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Everything posted by feneur
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Maybe. It does sound like it could cause some unnecessary confusion without bringing all that much benefit. I mean if you have a siege ram of your own that you intend to put some units in and then when you try to put them there you can't be cause it's already full (because your ally has dedcided to garrison his units in your ram), that's going to be confusing. And then when you ungarrison the units you cannot control them. But it would quickly be obvious that it is your ally's units, so that's not a big issue on its own. I think it's more of a problem in that your ally might suddenly have his units somewhere he didn't want to (if you are able to ungarrison his units, and if you are not your ally would be able to partly remove control of your units so that's not a good option imho), instead of right in the middle of the fight they might be somewhere on the way or in your base and your ally would have to find them and give them a new move order (and who knows, might decide that since they already are in your city he could just as well send some more troops there and attack you instead ) etc. It might not be a big issue, but I'm just not convinced the benefits outweigh the negative sides Also, hopefully we'll have a proper co-op mode where two or more people share control of the same "player" (in the in-game/game code sense, i.e. the units/buildings belong to one in-game player and share the same unit color, LOS etc, but one or more people, or AIs for that matter, would share control over it). I'm not saying that it would completely substitute what you are asking for, my point is more that it would allow for closer cooperation and working together. Which in turn would mean that the players (human players) who want a gameplay where they share responsibilities and truly work together would get their share of that. And that would in its turn mean that while the use of the feature you suggest would not be removed the need would to some degree (I'm longwinded as usual, but if nothing else the first word summarizes the rest of the post )
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Hard to tell without knowing the exact log messages. If you are on Windows you can find the interestinglog.html file in %appdata%\0ad\logs\ (paste that in the Explorer address bar), as long as you haven't played another game since the errors should still be there, and you'll just have to copy and paste them here. Otherwise you can try to play the map again to see if you encounter them again and they should show up in that file afterwards. Also, what version of the game are you playing? The Alpha 8 version of qBot (if you're indeed playing against qBot) is known to have some Javascript errors which aren't really affecting things. And of course since the AI is in development as well the risk is great that you've just encountered a bug. Either way posting the error messages here will be helpful
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It's time for the third part in the series where we take a closer look at some of the people working on creating 0 A.D. This time the honor goes to two people who have distinguished themselves by doing great work, in part in November, but as with the first month it's just as much their overall contribution that we want to highlight. The Member of the Month is Omri Lahav (OmriLahav at the forums), who has been and continues to be, composing the stellar music that will make the game so much more enjoyable. OS Contributor of the Month is Rico Tzschichholz (ricotz in the IRC channels), who is maintaining the 0 A.D. PPAs for Ubuntu, both the release and the development one. It's thanks to his work that Ubuntu users are able to enjoy not only an easy way to install the release version of the game, but also have an easy way to follow the development via the development versions he makes available regularly. Omri Tell us the basics about yourself Well, I'm 26, I live in Israel and work as a composer. Mostly for theater, but recently I've been getting into film and video game music, which has always been my true passion. I play in several bands and generally spend most of my day making music, one way or another! What do you find motivating about contributing to 0 A.D.? Quite a few things, but above all I have to say, the players' responses and comments on the score. It's extremely satisfying to know that the players (and team members!) are enjoying the music, and as a gamer myself, it's a unique experience to play a game with my own music. Other then being plain fun - it allows me to put down the mantle of "composer" and evaluate my own work as a listener. When did you join the team? Not so long ago actually - I think it was around March 2011. What made you interested in joining the team? Obviously the game itself, it looks and feels much better then many other independent games I've seen, and I am an RTS fan, so I was instantly sold when I saw it! Also, in the brief discussions before I came on board, I came to see that the team is made up of great, like-minded people, so much so that I found myself reading and posting on the forums for hours on end. What has contributing to 0 A.D. meant for you? Musically, it has driven me to explore certain types of music I've never experienced before. Indeed, there have been challenges (and I suspect there are more of those yet), but overall it's been a complete delight. The team was very good at creating a supportive and open-minded working environment, in which it was possible for me to experiment and receive valuable, constructive criticism. It's been a great learning experience for me as a composer, plus the "fun factor" of working on a game... what more could I ask for? What do you find best about being a part of the team? Well, just that - being a part of the team. Being a composer is one of the most isolated jobs on the planet, it's a very nice change to have teammates who are involved and interested, and offer usable feedback. On a side note (if I may), I'd like to thank the musicians who participated in the recordings, they truly bring the music to life, and elevate it to heights that would otherwise be unimaginable. Marta Mc'Cave, Yotam Ronen, Bar Guzi and Dror Parker. Rico What do you find motivating about contributing to 0 A.D.? As I am very familiar with generating packages for Debian/Ubuntu maintaining the PPA for several Ubuntu versions gave me the chance to give people an easy way to test and play with 0 A.D. which is the spirit of open source. So while adding the PPA to their system and install it is quite easy! What has contributing to 0 A.D. meant for you? This is quite fun to see such a project evolving over several year. It is nice to see new ideas and additions to the game. I am also quite aware of the technologies behind the scene it is really interesting. So it is nice helping you guys distributing this great software!
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Why not just call him "Lead Programmer"? That makes him stand out without us having to make up some weird title. (I think there might have been one or two of the previous programmers who had that title, but that was before my time, so I'm not sure.) He did make a win and a loss tune, the former is currently being used. So he should be mentioned although it doesn't seem likely any of his music will appear in the final game.
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The hero units will indeed be limited, and balancing will come (mostly in the Beta phase, currently we're focusing on adding new features). But thanks for your thoughts Even saying things which are planned can be useful as we know we're not the only ones with the same ideas
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Who is the coolest-looking hero so far in the game?
feneur replied to Mythos_Ruler's topic in General Discussion
(Just for the record I wasn't too serious either ) -
It's still ok to be inspired from them though, so I hope no one is discouraged from suggesting something just because it or something similar has appeared in another game before (One may of course disagree with that as well, I just don't want anyone to think that the official view is that anything from an already existing game is out of the picture. At least when it comes to things like game modes )
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Who is the coolest-looking hero so far in the game?
feneur replied to Mythos_Ruler's topic in General Discussion
He's not "in the game" And I don't believe you've shown him, so it's hard for anyone else to have an opinion on him -
It should definitely be improved in the future, quite a bit already by the next Alpha hopefully as Philip is working on the pathfinding (how the units gets from one place to another without either getting stuck or going right through stuff), which is one of the major issues. Hopefully there will be improvements to the AI system as well which should speed things up, we'll see if those get in Alpha 9 or 10 though.
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For now you can press the F10 key as Zeta1127 said, eventually it would be nice to be able to use the Escape key to at least close and dialogs, and enter to confirm, as long as it's possible to have that at the same time we could definitely have Escape access the menu while there is no dialog open
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Great Just wanted to have that out of the way to avoid any future trouble
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Cool Those seems really nice. I'm sure the artists will find them useful. Just as a formality, you are ok with WFG releasing the resulting textures under the CC-BY-SA license? ( http://creativecommons.org/licenses/by-sa/3.0/ )
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As much as possible information should be near what it's related to imho
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What about new players? Perhaps have the map types as tabs? That way you'd have both options visible, while at the same time allow for the GUI to be non-cluttered/different from the one to the other.
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Romans are added by the Art people, so having a new civ doesn't mean that the programmers will have less time. There are other things which most likely will mean that technologies (phases are basically technologies from a development point of view) won't come in Alpha 9 though, especially since there is a person who's supposedly working on implementing them (but he doesn't post too much on the forums/Trac, so it's hard to know if he's still working on it/what's the status).
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Also, while waiting for a real time clock you can use the F12 key to toggle display of time passed since the beginning of the game
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It's not technically resource stealing though as the resources doesn't get removed from the enemy. At least not in the direct sense, they did after all spend resources when training the units/constructing the buildings
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That's the main thing after all
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Why? It's better to leave it if someone else has got a similar question. And I hope I didn't come across as mean, looking back it seems I might have been a bit too factual in my reply.
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Hunting: Animals run from your units, so it should work already. Just send your troops from the other side surrounding them from all directions but the direction of your city center and move closer. It's a lot of micromanagement for sure, but it should work =) Resource dropoff points outside territories: Not likely. We are most likely going to include a non-territory mode though, so you could play that if you don't want things as concentrated in that sense.
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I'm assuming you mean on the web site? We're currently working on a new web site so any problems with the old aren't a priority I'm afraid. You can always download the music files to your computer and loop them in a music player though.
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Capturing of buildings is planned. Just not implemented yet.
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http://svn.wildfiregames.com/docs/ is the out put (I have a feeling Philip will have to push a button for it to be updated, but at least the old stuff should be up-to-date. I'll talk to him.) About Aviv and me, we (or at least I depending on how busy he is) will definitely look into improving the documentation. However, neither of us are programmers, so that part of the documentation I'm afraid we can't help out much with.
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Fighting in formation isn't implemented yet, so that's why they don't work as you'd expect =) We don't plan to include schools, but definitely technology New technologies will be researchable from the different buildings rather than in one central location.
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A quick tip, especially against the bots, is to know when to use garrisoning. Not only will you get the female citizens out of harms way, but your military units will add to the arrows shot by towers etc. Also, units are healed when garrisoned, so that's another benefit