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feneur

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Everything posted by feneur

  1. We would need someone with good linguistic knowledge first and foremost There's no point in having recordings done if they are later found to be incorrect. Remember that it would be a lot of work overall if we were to use Basque as we would need to have Basque names for all buildings/units as well. (Personally I would have preferred if we had went for English voices for all units as it's almost impossible to get good results in all different languages, but ah well )
  2. It's been said before and I say it again, GSoC is a nice thing, but for it to work you need people who have time to mentor the students. And unless things have changed immensely since last year/people are less busy during the summer than now there's no chance that we have anyone who's able to do that I'm afraid.
  3. Now that looks just great. One of our buildings so far that feel the most "lived in"/like someone would actually use
  4. See http://trac.wildfiregames.com/wiki/Civ%3A_Romans_Republican for the plan for the units (etc for that matter ).
  5. Greetings Burzum, and welcome (back?) to the forums It's not too likely this will make it into the first release as it's something that takes a fair amount of work, but would only really add a visual effect. We hope we will be able to live up to your expectations, but kindly ask that you and all other fans and history enthusiasts remember that since this is a game that's meant to be fun to play we might sometimes have to choose between gameplay and historical accurateness.
  6. A txt file or just plain text in a post here would be very much enough indeed (and any images you might want to include you could attach to the post/link to the image, note that it should have permissions which are relevant to those the game uses: CC-BY-SA). For the game's unit info and the manual it's really not needed to write more than 2-5 sentences, and definitely rather two than 5. Feel free to write a fuller piece as well though, we don't have a feature article on Pericles on the site, so it would be nice to have something to put there as well
  7. If you still can't log in please PM me with your Trac username and the password you would like and I'll change it manually.
  8. You should be able to now. There are issues from time to time as there are a lot of spam accounts clogging up the user records and slowing the software, there might be other issues as well, but afaik that's the main one. It should be pretty straight-forward as you evidently will have to get the information from a certain publication of their works, just use that information. And don't be afraid to use more recent sources as well, if you only use information from 0 A.D.'s time period you run the risk of getting more into mythical territory I'm afraid. They do have the benefit of being close in time to the events they describe, but the concepts of validating sources and other fact checking weren't as widespread as today I've PMed our current history lead who will help out so you don't e.g. work on the same things at the same time etc. I'll check with him if he's able to get an article written on the Mauryans which we can post around the time of the release of Alpha 13, otherwise that would be a good task to get done. The option of working on the historical texts for the units/buildings to include in the game is definitely a good one as well, so feel free to do that. There are a couple of units/buildings which doesn't have history information yet, so that would be the ideal starting point. Please check both what's in the game files already (see the structures and unit folders hre: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates ) and the Design Document (http://trac.wildfiregames.com/wiki/Design_Document#PlayableCivilizations) in this case though as some information might be in one place, but not the other. As for where to post the stuff you create I suggest in this topic for now, then someone from the team can post it where it's relevant. That's the best for both you and the team as we don't have to go through some kind of application process to try and find out if you are a reliable individual who can be trusted with edit access to e.g. the web site/the game SVN, and you don't have to wait until after such a process before you can start contributing
  9. It is true that the focus began with Rome, especially given that part of 0 A.D.s origin was the Rome at War mod pack for Age of Kings As we've had time to add more civilizations we've expanded, but we still have maintained the focus on the Mediterranean civs and the civs they came in contact with, which easily includes the Mauryans, the Chinese are a bit more of a stretch. But yeah, as I said before, the main reason for not including them in the main game is that the mod team wishes for it to be a separate mod
  10. Please see http://trac.wildfiregames.com/wiki/Manual_Settings for information on how to do it. We hope to make it easier to change the settings of the game in the future, but for now you'll have to edit a config file.
  11. Mauryans will make their official debut in the next Alpha, but the Chinese will not. The last I heard they were pretty far from being completed. It's easy to show off nice stuff if you don't have to show the things which haven't been added yet Either way they want to keep it a mod, to show what can be done via modding, and for that matter to keep us working on making the game support modding as much as possible
  12. I'm definitely starting to lean heavily towards 100% health=100% building completion (but of course not "unbuilding" the building once it's actually finished, it's one thing to not start to use the building until it's finished, but once it's finished you don't stop using it just because a window is broken ).
  13. 1) Range units on "stone" walls. The first tier wall the "wood" is a nice simple defense but the design you guys put into the game for the stone walls clearly show that the top of the walls are made for people. They have side rails and plenty of space to walk on. Making this would be far too much work for something that would just be "for looks", so for now it has been cut. It might be included in a later version of the game though, especially if we can implement a good way to do things like getting units out of a siege tower and onto the wall etc, but that adds a lot of additional complexity. 2) Able to build towers into the stone walls. I think it saves space inside your base also it makes your base look sharp! And what do base builders really enjoy? A sharp looking base. The main game is not primarily meant for basebuilders/city-builder fans. I'm not saying that it's wrong to enjoy the game on those grounds, just that we have to make decisions about what kind of game it is when we decide what features to include or not. (This is not so important for this question, I just mention it here as it applies here as well as for some of your other questions ) There are already towers automatically included in the walls, so I don't see the need to add extra towers Or maybe I'm misunderstanding what you're suggesting here? 3)Population max. Some of us have great PCs and some of us do not. They should be an option to have basic style 200 max, but also it would be great to see up to maybe 500 pop max? It's been replied to before, but just to give you an "official answer": There are settings for max population, it's just that for scenarios they are set in the map file, but for random maps you/the host can set it in the match setup 4)Back too walls. Why always a straight line with walls? I think to make unique base we should be able to curve the walls to fit the land that we start on. You don't start us in a perfect square so why do we have to have the only option on making square bases? You can have the walls in whichever angle you want, so there's no need to just do square bases. I doubt it's possible to do non-straight wall pieces without a ton of effort though, at least if we want to have some kind of automatic wall system as opposed to place a lot of pre-curved pieces in specific sizes (and we certainly don't have the manpower to create that + it would be hard to design a way for the user to easily build a wall that way in the middle of a match). 5)More buildings. Like stronghold (the first one) you need to make certain buildings so you could build armor, weapons, horses you can ride. That I believes gives the builder ANOTHER option on making they base unique from other bases and choose what they would like to specialize in. We might add some buildings still, but generally we're probably at the maximum for the type of game 0 A.D. is. After all, Stronghold is a basebuilder game, 0 A.D. is a war/economy real time strategy game, so it's hard to manage too many buildings at the same time as taking care of everything else. 6)More upgrades. The lack of upgrades makes the game a little boring, and you dont get that feeling that my troops are "bada$$" instead you just go....I need 3 of these and 4 of these and 2 of them. My attack force is complete. We do most definitely hope we can include more upgrades. It's more a case of having people to actually create them and make sure none of them are overpowered etc. 7)Make the workers smarter! When the farm is all used up they stop working and just stand there, why cant the plant a new grain field? Also why do they make the grain field with hammer and nails??? We do intend to implement a better farm system eventually. They construct the fields the way they do because we don't have any sowing animations, and it's unlikely that we will have any created any time soon. Not because we would mind having them sow, just because it's hard to find people who are good at animating, and the ones who are good at it should rather create animations for things which we don't have a suitable animation at all first. 8)Pointless animal farm. Ok so I build this building just to buy sheep?? Is that not what the market is for!? If I am building a farm for food I would like to Garrison a few workers into the farm where I can see they are raising and slaughtering the animals for food. Makes it look like your base is productive, instead of seeing a sheep standing there... The corral will give you a slow trickle of food when certain animals are tasked to it. 9)Have civilians walking around. We all seen this same style of base building, but we never see the CITY just for fun I think it would be great if you could put down roads and a few buildings like a bar, school, playground. Just to give the builder the feeling he is not just building this base to attack the enemy but building to base to keep the people alive. I am sure a lot of base builders will feel the need to protect them and give them a good purpose to build a one of a kind base!. For a city-builder/base-building game it's one thing, and maybe in some RTS games as well, but for the main 0 A.D. game it will not be included. If people want to create a mod that does this they are of course allowed to though
  14. Including some basic triggers, but not spending a lot of time on creating scenarios/campaigns is definitely one option we're thinking about. Zoot: I'm sorry I'm too lazy to check that thread/don't remember, but have you created a Trac ticket? Forum topics get forgotten so easily, so to ensure that someone will review it that's probably a safer bet I doubt someone will have time for Alpha 13 as we should just be a couple of weeks away from it, but hopefully someone might for Alpha 14, and hopefully the Git move might be during that time as well if the last couple of things are sorted out
  15. There is a TortoiseGit software which is similar to TortoiseSVN, but of course uses different words etc as Git is a bit different. For just staying updated it's very easy to learn though.
  16. Some people prefer Git We are and have been using SVN for a long time, but the Git mirror was started since some people like Git more. We do plan to move to Git, but there are a couple of issues we still need to sort out for that to work properly.
  17. More info about corrals in case you want to work on them (would certainly be a good addition to the game, so I'd encourage it, should also give you experience with a lot of different parts of the engine etc in case you want to continue working on the game in the future ): http://trac.wildfiregames.com/wiki/List%3A_Entities%3A_Player%3A_Structures#Corral And also http://trac.wildfiregames.com/wiki/List%3A_Entities%3A_Nature%3A_Fauna%3A_Herd for more info on how the animal part of it should work I would say focus on the food trickle to begin with, and when that is working well you should be able to add the cost reduction relatively easily
  18. If you play full-screen and haven't set a smaller resolution in the config file the game should automatically use your screen resolution.
  19. After some good discussion in IRC it was decided that we need to define our target audience before we can make a good decision about what exactly to include in part 1/version 1.0. We agreed fairly quickly on the basic: people who most likely have played AoE or a similar game, with a decent level of experience with RTS games, a basic history interest. And quite possibly also an OS/Free Software interest. To explain, it's unlikely we can make the game balanced etc to appeal to the most hardcore players, and at least initially it's unlikely that more casual players will find out about 0 A.D. so it's better to aim at the middle ones for now Where we got a bit stuck for the first discussion is where on the single player<-->multi player continuum we want to aim for part one Again we should probably aim somewhere in the middle, but the question is exactly where. Implementing a full single-player experience for part 1 is unlikely, since that would require us to spend so much time that we could probably just as well include everything else that has been cut for now over the years and keep turning out Alpha releases for a decade or so (And even if we wouldn't go that far it would still take enough time so that it wouldn't give us any of the benefits of getting to a 1.0 any time soon.) However, we certainly can't limit 0 A.D. to being multiplayer only or we'll risk turning away people who will not want to play multi player. We should be able to have a decent AI for release, and if it's not perfect maybe someone can come along and improve on it, so that far should be fine. However, the question is if that will be enough single player for most people, and also (since that is unlikely) what/how we the easiest can create a fun single-player campaign experience? That should summarize where we are so far, but if you want to read the discussion it can be found here: http://irclogs.wildfiregames.com/2013-02-10-QuakeNet-%230ad-dev.log (from about 21:41).
  20. Right about there: (I did turn up the hdr settings to make them more noticeable, and as you can see it's more of a fun effect than anything useful. Which is just as well as iirc fireworks weren't invented in 0 A.D.'s time frame (note: I don't remember exactly when they were invented, so I could be wrong))
  21. It's hard to give good advice in response to such a wide question. However, it's definitely a good idea to check out http://trac.wildfiregames.com/wiki/GettingStartedProgrammers (and the other resources listed under http://trac.wildfiregames.com/#Forprogrammers: etc on the Trac wiki) even if you're not going to program for 0 A.D. Also, checking out 0 A.D. and compiling the code and taking a look at the game both in the playing the game sense and in the reading the code sense is to recommend. + log in to the IRC channel (#0ad-dev at irc.quakenet.org http://webchat.quakenet.org/?channels=0ad-dev )
  22. Or we could just add a small I or II or III to the corner of the icons or something?
  23. You can just set the AI to Unassigned You will not get any resistance, but if you just want to play around with resource gathering and training units/constructing buildings it could still be fun
  24. Have you checked to make sure you are using the latest drivers for your graphics card?
  25. I would call chess turn-based rather than real-time
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