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Everything posted by feneur
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Alpha XII Name Suggestions
feneur replied to Thorfinn the Shallow Minded's topic in General Discussion
Nice suggestions, but they don't begin with the letter 'L'. And that is a requirement as we name the Alphas alphabetically -
Most definitely not. However, it's important to give people a chance to experience 0 A.D. as good as it can be and not just as it was at some specific point in time before it is finished (+ it's sad if the 0 A.D. brand is connected to unprofessional behavior/unfinished software)
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We do intend to include some kind of diplomacy, it will have to be seen how complicated it will be for the first release though. It might be as simple as in AoK where you could set Ally, Neutral, and Enemy and tribute resources, but hopefully it will be a bit more complex than that Hopefully we will only have to include multipliers and similar things on the hardest difficulty. We will have to see what the AI programmer's can come up with though
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New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
Yeah, Ben committed it. -
Trading is very much like Age of Kings, let me first note that trading and bartering are the two different concepts in this game: Bartering is what you do in your market when you exchange one resource for another (i.e. wood for food, or metal for food, or stone for metal, or food for metal, or food for stone, etc etc), and trading is when you send a unit between two markets/docks and it generates a profit of one of the four different resources that gets transferred to you at the end of the travel. The amount increases with the distance traveled, and if you trade with another player (though you can trade with a market you own yourself as well).
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First, thanks for your thoughts and your nice words Second, here are some attempts at responding to your three things: You can already play custom maps in Multiplayer. However, you do need to manually distribute them to your friends. We do hope to make it either directly automatic (the host selects a map, the game checks to make sure everyone has it, otherwise downloads it for all players who don't have it) or at least create a central hub for where you can download them. Exactly what/how we do it depends on security issues though, we don't want to end up with a scenario where people could use our game to install viruses on people's computers or anything. We do hope to have a good AI for sure, and if not someone else will hopefully create one I remember there being a ton of user-created AIs for AoK at least, and they were a lot harder than the ones that shipped with the game, so hopefully there will be one to fit everyone's need At least personally I'm very much against re-growing trees, and I doubt we will have regenerating resources in the official game (though there are more people than you who are interested in it, so if nothing else there might end up being a mod doing that or it might even be included as a non-default option. Either way there should be no need to as you can trade, and more specifically, you can chose to get either of the four resources from your trading, so if you need more wood, just set your traders to wood, etc
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Yes, that's not yet implemented.
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Could work as well, I just think it might be a bit more obvious what's going on if the icon is always there when you press the Ctrl key or have pressed the GUI button. Not sure how much of an actual issue it would be though as it's very likely that someone would pass the mouse over a garrisonable building pretty quickly after having pressed that button. I don't think it would be over the top as it's just a small icon, so to me it would be worth that extra added guidance for new players
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Hmm, this got me thinking, maybe we could make it even clearer by adding a red icon that's displayed when hovering over anything that can't be garrisoned?
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No, you say it shouldn't be shown at all
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Or rather grey it out It's still garrisonable, you just can't garrison units in it at that moment since it's full
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If we have enough time/skilled contributors we do intend to include operators. It is a very low priority though, as fewer people are skilled animators than modelers, so the people we have with those skills have to prioritize quite a lot and then things like making sure animals are animated at all is more important. Also, this is a game, not a simulation So some things will necessarily be simplified like that, as a related example, it is extremely unlikely that we will make any possible operators separate from the siege engine (which would mean that you would actively have to assign people to them, that they could be captured etc), such things make a lot of sense in e.g. a game like the Total War series where not only is the war part separate from the economy part, it is also much more focused. After all, there you're essentially just managing 20 units (if it even is that many, I haven't played one of them for a long time), while in 0 A.D. you can control up to 300 different units at the same time. (Thankfully you don't have to control every unit individually all the time thanks to units being busy and groups/formations, but still, my point is that the scope of what you can do means that we have to be sure that the things which you do really matters.)
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So now for something completely different (scenario)
feneur replied to eduh's topic in Scenario Design/Map making
Yeah, I would say, don't rush it. Better to get it really good and we could include it in Alpha 12 It is looking really nice so far, but if it's rushed it's probably not going to be good enough to be included in Alpha 11 -
Just at a quick glance, and from a non-programmer, it seems like they come from the new changes to the post-game statistics. So yeah, we might need to add a warning somewhere that savegames can't be expected to work between game versions (or even between revisions, though in most cases they probably will, it's just not something we can guarantee ).
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Most things will be possible, just not necessarily easy =) That said, we most definitely want to do more story-based campaigns eventually, it's just that they take a lot of time (my own very guesstimating estimate is that having them in part one would add at least two-three years to the development time) so it's better to wait until after part one has been released before adding that (Especially since a full release will get more attention, and hopefully more developers, which would mean that new features could be added more quickly later. But even in general it has got its benefits to actually prove - to yourself not the least - that you can create a full game, and that boost in confidence alone might help. Plus it's good to have a point where you can put everything "on the drawing board" again and evaluate both existing and postponed features and see how they would work together and what would be the best way forward Especially since there are a lot of features that would go well with story-based campaigns, like morale, and logistics, and maybe even things like weather/seasons. I've personally never been a fan of the latter, but that might just have been the way it was implemented in EE =) In either case, I think it's a good thing for many reasons to postpone story-based campaigns, as it means we can do them as good as we possibly can without feeling they're something we have to cram in just to get a complete feature set )
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You should most definitely be allowed to post links to images (though it has to be a link to an actual image rather than the dynamic kind of links you get with e.g. the attachments). I've changed some settings which I know have been causing some kind of similar trouble in the past, so please try again, and if it doesn't work please let us know step by step what it is that you are trying to do that doesn't work
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So now for something completely different (scenario)
feneur replied to eduh's topic in Scenario Design/Map making
And to add to that you can also just select the building and press the relevant number key to change the owner quickly (1-8 changes it to that player number, and 0 to Gaia ) -
So now for something completely different (scenario)
feneur replied to eduh's topic in Scenario Design/Map making
Read the Atlas Manual: http://trac.wildfiregames.com/wiki/Atlas_Manual But in short, just select them with the Move/Rotate tool (the fourways arrows) and press delete. If they're actors press Alt when selecting them as the selection by default is limited to entities (the simple explanation of the difference is that actors are objects which can't be interacted with. For example, a tree could be placed both as an entity and an actor, if it's an entity it can be gathered from and will disappear once there is no more wood left in it, if it's an actor it cannot be gathered from). -
Unmet requirements tooltip
feneur replied to zoot's topic in Game Development & Technical Discussion
Well, not exactly. He meant (or at least I think he meant ) that it may be understood as there being a total limit for how many Village phase structures you can build at all as opposed to how many you are required to build before you can advance to the next phase -
New Sound Manager svn patch
feneur replied to stwf's topic in Game Development & Technical Discussion
It seems like it is attached fine, did you do manage to attach it after writing the above? Either way, thanks for your work fixing these issues -
Unmet requirements tooltip
feneur replied to zoot's topic in Game Development & Technical Discussion
Hmm, the only downside to doing things that way is that it won't teach players the total required number of buildings. Not sure how big an issue that is in reality though as most maps doesn't start out with any other buildings than the starting civ centre. -
The game is not going to change just because the campaign is done in one way or another I mean you wouldn't call Age of Kings a role-playing/adventure/action game just because it had some storytelling/parts where you mostly control one unit in it
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Yeah, but that I leave to you proper web master dudes
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Nothing too drastic this time, only a few measures against spammers. First we've replaced the generic questions people have to answer to be able to complete the registration (they were as simple as "What is 1 + 2?", something that's used on many sites and thus is easy for spammers to get around) with more 0 A.D. specific ones. Second, from now on newly registered users will not be able to include URLs in their signatures. This is only a limitation for new users, and as before, once you've posted five posts you're moved up to another user group that is allowed to: include URLs in their signature, use the PM system, and all the other things all users can It's sad that we have to do things like this, but as long as there are spammers out there we need to have ways to combat them. We hope you understand why we're doing these things, and also that you find these restrictions reasonable. (We're also grateful for everyone who keeps sending in reports when they see a suspicious spam post, that helps make sure that the spammers who do get through our filters will not be able to have their spam seen for a long time, so thanks )
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He borrowed it Michael (Mythos_Ruler on the forums) who created it used part in-game images and part other images to create that image in Photoshop. As was mentioned before there is an in-game mockup you can try which has the barebones of it though. And just to be clear, as with everything else it's important to remember that the game is a work in progress and that no current images/information is guaranteed to be relevant when it comes to the final game. That said, we do hope to include some kind of single player campaign, and something along these lines is currently the best option we can see to get something done within reasonable time. There is no guarantee that 0 A.D. will come with a single-player campaign though, so the best way to make sure it happens is to either have/get the skills yourself and help out, or try and get someone else to join to help out