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Everything posted by feneur
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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
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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.
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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
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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.
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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
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0 A.D. officially in Debian (sid) and Ubuntu (12.04 - precise)
feneur replied to fabio's topic in General Discussion
Cool. Thanks for letting us know what's going on "behind the scenes" like that Interesting to know -
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
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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
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Known Problems (Please read before posting)
feneur replied to quantumstate's topic in Help & Feedback
You could just use palisades -
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
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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).
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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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A pretty recent game: (if I recall correctly it's recorded by Michael aka Mythos_Ruler, who probably is the best 0 A.D. player at the moment, mostly because he knows the game like no one else ). It's not a 100% standard game as there are some additional buildings at the start of the game, but overall it should be the same, also it's sped up a bit to work as a promotional video, but it's at least better than nothing while you wait for others to record their games
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I will add two things: First, adding an in-game tutorial before we've got all features implemented doesn't make much sense, so that's another reason it isn't added yet. Second, while a full basic "move the mouse towards the left edge of the screen to move the camera to the left" kind of tutorial might be beyond the scope of 0 A.D. part one I definitely think we should be able to get something in. If nothing else we might have a special setting for the AI that enables helpful tips. "I see you haven't yet built any houses, you will have to soon if you want to continue expanding your empire" or "Maybe you should train some female citizens to increase your food gathering" etc (Maybe requires a special AI that can see what the player sees, and I don't mean just in terms of what's going on on the map, that's easy to share and for now the AIs can see the entire map by default. I also mean the player resources etc )
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You're welcome (Though we're definitely not finished yet, so save part of the thank you ) I don't think it's as easy as one is better than the other, we definitely hope that Pyrogenesis (the 0 A.D. engine) will be better than AOMs, and in some ways I'm sure it is already. The AOM engine is likely to always be better than Pyrogenesis in some ways, and there are many things which probably can't be compared as the games/engines aren't doing the same things. For now I think there definitely are some areas left where the AOM engine is better than our (performance wise if nothing else ).
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0 A.D. officially in Debian (sid) and Ubuntu (12.04 - precise)
feneur replied to fabio's topic in General Discussion
Thanks for the report Any indication as to why 0 A.D. is included at this moment and not either sooner or once we reach 1.0? -
Cool. That building works at that size as well (can't say I'm a fan of the sky texture there though, but that's not the point of the image =) ). Thanks for sharing
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Mesh skinning performance
feneur replied to Ykkrosh's topic in Game Development & Technical Discussion
Splendid. And good luck with your writing -
Cool, thanks
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For inspiration it's definitely fine, if you'd want to use the actual models/textures you'd have to follow the CC-BY-SA Creative Commons license, but not just to be inspired If you distribute the images anywhere it's appreciated if you would link to us/let people know where you were inspired though For where to find images, well, the easiest way is probably to download the game and look at the buildings in Atlas (the scenario/map editor), but we have posted images of the buildings for different civs when a new civ is released at e.g. http://www.moddb.com/games/0-ad/images/roman-building-set-for-alpha-9#imagebox etc if you don't want to/can do that
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Welcome and thanks for the report, it's cool to hear about 0 A.D. being useful to someone else even though it's not finished yet if nothing else I assume(/hope) you're using the SVN version to stay on top of new development? Just so you take advantage of any new improvements (Though if you're short on time it might be better to be using a static version so you don't have to keep up with any changes =) )
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Ok, I was uncertain which you meant since you said "unit" rather than "units" But yeah, for groups it can be a bit sketchy at the moment (not sure if it works at all I'm afraid), hopefully it should not be too hard to fix, but I guess it's at least not trivial, because then it would have been fixed already
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Cool. It's definitely a skill in its own right to be able to create objects that look good at that scale, so great work I say (And welcome back )
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#1191 'esc' key mapped to toggleMenu()
feneur replied to MattDoerksen's topic in Game Development & Technical Discussion
I'll let the programmers answer the programming related questions, but I'll give my opinion on the "what should it do" questions I'd say for non-network game Esc should bring up the menu and pause the game, for network games just bring up the menu (unless perhaps it's the host, but it's probably not worth complicating things like that). Now for some arguments: I do think we should keep F10 as just bringing up the menu, but it's definitely a good thing to have Esc available as well since it's common in many games. In my opinion Esc is a bit more "brutal" =) so it's not a bad thing to have it pause the game as well, especially if we still keep F10 for the non-pausing menu if you just want to bring up an in-game settings menu to change the settings that can be changed while the game is running or something, so you have that choice. A multiplayer game should probably never be possible to pause (unless you mean a "hard pause" where you save the game, shut it down and then restart later), I guess it might be nice to have the ability in some cases, but it's probably just as well to leave that for the general pause key in that case. In either case pausing a multiplayer game should only be possible for the host if possible, imho. -
Don't worry If everyone accepts the way things are they never will improve Sometimes the way you do things has to be questioned, many times there is a reason for why things are done a certain way and no reason to change them, but some times there is, and it would be sad to miss those opportunities just because people are afraid to ask questions RMS/AI is probably as you say one of the areas where this is the most apparent, if nothing else because they are both relatively new areas so even apart from the cases where duplication might be necessary it's probably one of the areas which can use the most simplification etc
