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feneur

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Everything posted by feneur

  1. Hmm, not sure why this topic is in the Mods forum? (I'm assuming the first poster might have suggested the civs for the "For Honour and Glory" mod, but since that the discussion seems to have been about the main game.)
  2. I do seem to recall giving all team user groups the ability to use tags and to use them in titles yesterday (I don't think everyone had that ability previously, but perhaps it was just a case of confusing forum permissions, now everyone should be able to do it in any case )
  3. I think this probably should be called unit/building reference or something rather than a manual. It would still be nice to have it available both offline/online and be generated from the same source of course though, so I'm not disagreeing with you Just saying there is place for something humanly created as well
  4. First one we definitely need to try and do something about. Second, not sure how much we can do about that unfortunately
  5. Hmm, I'm thinking it would be enough to only have the status bar for the garrisonable siege engines/ships/buildings show up when you e.g. press the Ctrl key to garrison (or for that matter press the GUI button). You don't need to know it otherwise (at least generally speaking, and in either case it's an easy thing to press the Ctrl button to check whether your buildings etc are filled up), and that way it will not crowd up the GUI the rest of the time.
  6. I might be wrong, but I understood the poster to mean "please wait until you have enough good new features before releasing a new alpha rather than release one too soon with few new things"
  7. Mauryans are not yet officially added to the game As soon as they are (or preferably just before ) they will be included in the list
  8. Thank you for your application Pureon who's currently in charge of sound will contact you soon, he's busy until the end of the week though, so please be patient until he's got time to reply
  9. The developer got too busy to keep working on it. That's unfortunately the sad reality of a volunteer project
  10. How many players on the map? What size of the map? Those are probably the most important "settings" to get the game to run decently for now.
  11. The expanding of the categories haven't always worked for me either (i.e. I clicked on the RTS category in unreleased games, then clicked RTS in released and it didn't expand properly), so that might explain them being hard to miss as well.
  12. There are two more games in the RTS category: Gnomoria and Towns. Seeing as the latter was featured in the genre awards it's probably got a reasonable amount of votes. Still, we're three games sharing about 2000 votes, and in all the other genres it's more like 5-10 games at least in each genre, so unless an individual game has gotten a huge percentage of the votes we still have a decent chance at a good result. Also, the players choice award winners will not be revealed until the 24th/25th according to the schedule they sent us before the IOTY started
  13. Not sure a casual guy would have more than one partition, but either way that's not the main thing, if we can have the installation application throw a clearer error message that would be great (Not sure how much we can do about this specifically as we're using some other software to create the setup application, but one of the programmers should know better what we can/can't do.)
  14. Always nice to see a fellow Swede around the forums Welcome!
  15. If you know you want to install the game in a non-default directory you should know what the permissions are for said directory, so I don't really see the issue in this case. As long as you install the game using the default options it should install without any issues, anything custom and you should be prepared to take responsibility for what you're doing.
  16. Please see http://trac.wildfiregames.com/wiki/Manual_Terminology#CitizenSoldiers
  17. What do you want to change in terms of camera behaviour? If it's just changing the angle and similar things it can be done in the config files. The player behaviour should be mostly possible to do in JavaScript, it's hard to tell for sure unless you tell us a bit more about what exactly it is that you want to do though
  18. Could you please give us more information? What map does this happen on? If it was a random map, did you set the max population limit in the pre-game setup? Doesn't it increase at all (i.e. in the beginning of the game)? Or does it happen after you have played for a while? What was the starting population limit? What is the population limit listed when it doesn't increase? Also, which version of the game are you using?
  19. Just as an FYI few, if any, of those resources are useful for 0 A.D. development due to their content or licensing. It looks like a good resource for other purposes though
  20. Agree with Jonathan, best of luck, and yeah, ask questions, and if you have time feel free to add the information you gain to the wiki to improve it. It's easier for someone who isn't a long-time contributor to see good ways to describe things for new people wanting to contribute/make content
  21. Will you post about it on G+ as well or do you want me to?
  22. The trouble with things like bitcoin is what can we buy for it? I'm sure it would be relatively easy to set up some way for us to receive bitcoin, but if we can't use it there's not much value in having that option.
  23. Another thing to remember is that with our citizen soldiers we have units who can fight and can be trained from the Civic Centre, so you can always use that for a forward base (still needs to be at a set distance from your enemy's Civic Centre, but still, you can place it away from your own territory ).
  24. Cool And as the rest say, the game has come a long way since then
  25. Well, the only difference in triggers or not is that triggers wouldn't be included in the first "complete" version of the game, so it's not really a big difference in either direction.The main reason why I think we should wait with including triggers is a technical one though. FeXoR has been talking about how nice it would be to do all kinds of things with triggers (search through his posts for a more indepth explanation of what he wants), and while I don't know all the technical details to be able to fully evaluate that idea I'm sure it would both be very valuable and require a lot of code to be rewritten/edited. And while some changes might be important enough to warrant a code rewrite even at this stage of development (the sound code rewrite for example was important as the old code didn't work at all on Macs), I don't think now is a good time to do something that could potentially require rewriting most of the game code. Of course we could implement some quick and basic triggers in much shorter time, but then we'd probably have to redo that when we do a more indepth trigger implementation later, so to me it's better to wait and have it properly implemented when it's first implemented. I might be wrong, but I believe that will mean that we will have a better trigger system sooner than if we'd have a more basic system now and then implement something more indepth later. I guess one of the less important reasons, but still a big influence, is that if we implement triggers we'll want to implement story-based scenarios/campaigns as well, and I think that would add several years overall to the development (in addition to the time it would take to implement the gameplay features, which could mean something like 5-7 years or something in total before we get a full version). And all in all I think having a full version out/working towards a full version is both a big accomplishment (partly nice as a personal accomplishment - to have been part of a finished game rather than a perpetual WIP, and partly nice as a testament to the strength of the community and open source development), and an important step forward (there's less incentive to work on performance if we know we're going to add a lot of new features, having a more clearly defined goal makes it easier to see progress - which in turn can help encourage progress as people are motivated when they see progress, and having a full version out is likely to give the game more credibility - which in turn might have positive effects such as Linux distributions adding 0 A.D. in their main repository, other distribution channels opening up which would mean more publicity for the game, and hopefully attracting skilled contributors who can help improving the game, so I think that might be argument enough to not include something as major as triggers in the first version. A long post, but the main point is: The first "full version" is just the beginning of what 0 A.D. can become (A minor additional argument to leave triggers/story-based scenarios/campaigns to the future is that they can work well with other features which are very much up for consideration to be included then. Like morale for units, supply/attrition, etc etc.)
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