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feneur

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Everything posted by feneur

  1. Ok, done (Btw, is there a reason you don't have "Enjoy the choice " as part of your signature rather than adding it manually to each post? )
  2. In 0 A.D. there are two aspects to the units strength: individual stats and overall bonuses. The individual units strengths may vary from civ to civ, but the unit bonuses (shown when you hover your mouse over their icons when you create them for example) are the same between all civs. So a unit of one kind is always better against a unit of another kind, but the same kind of unit from another civ might be slightly more or less effective against it.
  3. As has been said elsewhere in the forums ( http://www.wildfiregames.com/forum/index.php?showtopic=16389 ) it's mostly a temporary effect until we have proper corral behaviour implemented. Also, the gather rate for the sheep is greater and because of that they should be a great way to gather food quickly in the beginning of the game (Especially since you then should have time to create new sheep etc, later in the game when you have more units to keep track of etc it's definitely easier to rely on farms/trade for your resource gathering )
  4. That's more or less just for fun So not much significance at all, just a way to tell if your opponents have done any hunting(/or later used corrals) or if they've only gathered from berry bushes/trees/farms and other vegetarian food sources
  5. That's just http://trac.wildfiregames.com/wiki/XML.Actor but in forum form instead. Note that it's outdated, so http://svn.wildfiregames.com/entity-docs/ and in your case probably more specifically http://svn.wildfiregames.com/entity-docs/#component.VisualActor should be more relevant It might be a bit outdated as well, but if so it's more of "missing information" kind, the page you linked to might actually contain inaccurate information.
  6. The bonus is not implemented yet, and iirc it's only meant to be for the gathering rate. Would be fine with me if it applied to the construction rate as well though.
  7. And how will there be interest if no one is thinking it's important enough to create a ticket? And the point is not so much that there isn't any interest but rather that compared to the amount of work it would take it's not as interesting as other things.
  8. Sounds good to me. I didn't remember the sim_log, that should be more than enough for now
  9. Currently there is no progress on it as Philip who was working on it (and more specifically spent time on it while he was looking for a real world job) is busy with getting settled in at his new job. Hopefully he will have time to finish the work on it once things settle down for him, but that might be a while yet.
  10. Is there anything that prevents the scaffolding from being put outside the buildings footprint? I mean there's the risk that units will walk through it unless we give buildings-under-construction a different obstruction size than finished buildings (which probably would look better if it's not too much extra work), but as long as it doesn't make things harder to implement that sounds like the nicer thing to do.
  11. Sounds like a good idea. Maybe wait until Beta before we make them so serious that we have awards for them (even if they're only forum badges) though, there's no way we can be sure no one is cheating etc, so better just do them for fun for now I think it's a good idea to set down some basic rules about the tournament already though. I assume you mean that players will play 1vs1 against each other, but will it be the kind of tournament where only the winner of each match moves forward in the tournament, or should it be some other kind? I would suggest some other kind of tournament, but it's hard to make rules which are both fair and will not take forever to complete (i.e. have everyone play 1vs1 against everyone and then the one with the most won matches wins etc, might be feasible now though unless we get a ton of players). Also, since the game is still prone to crashes every now and then, what should happen then? Should the game be replayed? Should the one who had the best score win? Etc. (Someone could potentially try and crash the game if they are about to lose. There aren't many ways to deliberately crash the game that I'm aware of, so maybe that can't be much of an issue, but still. I do think one can pretty reliably get the game to crash if you alt-tab back and forth a couple of times in a multiplayer game. How should it be determined who won the game? Should they be recorded (hard to get everyone to do that)? Should a third player be present to observe (hard to have people be available often enough to check that)? Should a savegame be sent in (assuming that a savegame can be saved after a game is won/reasonably close to winning)? Or should we for now just hope that people are honest and will report their victories/losses appropriately?
  12. Are you saying you don't agree that the Mayans existed at the same time as the Roman Empire, or that you don't agree (that they didn't) and that they in fact did exist at the same time? If you mean the later of the two, a period (or even a comma) after "I don't agree" would help a lot as what you are saying can mean two opposite things depending on whether there is a period/comma or not. Either way, 0 A.D. part one will feature the years 500 B.C.-1 B.C. so they should if anything be in part two which will cover 1 A.D.-500 A.D.
  13. Alt+tabbing out and into the game works in general at least, there might be some Mac specific issues that makes it not work though. The switching from fullscreen to windowed while running doesn't work as dvangennip said, but it should be possible to set the game to windowed via the config file per the instructions in: http://trac.wildfiregames.com/wiki/Manual_Settings
  14. There is a command for how to do that automatically, see the readme.txt in the binaries/system folder. Just use the autostart command and add the the commands for the name of the map you want to run on + the AIs you want to use
  15. Also, there are a fair amount of companies (game and other) who have their employees sign contracts which say either that the company owns the right to what they do in their free time (that's relevant to their job of course, I doubt many software companies have interest in clay pots or miniature figurines or something), or that they cannot be a part of/work on certain kinds of projects. So, companies are not very likely to be a good opportunity.
  16. That was a fix for an issue with walls being possible to build on top of each other, so not a fix for this issue I'm afraid.
  17. First, I'm not saying you shouldn't feel free to suggest improvements, and as Pureon said, please provide suggestions. Also note that to make a balanced and fun game things needs to be simplified to a level where it makes sense (we can't give some civs seven siege weapon types and some one for example). Second, just as a general comment it's quite interesting to see how different reactions things can get: it wasn't long ago that someone thought our units looked too different from other units of the same kind, and now you think we need more variety (I'm not saying it's 100% comparable as that was the infantry units and this is the siege units, my point is just that no matter what we do we can never please everyone ).
  18. If one is on Ubuntu one can try the development snapshot PPA: https://launchpad.net/~wfg/+archive/0ad.dev It's not updated every day, but far more often than the alpha release PPA
  19. You are aware that that would add ten times as much work for each and every building, right?
  20. Cool, and yeah, it would be really interesting if such cutting edge research would find its way into 0 A.D.
  21. Oh, wow That's pretty serious Then it's no surprise you seem to have found a way that works for you Personally I'm mostly writing as I go along (though I do have a pretty good idea about where things will end up, just not how I will get there =) ), perhaps things would go smoother if I did at least some basic outlining =) That's amazing how things can develop into something that you didn't expect it to I'm thinking along those lines myself. Mostly because I want the experience of actually laying out an entire book etc. (But at least to a tiny degree because I would prefer to have at least parts done of the story that comes after the one I'm getting close to being finished with before I try to find a publisher. We'll see what happens, I have/will have a few people reading through it, and it depends on what they say a lot after all, if no one else enjoys reading it then there's no point in trying to make them ) Hopefully the story itself is interesting, but the process of its conception etc is pretty interesting as well if I may say so myself The first embryos of the main story (for which the story I'm writing now is a prequel, but more on that in a moment) came to me when I was walking in a forest close to where I lived when I was younger, and then through a couple of years of different tries (some of which ended up not having much to do with what I have now, and certainly not being finished, but all have left some traces ) I ended up with the beginnings of a couple of chapters from different parts of the story (got ideas which I then thought "this will fit into the story about here"), but not much in terms of actual words written. Most chapters were just a page or a few. Since I realized it would take a lot to finish that part of the overall story (already the chapters I had written parts of hinted at a comparatively long story, perhaps complex, but at least long =) ), and that it would probably be helpful to have fully written something before truly putting time into something that big, I decided to write a story about one of the characters in the big story. And now about eight or so years later here I am, with about 74-75 000 words (my intention was always to try and write a shorter story, so about 75 000 words is pretty ok for a shorter story =) ). During these years I've had ideas for a final book/story that will tie the two together (and I have actually written what I aim for the end to be like =) ), so I like to think about it in this way: first comes a story that can be read on its own (in one book), then comes another story that can be read on its own (I will have to see how long it actually ends up being, but I've always seen it as a trilogy =) ), and then comes a final story (I see it as one book) that ties the two together, and where one is certainly encouraged to have read the two different parts before reading it We will have to see what comes of it, but I at least have ideas =) I just need to actually spend the time required to get them onto paper (or into the computer, but I mostly start on paper). In fact I've probably written more regularly the last two years than during the entire period before, during the summers I've worked in a city that lies just above an hours bus trip away from home (depends on how long the waiting time is between buses) and on the bus and during the lunch break at work has been great opportunities to write. Last year I still had some chapters I wrote as first drafts (I thought the story lacked a bit in the middle so I added a bunch of chapters, altogether the story went from about 40 000 words earlier and to the ca 74 000 I have now ), and this year I have been editing The good thing about writing on the bus is that it's a good mix between not being able to do much else, and having some distraction so as to not keep you too bored I know it's probably not something for everyone, but for me it's been great Not sure all that is interesting to anyone but me, but anyway, I'm not going to delete it once I've written all this =)
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