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Everything posted by feneur
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Please read through the first post here: http://www.wildfiregames.com/forum/index.php?showtopic=11297 Most importantly: Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? and Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license?
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(You can use the SVN version though: http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide )
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The Alpha 9 Preview-Thread
feneur replied to JuliusColtranePille's topic in Game Development & Technical Discussion
Well, it is not a fortress. I just meant that there are some stone wall details on the barracks Making some details look like they could have been a part of a fortress -
It's fine, and it's probably just as well for it to be non-official, so at least for the moment I think we should be fine with you taking care of it Though if some of the team members or trusted forum members wants to help out it's probably a good idea to at least have more than one person be in control of the group (if that's possible, I don't know much about Steam groups). Just so things can continue to run even if you are unable to continue for some reason (If nothing else there might eventually be a need to remove spam comments etc, so some moderator/s are probably needed, but hopefully that's not an issue any time soon ) About the image, I'd suggest using the plain 0 A.D. logo. It can be found near the bottom of the http://wildfiregames.com/0ad/page.php?p=12831 page. If you want help with resizing it etc, just let us know. If nothing else I can do that (To avoid burdening the proper Art people with simple tasks like that I mean )
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The Alpha 9 Preview-Thread
feneur replied to JuliusColtranePille's topic in Game Development & Technical Discussion
Just to explain: The Android related discussion in this topic has been deleted, all of it, it got out of hand and wasn't constructive in the end. While some of it was relevant it's better to make a clean cut than a rough =) If someone wants to discuss these things, please do so in another thread related to that specific point. And please take an extra look at what you write, it may be extremely clear to you, but to someone else it can easily be misinterpreted. We're all here because we have a great interest in this game, so it's understandable that we care a lot about it, just remember that other people may care about it for different reasons. They're all valid, if everyone just focused on one aspect we'd never get a finished game, just a lot of one thing. For the future we should be extra aware that Android support is an issue which people have a lot of feelings about and be careful about how we express things Getting back on topic, I really like how the barracks expresses the Roman attitude The fortress-kinda features emphasizes their focus on war and how seriously they take war-related things =) -
A cool list, I don't think I'd want the alpha to be called "misfortune" though =) Talk about bad connotations
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Marvelous work Michael. A real challenge for the scripters to get that into RMS form, but it will be great if they manage to translate your map making skills into scripting
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Hello Kira, and welcome to the forums Thanks for the nice words, and I hope you will enjoy playing the game, both now in its unfinished status and eventually when it's finished
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I think that's a bit harsh =) I would rather say "nothing is supposed to work perfectly" (Or even well enough to be useful in its current state, but to say that it isn't supposed to work at all is a bit extreme in my opinion )
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Thanks for the nice words. Romans will come in the next Alpha So perhaps best to not wait another 3-4 years before checking out the game the next time
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Yeah, the Romans siege walls have got to be unique to make them special (kind of a moot point, or at least saying the same thing twice, but I hope you get my meaning =) ).
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Illustrator/ Concept Artist
feneur replied to JustinOperable's topic in Applications and Contributions
Yup, I guess I should have been more clear. But yeah, I meant that it was "in the works" in the sense of it being worked on So better to have you focus on other images so we can have as many as possible drawn as opposed to screenshots (though I'd say Michael has done a good job making those look good as well ). -
Hmm, just to rule out the obvious one, are you sure the file is properly downloaded? That's what I'd try first, to redownload and see if that fixes anything. If that doesn't help we'll have to wait for the programmers to offer more in-depth solutions
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Those are Philip's first proof of concepts, scaredybot more or less just starts up and then sends a message to the player and surrender =) , and testbot is (at least in part) the base for jubot and qbot. In other words, only JuBot and qBot are really relevant if you want to compare AIs.
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Illustrator/ Concept Artist
feneur replied to JustinOperable's topic in Applications and Contributions
Apart from the fact that we already have an image in the works for Alexander I think that plan is great And a really cool look as well -
I'd think most WMDs were inadvertent back then, things like people starving to death during sieges or plagues and stuff =)
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Not sure what you mean with "Not able for 0 A.D.". All of those should be possible, at least with some minor justification to fit the 0 A.D. gameplay concepts. The economy one would just be to have a set amount of resources gathered rather than an amount of resources gathered per unit of time (I don't remember if it's per minute or something else). The tech race and information age deathmatch could also be done, the only difference is that our "ages" are called phases (and there will not be any ultimate techs/nuclear bombs =) ).
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Order queues already exists, and have for quite a while now. There are issues with groups and order queues though, but for individual units it works fine. As for the pre-orders, not sure about how easy it would be to implement just that, but at least for single-player gameplay it should be possible to make you able to give orders while the game is paused, which is more or less the same, except you don't need to remember some keyboard combinations other than the "Pause" button =) That doesn't apply to multiplayer though, so there something like what you suggest can definitely be relevant
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Civ: Macedonians (Macedones, Seleucids, Ptolemies)
feneur replied to Mythos_Ruler's topic in Game Modification
The Helepolis cannot be garrisoned in something else, but it can hold other units garrisoned within itself. -
Another thing to remember is that we intend to implement a special running/charging feature, which definitely makes the distinction necessary. Read more about that here: http://www.wildfiregames.com/0ad/page.php?p=10066
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Indeed, there are other problems. My intention was more to issue a small warning that island maps/more than one AI should probably be avoided for now (Island maps can work in multiplayer, if you order the ships one by one and is ok with things being a bit awkward, but for singleplayer they're definitely not recommended at the moment.)
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Island maps should not be considered implemented at this point, not only doesn't the AI understand naval combat/the concept of islands yet, but we need yet to implement special pathfinding for ships. In other words: we're aware of the issues and intend to fix them Also, more than one AI is probably not recommended at this point I'm afraid. At least not on larger maps.
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There should be no need to locate the files. Atlas should automatically save them in the correct directory for the game to load them. However, by default maps are given the "hidden" keyword, which means that you need to change the map filter to "Show all maps" for them to show up in the game setup screen.
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We're continuously working on adding new animations. Alpha 9 will see a lot of new ones, both for animals and other things. However, animating is a lot harder than creating the models, so unfortunately it will probably be a while before everything that we would like to have animated is animated.
