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feneur

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Everything posted by feneur

  1. Imho we should do things the above way (one CC always buildable, town phase technology unlocks unlimited), but if nothing else we need a building limit technology to do this, so someone needs to implement that. I talked about it in IRC with quantumstate and Mythos_Ruler once, but they didn't seem to care too much either way either of them. It would be nice to have someone else give their opinion
  2. Sure, try recording a couple of sentences. Just remember that you need a pretty good microphone for the quality of the files to be good enough to be possible to be used in the game (another reason to just record a few to test at first, and then we can see if they are good enough to be used in the game ).
  3. What's the source for wooden/other textures? It's important that we are allowed to use them and distribute them under CC-BY-SA.
  4. Ok, I thought you were just using Facebook as an example since I can't recall anyone mentioning just using one social media provider Either way, that's not going to happen, if we do something like this we're definitely going to make it possible to use whichever you want (unless it's too obscure, then it depends on how easy it is to add of course ).
  5. (Actually one can make money with it, as long as it's also available for free and to be reused by others =) ) As for how much you can do with it: It depends on how much time and effort you are willing to put into it A lot of things can be accomplished just with XML files, and if you are willing to learn/know JavaScript you can do a lot more (and if you know/learn C++ you can do just about anything if you have enough time ).
  6. A suggestion for exactly how to do something is one thing, wanting to change the entire way something is done this late in development is another. It's simply not an option in more or less all cases. But, and this is the main reason someone might mention that "you can do it yourself": unlike most games where you're forced to have things the way the developers decided in this case it is actually possible to change things to be the way you like them
  7. My argument was not specifically against you, but rather against the money point, so perhaps I shouldn't have quoted you. If we include something I think we should include something generic, not "just Facebook" or "just Twitter" etc, but some generic solution that allows you to interact with more than one social network. I don't know how much is possible to do with the different APIs though, and perhaps the best solution is to have an optional online 0 A.D. profile on servers of our control from which you can e.g. post the results of your latest game or whatever you want. That should be a lot easier to implement and would lower the risk that people would be annoyed at seeing "social media in the game". Also, I don't know about the different licences for the different APIs, but it could be problematic to include anything using them in an open source game, so it would be a way to avoid any possible such issues as well.
  8. If that's the argument, well, then we shouldn't work on the game because it's something that someone might want to write about on a news site or in a news paper or something, and then they might get some money from advertising. And we certainly shouldn't be working on a game (especially not over the internet as that increases the value of the service ISPs offer) because that might make someone buy a new computer and then a hardware manufacturer might benefit from it. I really don't see how whether or not FB might make some minuscule amount of money from a few advertisements should influence our decisions in any way. Especially since we would get something in return in the form of the advertisement the game would get.(I'm not saying there can't be other reasons why to think about if/how/why, just that I fail to see how money should affect our decisions in any kind of way.)
  9. Note that this is only relevant in Atlas: Alt-click (or drag to select multiple parts, not relevant in this case I guess, but I just want to take the opportunity to spread knowledge ) to select and thereby also display the selection, though it's not the exact same as for the full building in-game so I can't say whether it would be accurate or not, still, could be worth a try If you turn on the "Simulation test" in Atlas but still have the select and move tool selected you should be able to test it, but again, it's not doing the exact same thing so if it is the selection display I'm not sure how relevant it will be.
  10. I'd say you're pretty effective with it So yeah, I don't think there's any reason to complicate things with "call to arms" etc as that would only make raiding even more effective =) The current way is fine imho (I might not personally be too fond of the fact that you can raid at all, but that's another thing =) ), since you can raid, but your units can defend themselves. If they had to go to a special building to get their arms, then you would be more or less forced to raid in the early game as anything else would leave you at a great disadvantage.
  11. Have you tried with the other parts of the gardens?
  12. Call it haze/blowing sand/etc if you like, but I still think it can be realistic (just did a google image search and in a very unscientific estimation I'd say there are about as many desert images with fog as say forests or mountains, not a big point either way, just that it can happen), so it's probably better to have some distance fog on all maps as a unifying element if nothing else
  13. Two things: One, the Imperial Campaign is not cut. It's something we can not guarantee that we will be able to include in part one, but we would very much like to have some kind of campaign and a story-based is most likely too time-consuming. Still, it depends on people creating it as with everything else. Two, part one is just the beginning As long as there are people who are willing to work on the game there will be a future for it (Especially since it's open source, so even if all current contributors would disappear it could still be worked on by someone else. And no, I'm not saying we will disappear. Just that even that would not have to mean the end of the game.) And while we have to decide later exactly how we will structure things after part one (will we do multiple smaller releases or work as we have now and go through a lot of Alphas/Betas and only then release a bigger new release), story-based campaigns/triggers/etc will most definitely be one of the top priorities then
  14. It certainly can at least The above are just different ways to divide and select the units, the technologies themselves can still work the same way
  15. We might end up doing something like that, hopefully we will not have to do it for the pathfinding though as Philip seems to be getting more and more able to finish his work on it
  16. We'll have to see when we get closer to having the game completed before making any firm decision, but in general I think it's a good thing to give different units different roles. In other words, I don't think it's necessarily bad to have ranged units be better at hunting.
  17. Yeah, the main issue is not to get money, we already have that The main issue is how to best spend it. At the moment none of the programmers are able to work full time on the game, which makes the decision of what to do harder.
  18. Just to clarify: We do indeed hope to be able to include animated siege crews, but since it takes a lot of time and not that many people are skilled animators it's not something we can promise. That said, if you know someone who's skilled at 3D animation please direct them our way
  19. Could you please post a screenshot without the effects? (I.e. do two shots from the same camera angle etc just one with and one without the effects.) That would make it easier to see the effects
  20. So they're more like monks/ascetics then?
  21. It's an improvement of the current situation and adds new features, so I say go ahead
  22. I still think we'll have to go with a tabbed layout eventually, but for now that looks really good. And seeing the player count setting there it makes a lot of sense
  23. Hmm, what version of the game are you using?
  24. I'm not sure which is the best solution, but the easiest is probably to have the CC buildable from the start, but have a limit of one CC until you reach the town phase That way you will be able to rebuild the CC if it is destroyed before you reach the town phase as well. This does of course include the small "cheat" that you would be able to move your CC to a more favorable position by destroying the default and then rebuilding somewhere else. It could be prevented by for example making it impossible to delete, but I think there's little reason to make it impossible as the cost of building a CC is so high. Better to have that possibility which could open up new strategies on particularly hard maps etc
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