0 A.D. is probably a bit too big a project to be your very first introduction to C++ programming, but in any case, here's our introduction document for new 0 A.D. programmers: http://trac.wildfiregames.com/wiki/GettingStartedProgrammers The dev IRC channel at http://webchat.quakenet.org/?channels=0ad-dev is also a good spot, and will usually provide quicker answers to your questions (Depends a bit on where in the world you are, it's most active during late evening/night in Europe (e.g. early night in the US).
  20. I don't have a strong opinion either way, so with both Jonathan and Enrique agreeing I'll agree as well. Exponential it is
  21. Or just shift plus either period or comma to just add individual units
  22. (The package might be listed as 0ad though And I don't think spaces and periods counts among the alphanumerics, but I could be wrong on that )
  23. Yeah, whatever video etc we decide to include we should definitely only bundle with the game. There are people who have bad internet connections, people who don't want to be connected to the internet etc. It's one thing to require an internet connection if we e.g. include an autoupdater or something, but not for any in-game content/functionality. (Apart from multiplayer over the internet of course, but that's another thing )
  24. It should be possible to adjust the particles to go sideways. I don't know the parameters well enough to say exactly how, but from a quick look I would assume velocity should be enough, or maybe you need to edit force as well It seems from the parameters that it should be possible to do though, so with some experimentation you should be able to get it working.
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