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Everything posted by feneur
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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.
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It sure could, however for now we've limited things so that only the host can change things. More options should come after a multiplayer lobby server is added. For now you can just send some quick chat messages and the host can easily change it. It's perhaps not as convenient, but at least it's possible
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Sound doesn't work on Mac at the moment, the sound system is being rewritten though, which should fix this and other issues. Unfortunately the programmer working on this wasn't able to fix it in time for Alpha 8, but hopefully he will be able to for Alpha 9 so Mac users finally will be able to have sound in the game
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Units on walls have been postponed to 0 A.D. part 2, it's likely too much work for too little gain at this moment. We want to be able to release the game eventually But it's definitely something a lot of people have been asking for, so it is definitely at least something we will look into again when planning part 2.
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It is very much likely yes I'll have to playtest them to have much of an opinion myself (have been quite busy the last couple of days), but just looking at the screenshots they definitely look promising. Especially considering that you are prepared to implement suggested improvements So yeah, it should definitely be possible
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Aha, I just wondered whether they might have gotten things to work on their own or something =) But alas no I hope you all will be able to get things working together though
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We just got an email about 0 A.D. for Mac being added in the Softpedia software library: http://mac.softpedia.com/get/Games/0-A-D.shtml , has anyone tested that?
