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Everything posted by feneur
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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
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Yeah, AIs doesn't support Island maps yet. That's why the island scenarios are in their own category, I guess we should have put the islands random map in its own category as well. Only issue with that is that the list would look even emptier then
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Is that all the tickets? In chronological order?
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Hmm, most likely you've just written it manually and missed a letter, but in your post you write 'aunchpad.net/wfg/0ad/ubuntu'. If you've copied-and-pasted the above from your console however the error is an easy one, it's missing the 'l' in launchpad.net I'm guessing the error isn't that easy though
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Having a progression of the day was considered many years ago, but has been put on the backburner for now. It's not too likely that it will be included in part 1, at least not in the sense of having any effect on gameplay. We'll have to look through the things cut from part 1 before starting to work on part 2 though, so then everything is up for discussion In case you, or someone else who is reading this, isn't aware of what part 1/part two refers to I'll give a quick description. To make development of 0 A.D. more realistic it has been divided into two parts. Part 1 covers the years 500 BC to 1 BC, and is what we are working on now, and part 2 is the years 1 A.D. to 500 A.D. and will be started after part one is done. Now with the project being open source there might be a part 1.5 or something in between to add intermediary features/bug fixes, and of course the future is not set in stone until we get there, but as a general idea this is the bigger plan The current plan is to postpone cinematics to part 2. So something like this should probably wait until then as well. (I'm personally not sure it's even possible to have code determining what is interesting, but who knows )
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Once running is implemented that might do what you suggest, so probably not much need for a special feature. You should be able to hunt with non-cavalry units by micromanaging them, have them approach from different directions. I have a feeling that is more realistic as well (though I don't know enough about ancient hunting to be sure, so it is just a hunch), that people back then (and really to a fair degree today as well) need to work together to hunt successfully.
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Hopefully sooner than that Preferably it should be dealt with pretty soon as we're going to do quite a lot of work on formations asap anyway.
