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Everything posted by feneur
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I just said that we will try, there's no guarantee that Steam would accept us And I would assume that the same goes for Steam Workshop, even if the game would be accepted it doesn't mean that they would want to set up a workshop for it.
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0ad on steam (don't take it off wildfire though)
feneur replied to 60and80's topic in General Discussion
Steam is geared more towards end users than people who are ready to test in-development software, so we want 0 A.D. to be in a better state before we try to get it on there. We will definitely look into it once we reach Beta though -
Mapmaking issues (and some suggestions)
feneur replied to 60and80's topic in Scenario Design/Map making
Ah, I have been thinking whether there really is a need for cliffs when you can create steep terrain directly in the map, but you present an argument for why they still have a place I really don't think they should be anywhere near a priority for part 1 though, but I guess they can be nice in some cases -
Please see http://trac.wildfiregames.com/wiki/Manual_Settings for how to enable GLSL
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Please read all posts to a topic before replying. In the posts after the one you reply to it is mentioned that the issue is fixed in SVN, and that he uses Alpha 12 is clear from the post that you quote.
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I am in favor of linking health and completion percentage. For reasons which have been mentioned + realism (it's one thing to wait until a building is finished before you start using it, but once you've started using it you don't stop just because a window is broken or a tile on the roof has fallen off).
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Welcome to the forums And thanks for the nice words That the game is slow in certain situations is very normal, see http://www.wildfiregames.com/forum/index.php?showtopic=15796 for more information on this and other known issues
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Just realized one thing I didn't in the preview you posted in the staff forums: in this particular case (and some before as well for that matter) Omri actually isn't a one-man orchestra all the way through as the percussion was done by another contributor. I don't know if/how that contributor wants to be credited though, so I'll leave that for Omri to be more specific about
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Ah, the tutorial maps were added in Alpha 12 iirc. If you're not afraid to add PPAs you can try the steps under "0 A.D. Provided packages" here: http://trac.wildfiregames.com/wiki/LatestReleaseLinux#Ubuntu to get Alpha 12 (or if you really want to stay on top of the new things try the development snapshot PPA - might be a bit less stable at times etc, but most of the time it should be just as nice to play with as a stable release).
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There's no danger in discussing other approaches, just in doing it in this thread as that would make it lose focus quickly And yeah, Git is probably also a pre-requisite to going 1.0 regardless of when and how we do that. We will need to maintain 1.0 with bug fixes etc while being able to work on new things, so being able to easily work with different versions at the same time would be needed
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Ok, but it should definitely be possible within a year then And I most definitely encourage every programmer who is able to at least with reasonable certainty commit to working on something to post here, regardless of whether you think this is a good idea or not, and regardless of whether or not we will go forward with this approach. Knowing roughly what will be possible to accomplish within the next year or so is good anyway
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First let me stress that this is just a preliminary discussion about one way forward, so don't think this is necessarily the only way forward. Also, please only comment if you are certain you can add something to the discussion, in this particular thread we're more or less only going to allow comments which say "I'm willing to commit to work on feature X and estimate I'd be ready to finish it by this date". If you want to discuss which approach is best or other related topics, but which are not part of the actual planning please start a new thread. To be able to make a good decision about whether we should try and aim for part 1 within the foreseeable future or if we should wait a bit longer before deciding exactly what will go in the final version we would like to see where we would stand if we would only include features/improvements which we either already have or can have people commit to doing within a specified amount of time. This does not mean that these features would necessarily be the only features included, but that we would have to be ok with only these features being in the final game to go forward with this approach. So, programmers (both in team and others who are prepared to commit to doing some work throughout the year), please post here what you estimate you are able to work on during the upcoming year or so. And please be reasonably conservative so we don't make a decision which then will have to be heavily revised just because you can't live up to what you've said you should be able to do (it's one thing if you can't say if you will be able to finish programming a certain feature in June or August, but a completely different one if you promise to do a certain amount of features until December but will not be able to complete half before March next year, so don't be afraid if you can't make a perfect estimate). (This is mainly aimed at programmers as it's a lot easier/quicker to e.g. decide to cut an animal or two from the final game if we don't have animations for them - and it's a lot quicker to do the tasks as well, so it's not time to make a final decision on the rest of the game's content yet regardless of which approach we choose And also, this is just one of the possible ways forward as I said before, if we find that we cannot get to a good enough 1.0 this way/reach Beta within a year we'll continue as now and make a final decision later.)
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Audio Design 5 - Voice List
feneur replied to Acumen's topic in Game Development & Technical Discussion
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 ) -
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.
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Now that looks just great. One of our buildings so far that feel the most "lived in"/like someone would actually use
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See http://trac.wildfiregames.com/wiki/Civ%3A_Romans_Republican for the plan for the units (etc for that matter ).
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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.
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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
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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
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Chinese and mauryan in next Alpha
feneur replied to Iskandar's topic in Game Development & Technical Discussion
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 -
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.
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Chinese and mauryan in next Alpha
feneur replied to Iskandar's topic in Game Development & Technical Discussion
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 -
Foundations under attack (discussion)
feneur replied to Yves's topic in Game Development & Technical Discussion
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 ). -
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
