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Everything posted by feneur
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Are you sure? There are unit spawning cheats, and iirc from the tutorial you made the AI can send chat messages, at least in theory that would mean that they could send a unit spawning cheat (not sure it would be all that easy to do even if that part works as a building needs to be selected ).
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Just to make you aware of http://www.wildfiregames.com/forum/index.php?showtopic=17097 the first issue mentioned. Judging by the first reporters later tests it seems as if it might be something GUI related, so maybe it would be easier for Spahbod to fix it, but that's not to say that no one else can look into it of course
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===[COMMITTED]=== Mauryan Defense Tower, City Walls, Wall Gate
feneur replied to Mythos_Ruler's topic in Completed Art Tasks
We could always have it cost a lot of stone. Alternatively upgrade one piece at a time, but immediately, which would still be a benefit as you could build up a good amount of wood walls, and then later once you have more stone you could upgrade the walls to get stronger ones =) (Not sure it's worth complicating things that much though ) -
I can reproduce the first bug reported. It seems as if the human player is always placed in the Player 1 slot in some sense, and regardless of which other slot I put as "You" that player doesn't seem to get either the human player or an AI to control it.
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I would say the best way forward is probably to allow users to set preferred colors. Us trying to pick colors which would work well for everyone is practically impossible + it would make it unnecessarily hard for people who don't have color-blindness to tell different units apart if we aren't able to use e.g. red/green etc. That said, if we can find good shades/hues that works ok for color-blind people as well that's of course nice (and as far as we can we should definitely not rely on only color to tell players something but only use it to enhance the experience for those who can distinguish between e.g. red/green etc
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===[COMMITTED]=== Mauryan War Elephant (and hero elephant)
feneur replied to Mythos_Ruler's topic in Completed Art Tasks
Either enter [spoiler][/spoiler] manually, or click the (ironically invisible, we should try and do something about that after the next forum update) button next to the quote button. -
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
