-
Posts
9.649 -
Joined
-
Last visited
-
Days Won
102
Everything posted by feneur
-
Also, remember that the game isn't balanced yet, so the exact stats etc may of course change Generally speaking though, the Celtic boats are intended to be among the strongest of all, so while they might not be as offensive on the seas as other civs it will take a lot for an enemy who wants to defeat the Celts at sea.
-
Known Problems (Please read before posting)
feneur replied to quantumstate's topic in Help & Feedback
Hmm, didn't find anything called announcements, but there is a feature called board guidelines which places a link to either a specific page with the content you set up or to a link, I've set it to link to this topic. It could be a bit more obvious, but it's at least close to the "View New Content" button so users who are aware of that should see it =) Now I would guess most people who have used the forums enough to be aware of that are aware of either this topic or have seen the questions asked/answered in other places, but at least it's there I'll let the other links remain until after the forum upgrade, then we could style the "board guidelines" link to make it more obvious -
Known Problems (Please read before posting)
feneur replied to quantumstate's topic in Help & Feedback
I couldn't find anything relevant, but I've added a link to this topic to most forum rules (i.e. the optional area above the individual forum), so it should at least be a bit better. Could still be a bit more obvious though, but perhaps that's something to think about when working on the theme for the new version -
Known Problems (Please read before posting)
feneur replied to quantumstate's topic in Help & Feedback
Hmm, I wonder if it's possible to have the same topic stickied to every forum (and still be just one topic I mean), will have to take a look at the admin interface... -
And I who thought we had made it clear that using the game is on your own risk, especially since it is an alpha. That also means that the engine itself is changing (which is a good thing as it means the game is moving towards a greater level of completeness), which can mean that the game will indeed not run when you use versions as close apart as a couple of weeks. If you're not prepared to use Alpha software, then wait until we have a 1.0 release before playing the game, otherwise follow our recommendations and use the exact same version and things should work fine (if not we should fix it). Just don't expect us to make each and every revision backwards compatible with every earlier revision, not only would that cause a lot of work, it would also be pretty pointless as everyone is able to get the latest version (and I know that not everyone is able to/prepared to compile the game themselves, but that's what the alpha releases are for: to give everyone a chance to check out the progress of the development).
-
It does most definitely exist in Blender 2.62, at the top of the Import/Export dialogs. And while the importing/exporting isn't perfect I'm pretty sure it's been there in all versions released in the last couple of years at the very least.
-
Not sure what you mean by "de-couple", it would be helpful if you posted a more detailed error message than that. Also, while it doesn't have to be a problem it's never a good idea to play with different versions of the game.
-
Texture Artist Application- Gothic
feneur replied to Gothic's topic in Applications and Contributions
Most people either use 3DS Max or Blender. -
Architecture for new sound system
feneur replied to k776's topic in Game Development & Technical Discussion
I don't have enough technical knowledge to add anything of value, however, I want to add that there was a lot of old discussions and decisions and while there might be better ways to do things/new libraries available etc etc, it's good to keep in mind what has been done (to avoid doing the same things again if nothing else). http://trac.wildfiregames.com/wiki/TDD_Audio is probably the most important since that is the end result of the previous discussions. Also Carsten's old blog about the sound development: http://www.waste.org/lostchocolatelab/0adblog.html -
Hmm, are you sure there is a "Temple" category?/That it's called "Temple"?
-
The engine supports those characters as well, it's just that there needs to be a font with them included added to the game
-
For part two all civilizations should be included in one download, or if it's too much to download at once multiple downloads, but in any case one installation. It's very likely that new features added in part two will have to be applied to the existing civilizations etc. As we aren't even finished with part one yet I don't think we should decide too much, but I'd be very surprised if not all civs were included
-
I just tried it and it worked fine for me, so could you please provide more details? Keep in mind that since it is in enemy territory it will loose health you need to build faster than the loss of health. I haven't tested, but I assume that with just one or two units constructing the building the loss of health might be greater than how fast they can build.
-
It is a known problem: http://www.wildfiregames.com/forum/index.php?showtopic=15796
-
He couldn't before as the Help & Feedback forum didn't have those privileges (it seems to have become somewhat of a bug report forum for people who aren't aware of the official bug reports forum, but it wasn't intended for that in the beginning so thus attaching files wasn't enabled for ordinary members), I've added those privileges now though
-
The file with the .dmp extension (though the interestinglog.html and system_info.txt can probably be useful as well, so you could add them as well ).
-
If a player has an unfinished civic center and citizen soldiers he/she could still hypothetically win, or at least make a difference in a team game, so if anything that should be the criteria. Not sure if it's worth adding that kind of complexity to the win/loss detection code though, but if nothing else it should be possible to set stricter conditions for victory/defeat eventually. Which should fix the issue of different expectations as to what should be needed to win a game. That said I'm not opposed to a "spies" tech or similar
-
The name just has to be related to the ancient world, it doesn't have to be an ancient word It would just be confusing to skip a letter.
-
You can trade with your own markets as well, so no need for team games to take advantage of trade (The AI doesn't know how to use trade yet though as trade was added late in the Alpha 9 release cycle.)
-
AIs don't yet work on Island maps, so that's a part of the explanation. I think it is for the errors, but I know it is for the lag =) The error might be fixed in Alpha 9 (though the AIs still don't support Island maps), but either way, for now it's really not recommended to play against more than one AI or to play multiplayer games.
-
Walls are very likely to get an overhaul in the next couple of months for implementing a wall building system for the user. It's good that you offer your input from the RMS point of view though, so all things are taken into consideration
-
Check your forum PM inbox...
-
Just register an account
-
Starting entities placement suggestion
feneur replied to FeXoR's topic in Game Development & Technical Discussion
Because this is the wrong forum =) I've moved the topic to the correct place though, so now you should be able to if you want to
