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Everything posted by feneur
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I think our buildings generally look to random as it is. I.e. it is not always immediately clear from the silhouette/general layout that a building belongs to a specific category. As long as it's reasonably clear from e.g. props and how it looks compared to that civs other buildings I think it's fine though as it makes the civs different from each other (though at least some common elements between civs are of course making it easier for players to know which building is which and thus imho a good thing), but I really don't think having variations is a good thing. It depends on what you mean by variations though. It's one thing if you e.g. have different props (though of the same category) and perhaps say a chimney in one place in one and in another in another variation. It's a completely different thing if the entire layout of the building is different though for example.In either case, as long as we don't have one variation for each building for each civilization I don't think we should add more variations to one building (and again, props is one thing, and houses is also another thing since you don't need to interact with them very often + you have such a large number of them (+they're usually unique enough compared to other buildings that it's easy to tell them apart anyway)).
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Is that with or without the new graphical effects enabled? Is it on all maps? Even with a small number of AIs? Even on a small map?
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feature request: total points in summary page
feneur replied to raymond's topic in Game Development & Technical Discussion
So, for starters, does anyone know exactly how the AoE series calculated its points? I think it was something like 1 point per 1 of each resource you had, and then the cost of a unit/building was removed from the total, but you got the double back when it was trained/built. Then when you killed/destroyed an enemy unit/building you got some percentage (50%?) of its cost as points(which was permanent unlike the points for resources/units/buildings). And I think you lost all the points a certain unit/building had contributed to when it was killed/destroyed. Do we want something like that or something different? Also, for in-game display, where do we want it? I would say the bottom right, top right could also be an alternative, but I think it's best to let the tech queue stay there -
feature request: total points in summary page
feneur replied to raymond's topic in Game Development & Technical Discussion
I can do it later since we might want to discuss how to calculate the points first. I'll move this topic to the technical discussions forum... -
feature request: total points in summary page
feneur replied to raymond's topic in Game Development & Technical Discussion
It should definitely be possible to add the total points (though we need to define exactly how to calculate them), and to make it possible to view the current stats in-game as in the Age of Empires games etc. We should probably add a small crown or wreath or something next to the winning players to make them stand out, even if/when total points are added as in for example team games a player might have less points than most other players, but still be on the winning team. -
Hmm, maybe we could have "a generic other player unit selection sound" and "a generic other player building selection sound"? Not a big deal either way, but it just seems a bit weird if it would be "clink" I guess my main point is that I would want the unit/building sound to be different from the UI sound I do agree that it's probably a good idea to have some audio confirmation that you've selected something, even if it is your enemy's, and I think it's best to reserve the building-specific sound to player-owned buildings. And I think your chart makes sense. For ambient: what about have the global as an "automatic" ambient sound and then make it possible for scenario designers/map makers to place ambient emitter object in Atlas/RMS scripts? (If it's not too much work it could of course be nice to have some more general desert/ocean/forest/corrals/etc ambient sounds, but I think the priority should be: global-->placeable-->"automatic" )
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Only using one CPU on a Quad Core
feneur replied to ubernissen's topic in Game Development & Technical Discussion
0 A.D. was first created when multi-core processors were not common, so it only uses one CPU, and unfortunately it's hard to change that at this time. -
Ok, maybe not. I was looking at the heroes in the civ profile and didn't see it there Seems like it is described as a special technology. Sorry for my confusion (I'd still say there will be no "conversion" in 0 A.D. as this is a bit different, but yeah, apparently I spoke without knowing what I was talking about )
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If so it should be very, very quiet, otherwise it will get annoying quickly. Like the gate sound is now
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There will not be conversion in 0 A.D. Previously we had something similar (you would have to pay a small price to be able to "convert" a unit) for some of the Roman heroes, but that has been cut, so no conversion at all in 0 A.D.
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If you use SVN (see http://trac.wildfire...rtoiseSVN_Guide ) you can get them as soon as they are added to the game (+Any other improvement that is done in-between releases. And of course + the risk for bugs and instability that comes with using software that's in development. It's generally not much worse than the alpha releases though )
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That would be a good start And since those features aren't very likely to change over time it's probably a good thing to do them in a video/videos of their own and then do individual videos on other more complicated features.
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It is being written though: http://trac.wildfiregames.com/wiki/0adManual And that particular thing is mentioned on the Hotkeys page There are definitely a lot of things which still needs to be added though, so anyone with some knowledge on the game is welcome to help out adding information
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Sweet Could be one way to do it. Personally I would favor techs that increase the amount of resources gained as it's clearer what's going on then. And if the cost is high enough (and if the big improvement is only available in the City Phase, there could definitely be a tech in the Town Phase that has a smaller increase as well) it still has that time effect to it.
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Just left-click-and-drag or press the [ and ] keys while placing the building to rotate it
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While this is not really having anything to do with this topic I'll just briefly mention that I disagree. To me it's better to have the limit being "natural". I.e. they don't gather as much resources in the same amount of time as e.g. farming or fishing does (which they shouldn't as the other forms of resource gathering should be faster and trade only something for the later game), but on the other hand you can build a large number of them. That in turn is limited by how much population space you have available for them (as is of course the total number of gatherers in general, but on the other hand you have citizen soldiers who can both gather and fight, something the traders can't). Also, since the traders need to cover a significant distance to get a significant amount of resources there is also a greater risk involved. But at the same time, unlike the other ways of gathering resources, trade "doesn't run out", which in my opinion is an argument not to increase the resources they gather. The exact numbers can of course be tweaked, but I don't think they are very far off in more general terms. Especially since you do gain more if you trade with an ally + there needs to be room for benefits from trade techs, so to me the number seems fine.
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[Documentation Manager] application - [Mackie.Jr]
feneur replied to Mackie.jR's topic in Applications and Contributions
Not sure what you mean here? You can already select random maps (see http://trac.wildfiregames.com/wiki/Manual_SettingUpAGame#a1.ChangeMatchType if you aren't aware of it already), so there's no reason to add that functionality. Are you suggesting you'd add a way to "select randomly from one of the available maps"? (I think Spahbod is already working on something like that, or at least have thought about it, so if that is the case please talk with him first so there is no duplicate effort. See http://www.wildfiregames.com/forum/index.php?showtopic=16242 ) It's probably wiser to implement something that actually "is connected to something", perhaps something like http://trac.wildfiregames.com/ticket/942 ? The issue with that particular one is that it requires you to work with wxWidgets, so unless you have previous knowledge of that it might not be the best thing to start with. I'll try to have the programmer's pitch in and we'll see if they have better ideas -
Ah, now that you remind me of that case it does make sense indeed Still not sure it's generally useful, but on the other hand, I'm not sure the alt+double click is generally useful either, and I've found that to have it's specific uses So better to have functionality that you'll rarely use than not to have it at all (At least as long as it doesn't complicate implementation unnecessarily, but I doubt this will )
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We won't We will try to focus on making the AIs harder/easier based on their tactics/range of actions rather than e.g. gather multipliers or something though It is hard to create a truly hard AI without it cheating in one way or another though, so at the very least the most difficult AI will most likely have some bonus to gather rates etc.
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Shift --> perfect, have been wanting that Alt - what do you mean by matching? It would be really great if you e.g. could easily select all idle units standing around a specific resource dropoff point or something, but that seems like it could be difficult to implement I wouldn't want to e.g. select all idle archers or something though as they might be on different ends of the map, but I doubt that's what you're thinking of (I don't fully understand what you mean by clobber though, a quick google search didn't do much to enlighten me, but then 1 AM might not be the best time to learn new words )
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Why do OSs have to use up single-key combinations (and especially for such ridiculous things ). Either way, using the ESC key is not a bad idea per se, but it does make it harder to enable the use of the ESC key to cancel dialogs. There is probably a way to do it though, and as always, you can customize the hotkeys (http://trac.wildfiregames.com/wiki/Manual_Settings ) for the time being.
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See http://trac.wildfiregames.com/wiki/Modding_Guide and linked pages But in short yeah, you can put your own 3D models into the game. A high res object is generally not recommended, but if it's a unique object (meaning that there will only be one or a few in the game at the same time) like a statue you can get away with more, and you can always bake the details of the higher res object into specular and normal maps which you can use on a lower res object.
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See the keys.txt file that's in the same directory as the default.cfg file There might be a need to add e.g. the é key though, but we have to wait for one of the programmers to answer that.
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Yeah, the only issue is probably whether someone will want to go through the work needed to set up keysets for all the different keyboard layouts =) As long as we can provide options for the most common ones it should be fine though as you can always tweak the end result to your liking by setting your own shortcut keys
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I didn't think you were I just thought it was a strange idea to require such commonly used keys to only be available with modifier keys That might be a good idea, though it would remove 16 keys from being possible to use for other things. It should very much be possible to add them to your own local.cfg though (see the keys.txt in the same location as the default.cfg for info on their "names"). I would guess that is because there is no way to tell if what you want is "Shift + the letter/etc that's entered normally" or the "second letter/symbol". So that part isn't very likely to be something we can do anything about. And just as a more general comment: I think the number of possible keyboard layouts is so big that we cannot take them all into account, so I think it's best to focus on one relatively major (US QWERTY) and make the default shortcuts work for that keyboard layout. Then we can possibly add a couple of default sets of keys that work for other major keyboard layouts later (and most definitely you should always be able to set your own, for now in a config file, but later we want to add an in-game options dialog where you can set all the screenshots ).
