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feneur

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Everything posted by feneur

  1. 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?
  2. It's probably easiest to do any kind of 0 A.D. related scripting in JavaScript as that is the current scripting language used
  3. I wouldn't say shot down as much as ruled out, but yeah, no harm done in asking about something/suggesting something
  4. 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.
  5. 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.
  6. 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
  7. 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?
  8. 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.
  9. 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).
  10. 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?
  11. 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
  12. Should be useful if someone else wants to reuse the engine for something slightly different as well
  13. 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.
  14. 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.
  15. 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 )
  16. 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
  17. 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.
  18. 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).
  19. Well, the issue with the latter is probably more the opposite. Setting up a kickstarter project or something similar, and especially having some studio do some of the work, would mean the introduction of deadlines, and more importantly, the need to have something to show at a set time. (Even if that wouldn't be required when setting up the kickstarter project/wouldn't be stated, it would still be implied and expected.) And that would mean that we might have to release something we're not satisfied with. Regardless I doubt getting enough money to support a larger team working on the project isn't likely to happen, I mean it took 3 and a half month to reach 3250USD. Either way, the problem is probably more to be able to find someone/someones to do the work. The current team members don't generally aren't able to/want to, and it would take quite some time for someone else to know the code good enough for us to entrust with working on the game for money during a longer time. Once/if we'd have the funds necessary it might be enough to convince someone to spend the time to get knowledgeable with the code (provided we'd get the money without having someone, it's not so trustworthy to just say "we want to have a lot of money, if we get it we might find someone to pay" ). By then we'd probably be finished with part 1 anyway =) All that said, once part one is finished all cards are on the table again. If some members of the team wants to go through all the work and do part of the work/something different but still using the same engine/etc as a professional (i.e. for profit/or at least with paid developers) studio, then that's something we have to decide at that point. For now though it's out of the question. (The game is open source after all though, so it's not like anyone is forbidden to try and do something like what you describe )
  20. Ah, doh That makes some sense, so I wonder why I didn't think of it. I guess it is because walls, or at least one "wall building session", feels like one building to me and I associate shift with constructing multiple buildings. I'll have to test it to see what it truly feels like, but at least conceptually it does sounds a bit cumbersome to have to press the shift key. That will have to be tomorrow though, don't have time tonight.
  21. Testing a bit, and as far as I can tell I can only build one stretch of wall at a time (at least with palisades), i.e. to make the wall go in another angle I need to start anew, or am I missing something? (I am using the autobuilt exe and revision 11775 if that makes any difference) Shouldn't you be able to build walls going in new directions? I seem to recall seeing something like that in the videos as well, but I could be wrong, or am just not doing it the right way =) The way I'd imagine things should work would be Left click to place first wall tower, drag to determine length of straight wall segment, left click to end straight segment, continue to do the same or right-click to cancel the construction. That's based on how I remember other games doing it though
  22. Maybe I just should have quoted the second part of that post To be sure it was clear that my intention was to offer a suggestion to another way to quickly shut down the application rather than to comment on the general issue
  23. Hmm, I would be very surprised if they would dull their axes by hacking away at a stone wall. Either way, for gameplay reasons it's better to separate unit roles a bit, so you have to use all kinds of units to properly defeat your enemy. Not giving ordinary soldiers the ability to attack walls should also make walls more worth building, since the enemy will have to use siege weapons to take them down. And siege weapons are both more expensive and slower, so the walls will actually make some difference since the enemy can't just throw a bunch of ordinary units against them We do intend to include such a feature yeah, it is not included yet though.
  24. Doesn't Mac have Alt+F4 or something equivalent?
  25. Does it occur in latest SVN? I.e. after revision 11765. From your response it sounds like you could be talking about how things were previously.
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