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feneur

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Everything posted by feneur

  1. There is one, just click the hammer in the top right corner of the minimap. Or press the period key To select idle fighting units press the comma key
  2. Well, some planning will have to be done beforehand of course, but we can add one civ per .x release or something, so that's no reason not to do things another way. Either way, it's not to be decided now, but rather once part one is finished
  3. While we wrap up things to be able to release Alpha 10 we want to highlight a few new open positions where you can help out. Read on to see if you have the relevant skills, if so follow the instructions below the job descriptions on how to apply. Sound Lead You should have A solid understanding of sound creation/editing so you can guide other contributors, and edit sound clips yourself. Preferably documented. Previous game development experience is a huge plus Any teamwork experience, especially in a leading position, is advantageous Other tasks may include Keeping documentation up-to-date Putting the sounds into the game via XML editing Interacting with the programmers to make sure that sound is implemented in a way that makes the most sense. You are most encouraged to make original sound contributions of your own to 0 A.D., and that is, of course, a huge plus. Documentation manager One or two volunteer contributors to oversee maintainance of user & developer documentation on the Trac system. We're looking for someone with: Very good written English skills are needed Very good expression skills are also needed Technical knowledge is a plus Previous experience with documentation of open source or other software is also a big advantage Familiarity with the game is not a big issue and can be learned as you go along, though is of course an advantage if you have it. Please provide expository writing examples. To apply go to the application thread in our forums and follow the instructions there. Looking forward to working with you
  4. True balancing hasn't begun yet That's what Beta is for (Not saying things can't be changed now, just that the main focus on balancing will be in Beta, and conversely, the main focus of Beta will be balancing )
  5. http://trac.wildfire...Manual_Settings Check that page for the information you're looking for (Also, in case you're using Alpha 9, wait a couple of days and try Alpha 10, some minor improvements make it a bit faster in some of the cases There's still a lot of optimization to do of course, just saying that some is done between Alpha 9 and 10 )
  6. Yeah, but that would cost a lot I think part of what will have to be remembered is that as it is now at least the AIs don't specifically target the traders, and probably not too many human players either. If you can keep all your traders going the scenario is a lot different from one where half of them are killed and needs to be replaced. I'm not saying that it shouldn't be balanced, just that you shouldn't spend too much time on the balancing before all features are implemented/there's been enough play time to actually have a good opinion on these things.
  7. The main issue with this is the amount of work needed to make it look right. + We don't have enough people with enough animation skills to do this, especially animating the human figure. In other words, that's something we're looking for: someone with good animation skills
  8. Is there a reason you haven't put it in a 7zip/zip/other compressed file? This specific file might not be too big, but if we enable attachment of savegames now and then later people start to attach a lot of big ones that could be an issue. Probably not much, but most people should be able to create/open at least zip files, so why not take advantage of that?
  9. It's probably easiest to do any kind of 0 A.D. related scripting in JavaScript as that is the current scripting language used
  10. I wouldn't say shot down as much as ruled out, but yeah, no harm done in asking about something/suggesting something
  11. That is very unlikely for part one at least, as that would require separate water levels, which would be a lot of work to get working right, and which iirc would mean a significant performance hit as water rendering is one of the more expensive and having two or more water planes/levels would mean that it would have to be computed twice/more. + There would be need to display the moving flood somehow + track its flow to destroy things only where it reaches, and when it reaches them.
  12. Village Phase (starting phase) --upgrade to--> Town Phase --upgrade to--> City Phase (final phase). They're very much like ages in Age of Empires, the main difference is that they're conceptually different: AoEs ages symbolized big shifts in history (shown by upgrading the look of all/most buildings), our phases symbolizes the growth of a settlement over time. Well, my main point is that it would mean that you could upgrade to the Town Phase without having the basic "infrastructure" (houses to support population increase, mills/farmsteads for increased gathering rates) that having five Village Phase structures means.
  13. Hmm, if you have 5 Town Phase buildings it's weird the map designer didn't let you start at the Town Phase =) In either case you will be able to upgrade to the City Phase more or less as soon as you reach the Town Phase in that case, so giving a player a full set of Town Phase buildings and limit them to the Village Phase, or even the Town Phase, does seem a bit weird imho
  14. Do either of you get any error messages? If so, could you please post them here? Also, are you using the same version of the game? I.e. are you either both using the Alpha 9 version, or the same SVN version?
  15. Otherwise you could be able to upgrade to the Town phase immediately at the game start. Which might not be a bad idea if it's intended by the map maker, however, as the phases are meant to simulate the growth of a city over time it does sound a bit weird if you're able to upgrade to the Town Phase without even having five Village Phase buildings.
  16. Actually that's a negative thing for them if anything as their houses also take longer time to build (at least afaik, I haven't done any testing, but they're supposed to be sturdier so they should take longer time to build).
  17. Just to get the absolute basic things out of the way: are you 100% sure it's an external IP and not an internal? (I.e. one that can be accessed from the internet and not just via a network.) Have you both allowed 0 A.D. to connect to the internet in any possible firewalls/antivirus programs etc?
  18. True I would imagine it wouldn't necessarily be as useful for Part 2 at least to have too detailed effects, but sure, if they are there they might be found useful. Definitely beats wanting to have them, but not having them
  19. Should be useful if someone else wants to reuse the engine for something slightly different as well
  20. After the Alphas will come Betas, and after the betas will come the final release. All of part one Part one is the part we're working on at the moment, including the civs which were important during the 500BC to 1BC time period, and including the basic RTS gameplay. After we've finished part one (through alphas, betas and through to the final release) the idea is to continue to add the civs which were important during the 1AD to 500AD time period and expand on the gameplay. It remains to be seen exactly how work continues after part one is done, whether we split it up in smaller batches (part 1.1, part 1.2, etc) or do something similar to now with alphas, betas and eventually a final release of all the new content.
  21. Btw, Michael, what is your intention for the Spartans? Should they have walls or not? In a reply on Moddb you say they shouldn't, but someone in IRC (I can't recall who at the moment) said when I brought the issue up there that you might have said something about their women being able to build walls or something.
  22. Well, I guess it depends on whether you see walls as one building or several joined together If it's just one it makes sense to be able to continue building without having to press the shift key, if it's several it makes sense to have to press the shift key to keep building. It would make sense if you would be able to use the shift key to "start a new wall". I.e. pressing shift would cancel the last piece of the wall you're building and allow you to start a new stretch of wall that isn't connected to the previously built wall pieces. (Which incidentally would be extra useful now before walls are implemented )
  23. That sounds like an issue with the apple mouse, not with 0 A.D. In either case, there's no need to use them at the same time. You'd click with the left mouse button to place either the end-point of the wall, or a corner, then move the mouse (not having the left mouse button pressed), and either click the left mouse button to place a new corner/endpoint or the right to cancel
  24. I would say that's included in the capturing of buildings we intend to include About using shift: I played a bit, and I guess it works. It does feel a bit awkward to have to use a modifier key to keep building what to me is one building (or structure rather, but that's not really the point), but I'd say we can keep it as is for Alpha 10 and see what people think about it and so on for a while.
  25. Well, people can already search the forums to see if it's been suggested already. I'm not saying it's a bad idea, just that I'm not sure it's going to make such a difference that it's worth spending time on (especially since it's not just whether or not features are to be included, but also if they've already been suggested, that's relevant).
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