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feneur

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Everything posted by feneur

  1. 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
  2. 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
  3. 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.
  4. 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
  5. 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
  6. 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?
  7. Not sure if I'm misunderstanding what you are saying, but we've had random maps which allows the ability to change factions from I think Alpha 4, so it should just be to add a quick function that would pick a random civ and the GUI option
  8. Yes, unfortunately the pathfinding fixes proved too big to be finished in time for Alpha 8, it was delayed enough as it was, so it really wouldn't have been a good idea to wait any longer. They should be included in Alpha 9 though, and with continued development of qBot etc things should improve as well. For now it's probably best to avoid playing on maps with hills/island maps (AIs doesn't support island maps yet anyway).
  9. We are currently working on a new web site which will hopefully include this and more
  10. Yes, we do intend to include a wall system It might take a couple of Alphas though as we focus on more fundamental changes on the one hand, and as new programmers get to know the code better by doing smaller things.
  11. Atlas should work now yeah (as long as it's compiled, the game needs to be specifically compiled to allow Atlas to run as it requires a few extra things). Sound however will not work yet, we are working on a rewrite of the sound system that will make it possible to hear the sounds of the game on Mac as well, but the programmer working on it wasn't able to complete enough of it in time for Alpha 8 for it to be included this time. Hopefully it will be included in Alpha 9 though.
  12. Sound is indeed disabled on Mac for now. We have a rewrite of the sound system underway that should solve that problem. Unfortunately the programmer working on it wasn't able to finish his work in time for Alpha 8. If things go well it should be included in Alpha 9 though and Mac users should finally be able to hear the sounds
  13. I tried yesterday, but the upload took quite some time and my computer crashed. I'll take care of it before going to bed tonight
  14. Thanks for the cool Christmas greeting And Merry and Happy and all good seasons greetings everyone subscribe to =) Hope everyone has a nice time and a good holiday
  15. We do like to choose less commonly known names, to get an opportunity to educate (and to a lesser degree because we've noticed it makes it easier to track news posts etc about the release ). So imho Italia is a bit too common =) We'll see when we get close to the release though, what name seems best I just want to encourage creativity
  16. It's good that you take ownership of them, but I'd say they are our shared burden at least in the sense that they are a part of the game we all work on
  17. Yup, iirc it was Paul who got creative and made it that nice
  18. I would think it would only be active when the unit is "running", i.e. moving faster than normal. Slowly driving a chariot towards the enemy shouldn't do nearly as much damage as a chariot at full speed
  19. I guess that's one way to do things =) (Though, doesn't the "loss music" play throughout the entire game then? Not that it matters much, but anyway =) )
  20. Not on a general basis no, it would take too much time to go through and make sure there is no sensitive information in them. However, specific threads like this should be possible. Though that thread is 18 pages long, so it seems like a lot to go through I'm afraid. I guess we could copy the posts Philip mentioned though
  21. Just saw the "Observer-Oasis" map and decided to see how JuBot and qBot played against each other. qbot won, but it took 40 minutes (I used the warp time feature at times ). I think it would have been much quicker if qBot had used siege weapons earlier. JuBot didn't really survive that long if you look at actually being able to strike back, all its units were lost long before that, so it was more that it took a long time before qBot actually managed to destroy all its buildings (and because it sent a lot of troops after my observer camel instead of finishing off JuBot in the end-game =) ). That it took a while before qBot actually built any siege is probably a good thing in most games as the enemy is likely to be more offensive, but there was another thing that was a bit confusing. Instead of taking down a building completely qBot destroyed it partly, but then moved on to the next, which really doesn't do much harm. Not sure if that's a bug or just a feature gone wrong in this case =) But overall I'd say qBot seems to manage its economy really well, and is pretty good defensively once it gets going. The area that needs some work atm imho is attacking buildings, at least from what I could see in that game
  22. Should be out within this week unless something horrible happens.
  23. I think for Atlas having the ability for unlimited colors is fine. If people can't be reasonable in their color choices it's up to them, I think the benefits are greater. For default skirmishes/random maps I do think the choice should be limited though.
  24. Ah, yeah. It's gotten out of help and feedback and into technical discussion now yeah I will.
  25. Ah, forgot about that one. He went back and forth between a lot of things and I got lost Let's hope the programmers will work it out.
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