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feneur

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Everything posted by feneur

  1. More winning conditions is definitely going to be included, and since the game uses JavaScript for AIs etc it should definitely be possible to program your own triggers/use an AI to achieve your goals for starters. Sure it's a bit harder than using pre-programmed triggers, but also a bit more flexible, and most importantly it allows us to release part one a lot earlier. A very broad guess would be that including triggers/cinematics/story-based campaigns in part 1 would delay it with at least a year, probably more like 2-3 years. It's better to reach some kind of conclusion sooner and be able to get working on part 2 asap (Also, note that I say story-based campaigns, we do intend to include an "imperial campaign", kind of like the conquer the world gameplay in Rise of Nations, or the campaign mode in the Total War series, but with some unique twists of course )
  2. The latter point is an important one. We will need separate dialogs for e.g. diplomacy, and already have it for chat, so I don't see why adding it for research would be any different. That doesn't say that's the only option, I just can't see what makes research so different from e.g. diplomacy/chat/objectives that it isn't an option.
  3. The new sound system isn't yet added to SVN, and it will not be included in any builds before it is. It should be added to SVN soon though, so unless something unexpected comes in the way it should definitely be included in the next release
  4. Hmm, I'm starting to lean towards wanting to have all technology be researched in one place, in a new tech tree dialog. I don't like to have to move it away from the the individual buildings, perhaps mainly because of nostalgic reasons, but given how complex we intend to have them (either or techs most importantly) it's probably never going to be very clear otherwise. We could still have the links to the individual buildings by requiring e.g. a farmstead to be built to be able to research farming techs etc, and display them as the "roots of the branches" in the tech tree, and grayed out until the building is constructed (perhaps with a red text over saying "Building not constructed" or something). I just don't see how we will be able to make it clear how the tech relations work without having them in a dialog of their own. About the new GUI ideas: in general I'm in favor. I'm a bit uncertain about the tabbed interface, it does definitely have its benefits though, so I guess it's more that it feels like lessening the importance (or at least the visibility) of certain features. On the other hand it does give more space for unit stats which obviously seems to be something a lot of people want to have immediate access to. What I don't like is the idea to have it auto-expand, not because I don't want it to be expanded, but because it would mean that players with bigger monitors would have an advantage over players with smaller monitors. One could argue that users with bigger monitors are at an advantage in any cased due to being able to zoom out more while still seeing things clearly, so it's not necessarily a too strong an argument, but still, giving users a different experience based on their hardware (apart from the obvious graphical quality differences, but I mean differences that affect gameplay) is not something I favor.
  5. Oh That map should probably be removed =) It's really old now Iirc it was created way before the new territory system, perhaps early 2010 or something, it really doesn't serve any purpose now though so at least I don't see any reasons to keep it But thanks for the report
  6. 1. Did you set the players who didn't develop to something else than qBot or Jubot?
  7. There isn't at the moment. Perhaps we'll have to add different hotkeys for different OSs eventually though as different OSs reserve certain key combinations for the OS. For now you can follow the instructions in http://trac.wildfiregames.com/wiki/Manual_Settings to set up your own hotkey combinations if some of the existing ones don't work for you.
  8. You can see it a bit like how e.g. Age of Empires 1 and 2 and their expansions worked. Part 1 will be a completely playable game, but to be able to release at least some time within the conceivable future we've cut some features from it (things like seasons, units on walls, triggers/cinematics). Things which aren't necessary for a working skirmish gameplay, but at least some of them things we'd really want to have eventually. Also, part 1 will feature the civs which were prominent/interesting from the 500 B.C.-1 B.C. era, while part 2 will add the civs from 1 A.D.-500 A.D. (And that "add the civs" is important: part two will include all the civs etc from part 1, so once part 2 is released there's no reason to keep part 1. I should probably add the caveat that new features added in part 2 or other balancing etc might change things slightly of course, but it should all be for the better.) To say it another way, part 1 will be a playable on its own, but part 2 will be a lot more
  9. Vlad123, as we've told you both in the other thread and other times before: we will not change the game from 3D to 2D. For many reasons as have been listed several times already. It just won't happen. As all the art is available under a CC-BY-SA license it's possible for someone else to do it though, so if anything you could try to gather support for that.
  10. We will most likely not add logistics to 0 A.D. part 1 as it hasn't been designed to include logistics, and as we're getting close to having all the features needed it's a bit late to add something as big as logistics at this time. It's definitely something worth considering for part 2 though
  11. That's the plan indeed. We'll have to see which way is easiest to do it though, the initial plan iirc was to have them able to hide in forests, but that might have implications for the pathfinder, so perhaps we'll have to do something like make Iberian units invisible under certain conditions (but definitely not when attacking of course).
  12. That as well Those are some of the bigger reasons why the sound system is being rewritten after all
  13. As you may have noticed there are custom titles displayed above the avatars in the forum. They are based on the post count and can be changed to whatever we want them to be. Currently they include things like "Community Drunk" and "Community Addict", but we would like to change them into something better, preferably to do with the ancient world. This is where you come in, please add your suggestions to this thread Currently there are 15 ranks, ranging from no posts to impossibly many, and we can add more, so there's room for plenty of suggestions. Anything related to the Ancient world, and is not a bad thing to have displayed in your profile goes
  14. It definitely needs an autobuild/custom build, so no worries if it cannot yet be seen in-game
  15. Now I think I know why the post ranks suddenly are noticed: the rank images (called pips/pip images) aren't displayed, so now the rank titles are noticed instead =)
  16. I'll leave it to the programmers to offer more technical input, but as a general comment: Apart from all the technical reasons there's the issue of how much time it would take to redo everything to fit in your paradigm. Perhaps it's not too difficult, but in either case it at least initially would be a lot of work just to get the same result as now. That might make sense for part 2, but to spend a lot of time rewriting something that works at the moment, while we're getting closer and closer to being able to finish part 1, that just doesn't make sense. It all depends on the technical questions/reasons though, especially since an API can be an added layer on top of what's already existing, so don't take this as anything else than "be prepared that this proposal might be more relevant for part 2"
  17. Yup, this should all be possible eventually yeah
  18. Ah, well, technologies have just begun to be added So expect some more to be added, especially technologies which are unique for the different civs. That said, apart from some techs + ranks I don't think we're going to go too deep into customizing units. It makes sense for an RPG, or for a game like AoEo where you have a static empire that you build up over time, but for regular skirmish gameplay it seems a bit much to me personally at least. That said, for the "imperial campaign" mode we're planning it could be an option to go a bit further as you're going to keep the same units over multiple individual skirmish matches there.
  19. Hmm, it would probably be better to fix the error than to just revert the changes Thanks for reporting this though
  20. In what way is what you are describing different from the technologies already in-game? (apart from there not yet being a tech tree display, and there not being any scholars/tech points)
  21. Actually the AI doesn't use technologies yet, so that shouldn't affect when it attacks you. Perhaps it is you who are getting better at playing 0 A.D.
  22. As a workaround for now you can always set up your favorite color in Atlas (just run the random map or open and save an existing map with another name, and change the color in case you don't want to create an entire map just to be able to change the player color ).
  23. Is there much left before this can be added to SVN? Would be nice to have it in asap so it can be as well tested as possible before release, and it definitely sounds like it will be ready for the Alpha 11 release, so best to get it in soon It's definitely wise to fix any possible major bugs and preferably add the above directionality, but apart from that?
  24. Will you take care of it or should I? I'm too tired to do it now, but I should be able to do it tomorrow, so perhaps I should rather say: if you haven't done it tomorrow evening I'll take care of it
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