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feneur

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Everything posted by feneur

  1. One of the bigger things is that the game terrain is essentially 2D, and to get the units on walls to work properly you will have to work around that. It should be a lot easier to add than e.g. ships going under bridges though (as units would in such a case have to exist at the same spot if there is a unit on the bridge and a ship underneath at the same time, and that will of course make pathfinding harder), so at least in a later version it should be possible. Just adding the possibility for units to be on walls and walk around on walls shouldn't be too difficult, but that on it's own isn't really much more than a visual effect (it's effect is more or less the same as towers apart from perhaps that you can move the untis around). For units on walls to really have an effect on gameplay there needs to be the possibility for units getting onto and off the walls in a multitude of ways, most importantly via siege ladders and siege towers, and that is probably what adds the most difficulties as far as I know. Especially if you want it to be more interactive than e.g. "garrisoning" the units from the siege tower to the wall or something, actually having units moving from the ground, up a ladder, and onto the wall, would take a lot more. (And of course would need new animations.)
  2. http://www.wildfiregames.com/forum/index.php?showtopic=15796 In other words: it's something we're aware of and that we will work on to fix before the game is finished
  3. As mentioned in the post two posts above you yes, it has been abandoned due to real life taking up too much time in the life of the TLA contributors. If enough interest exists once 0 A.D. part one is done, and most importantly enough people with enough time to work on it are available, there exists a possibility that it can be restarted. It should be noted that the legal status of TLA is and has always been debatable, so perhaps the best option would be to do something more generally fantasy-oriented to stay on the safe side. But that remains for the possible new TLA team to decide once/if it exists.
  4. Which of those doesn't give the same result being played on a local machine? If there is no additional benefit it seems like a waste of time to me to put in a lot of extra work just to be able to have two AIs play over a network (especially since you could just add a human player as "observer" and it would work).
  5. Hmm, expect to have him do that honor to you You'll have to be extremely good not to lose, even if you would be as good as him in general he still knows the game a lot better than anyone else, so it takes a lot to even survive for any longer amount of time against him
  6. F11 opens the profiler unless it's been changed very recently F9 opens the console though
  7. I wouldn't count any of the edge cases mentioned (trade, is the one I'm least certain about since they do after all increase the amount of that resource steadily over time; units gathering loot, mainly because it's done as a side effect of fighting, but also because it only happens every now and then and not steadily; buildings, well, mostly because they're not units =) and their "gathering" is also indirect in a sense). Mainly because the current gatherer count is useful as a tool to see if you gather enough of each resource for your current goals, thus something that comes in irregularly like loot (and to a lesser degree trade as the resources are only "deposited" once the trade cart reaches the market, which can be quite a while in between if the markets are far away from each other) or cannot be changed like the Satrapy tribute, isn't all that relevant to be included imho.
  8. No worries about thinking these things are important, they are It's just that it can get a bit much when you post about it everywhere It is nice that you are so active in the forums though, just remember that the time spent reading/replying to your post might slightly reduce the time spent on actually working on these things
  9. Not sure what that's got to do with anything mentioned in this topic, and definitely not sure what the connection is to my post that you quote. But either way, all three are being worked on and at least an initial version should be included in Alpha 10 or 11.
  10. Hmm, to some extent yeah =) But mostly I just meant that at the moment only a set number of civs are included in 0 A.D. and then I explained why I did not say that the civs included now are the only ones that will ever be included
  11. Press the Alt key and click-and-drag with the left mouse is another way to say it
  12. The script hasn't been run since the Romans were included, and before the changes in Alpha 9 there really wasn't much of unit relationships (indirectly of course it was, but not any direct "this units is set to be good at fighting that unit").
  13. That's not what I said I said to put your reply outside the comment, and that's what you did here so that's fine If you don't want to include the quote at all in the first place you can click the "Add reply" button at the bottom of the topic page instead of the "reply" button directly underneath an individual post
  14. Well, 0 A.D. never had them, so in that sense you cannot miss them as they never were there =) More seriously though: there are probably lots of things that people has seen in other games, but that doesn't fit in 0 A.D. and will no be included. If you feel strongly enough about it you could always create a mod that does things the way you'd want to though
  15. Just a hint: It will be easier to know what you are saying if you don't put your own text into the part that's quoted from another post And as Jonathan's reply hinted at: as the game is still being developed (and the unit stats are likely to change even more frequently once we get into beta and do some more serious testing) it's probably not too likely that any such table created right now will be accurate for very long. If it's automatically updated from the games resources it would work, but there might still be e.g. new stat types added as new features are added, so to have any kind of certain list you will have to wait until the game reaches 1.0.
  16. Regardless of whether citizen soldiers will have full fighting capability when gathering or not (and if not how the transition will take place) this will not happen Citizen soldiers are always both citizens and soldiers so to speak, and other soldiers are always just soldiers. The concept of citizen soldiers is one of the basic concepts of 0 A.D. so it will not be changed. Who knows what modders will come up with one day though
  17. Personally I find that a bad idea, it might look a bit more consistent, and sure it makes raids a slight bit more effective, but it sounds to me like it would add too much micromanagement. Perhaps it would work if it was automatic though, a second or two after they've been attacked they automatically change into combat gear. I'm not sure whether it should really be displayed as anything other than carrying or not carrying their weapons though. Sure it would not be too hard to just create a basic "unarmed dude" texture, but then you would have to select them to get an idea of what they are. Just the weapons should be indicative enough imho.
  18. I wouldn't say the reason for 0 A.D. being what it is is quite that simple, indirectly I'm sure it's part of the explanation as a general focus on European/Near Eastern history in the west have influenced what is seen in movies etc and thus what people are interested in. Directly it's not that simple though, 0 A.D. started out in many ways as a continuation of the Rome at War mod and with a desire to create a game based on Rome and it's enemies. I still think that should be the focus of the first release/releases, but where the game goes from that is as much up to the community as a whole as to WFG
  19. Cool. Thanks for letting us know what's going on "behind the scenes" like that Interesting to know
  20. No, we intend to have technology be researched in the already existing buildings. I.e. general/civ related techs in the Civic center, soldier related techs in the barracks, resource gathering techs in the mill and farmstead, etc
  21. There are names to the songs, see http://play0ad.bandcamp.com/ Since the songs are licensed as CC-BY-SA you can create such a compilation CD/pen drive/etc without asking our permission Just remember to mention where you got the tracks from in one way or another (if you're just doing it for your friends and family just say it and/or put a link to our site on the cd/pen drive and it should be fine ). Perhaps we could do something official, but if so we're not likely to do it until the game has reached version 1.0 and all songs for the civilizations included are created
  22. The exact decisions will have to be made once we get further on, but in general I'd say the process will be something like follows: Alpha releases until we have all the gameplay features we'd like. Beta releases while we fix bugs and improve performance and test the game in all kinds of ways (depending on what time the available programmers have they might also include things like LOD fog, graphical enhancements, minor additions in other ways etc, also I don't think we will hold off calling it a beta if the multiplayer lobby server and related features aren't finished so that might be developed/finished during the beta phase as well) 1.0 release once everything works as far as we can tell and have tested. No new things should be added between the last beta and the final release, only final bug fixes and other polish (though who knows, perhaps some minor easter eggs might be added as well, but that's down to the ones who would create the same). After 1.0 is released we will have to make some major decisions about where to go from there. Some team members might want to leave the team once we reach that milestone, some new are likely to arrive. We will also have to make decisions about what to include in the future and exactly how we will proceed. I see two likely paths (roughly approximated): 1. a. After 0 A.D. part one is released we basically do what we've done for part one and starts with alpha releases, then move on to beta etc. 1. b. During the time we periodically release bug fix patches to the original version 1.0 for major bugs. 2. Rather than add everything to one big 2.0 we might instead have a more direct path forward where we continually add new things. Something like: A couple of new gameplay features: 1.1, A new civ and some gameplay features: 1.2, One major new gameplay feature and a host of bug fixes and other improvements: 1.3, Some new gameplay fetaures: 1.4. And so on until we have all the features we want to call it 2.0. It might still be relevant to do lesser snapshots of development releases during the progress from 1.0 to 1.1 etc. Say we would on average make a new 1.something once or twice a year we might release an in-development version or two in-between (whether we'd call them alphas or betas or whatever ). I'd say something like option number two seems most likely, otherwise we'd have to in essence keep developing two versions of the game at the same time (0 A.D. part 1 and what will be 0 A.D. part 2), and also that would mean that new features would be added sooner. Perhaps we would do something in between, mostly like option two, but if enough people still use 1.0 we might fix any bugs which are too serious. To answer your original question more directly though: Once 0 A.D. part two will be finished there will be no need for part one as everything from part one will be included. Though improved of course, so the civs that has been included from part 1 will make use of new features added and so on. This question should be answered above as well, but in essence no new gameplay features as betas are reserved for fixing/testing/improving, and the final release simply will be once we feel the game is done and everything works well
  23. Good to hear it worked out. I would guess (though I could be completely wrong) that it is the download manager plugin that's to blame, sometimes they're really useful, sometimes they cause more problems than they solve (and some sites don't allow you to use them either).
  24. Especially since it's still relevant to discuss the eventual in-game tutorial. Just that it will be a while before it will be created doesn't mean it isn't relevant to discuss what it should be like once it's created
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