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Everything posted by feneur
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Don't worry, we're happy to hear things worked out well in the end. And also, it's always a possibility that this can be useful for someone else who has a similar problem in the future And thanks for the nice words
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Capturing Buildings
feneur replied to Mythos_Ruler's topic in Game Development & Technical Discussion
You still can choose, just don't right-click on it when you have non-siege capable units selected if you want to destroy it. -
General Improvements for the realism of the game
feneur replied to Alendor_Mine's topic in General Discussion
Hmm, no, you'll have a choice between three heroes per sub-faction I think we have to find out by playtesting whether it's best to limit them to one hero at all per player alive at the same time or one of each hero per player alive at the same time. Most of them are designed to have local (i.e. aura) effects, so even if you have three you would not be able to use them everywhere at the same time. -
You can use [ spoiler] [/ spoiler] tags (remove the spaces).
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The best place is usually to log onto the IRC channel: irc://irc.quakenet.org/0ad (if you have an IRC client just click that link and it should open, you can also connect to irc.quakenet.org and /join #0ad that way) If you don't have an IRC client you can connect via the web using this link: http://webchat.quakenet.org/?channels=0ad
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Progress reports on funded work
feneur replied to Ykkrosh's topic in Game Development & Technical Discussion
Wouldn't that interfere with the purpose of those IDs? (Namely to make the profiles reasonably anonymous while still allowing stats from the same user to be registered as just that.) -
Thanks for saying things better than I did Michael
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For the first release none of this is likely to be included, at least not the more psychological aspects of it. Personally I prefer it that way as I see RTS games more like a "what would happen if everything was "perfect"" kind of game than a "what would happen if everything worked as in the real world". That's not to say that more realistic aspects and more psychological aspects will not make it into later parts of the game though. If nothing else that will mean that we know better what in the current game design work well and how to best add this type of features. Don't be discouraged to discuss these things further, just don't expect to see them in the initial release
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Great video indeed
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Either way should work fine, as long as there is a patch for it once you''re done it shouldn't matter too much if it is created now or later Probably the best way yeah. Could be something the user can do something about as well (like if they have their gates locked and task the trader to a market outside the walls), so not a good idea to just surprise the user at the moment the trader has went as far as he could Not sure what's the best way to do it if the trader suddenly can't reach a market he could before Let's say an ally builds a wall and gates and keeps his gates locked because an enemy is attacking (or the market is destroyed by an enemy for that matter). Perhaps just stop the trader from moving and give the user a "Trader cannot reach market!" error message or something. I guess the matter is more whether the trader should automatically try and recheck whether it suddenly is possible to reach the market? If done too often it could use up too much resources, if done too seldom could annoy the player. Not sure how resource heavy it would be to recheck "broken" trade routes every 3 seconds or so though, perhaps not so much. I'd say in the final game the values should vary. Perhaps not as much as in barter though, after all there you get the resources immediately here you have to wait a while for them.
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Cool, that was actually one of the motivations behind us open sourcing the game: that others could learn from it/use it in some way. That way the project is at the very least useful in some way, even if we'd never manage to complete the game. The best way to get into the project in a nice way is probably by hanging out in #0ad-dev on irc.quakenet.org if you aren't already (Btw, that description made me think of Machiavelli, not sure if that's open source or even called Machiavelli, but "social strategy game" sounds like it could be something similar.)
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ERROR: JavaScript error: simulation/components/GuiInterface.js line 46
feneur replied to lulo's topic in Bug reports
What was the file extension? .txt should be allowed, not sure if UTF-8 encoding should have any effect, but could you try saving the file as plain ASCII which should get around any such issues? EDIT: Also, please create a new topic when you have another error than the one described in the first post -
A mix of major and minor things (mostly minor, I agree with most of the things you've suggested): I suggest we use an icon similar to: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/ui/session/portraits/structures/market.png rather than a treasure chest. Not a criticism, just a suggestion for how to move forward (So actually more a point directed towards the art people than you Alexander Anyone is of course free to agree/disagree though.) Sounds good, the player should not benefit from making the trader walk a long and winding path between the two markets. Though, as I think has been suggested elsewhere, the player should be able to shift-left click before choosing the second market to make a more complex path. This would be to make it possible to direct the trader away from threats and take a safer route. (It's fine to leave this out of the initial implementation, I'm just mentioning this so it's something that's being considered for the final implementation.) Agree completely. Though just a general thought, I'm not sure about keeping an unlimited/large number of traders on the ship. Not in itself as much as it would limit the number of free pop slots =) So I guess it's up to the player, it just feels a bit frustrating for you as a player if you need to tie up too much of your population in something where you can't control them to get a benefit out of them. The benefit could be diminishing with each new trader garrisoned though, which should lower that Sounds good. Would be nice, at least eventually, but there should definitely be the possibility to set it on your own so you can assure you have safer trade routes in times of war etc. (The best trade route in terms of gain might be through enemy territory and right next to an enemy fortress, in which case you might want to choose another one It could on the other hand be worth it in some cases, especially if you'd have some troops guard the trader.)
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As a general point of view: this is probably not going to happen. At least not in the sense of a company buying advertising in the game just in general. If we ever do something even remotely like that it would be more likely to be something specific, like advertising for someone/some company who provides a lobby server or something similar.
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There is a sky, but since it's so rarely seen it's not active for anything else than reflections at the moment. If I remember correctly it's because of performance reasons. Eventually we plan to make it an option to have it show or not, but at the moment it's not displayed. It might be a while as we're focusing on gameplay features and performance improvements before we do much work on things which are only visual.
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Yeah, don't hesitate to dream/plan. Even if we may not be able to implement all of it it will always be possible for modders to create something Also, I'm sure even the planning itself can be rewarding, even if it never becomes a reality.
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Not sure what you think of as recent, but from a quick look at multiple sources apples seems to have been grown for at least 2000 years which isn't recent to me, and places apples well into the games timeframe of 500BC to 500AD. That said, they might benefit from being more different to other trees. The problem is probably more how to make them different enough without making them too cartoony or unrealistic (that's the benefit of an AoEO style after all, you are free to make things look unique as they don't have to be realistic ).
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Fresh install on OpenSuse 11.4 shows no text in game (0ad)
feneur replied to dorianR's topic in Help & Feedback
Could you please provide some more details about your system? The most important are most likely graphics card and graphics card driver. -
Civ: Hellenes (Athenians, Spartans, Thebans, Syracusans)
feneur replied to Mythos_Ruler's topic in Game Modification
We do intend to include more than one startup screen. We cannot use images like this without permission though, for copyright reasons. The best is to have new images custom made as that avoids the risk of legal trouble afterwards -
That just sounds like it would make the game run slower without adding something I'm afraid. Also, it has more of a purpose in a citybuilding game where you don't control things as directly as in the kind of RTS that 0 A.D. is. I'm not saying one couldn't have it in an RTS, just that I don't see its value. Sounds like just visual effects to me. I believe there were some units like this in Rise and Fall, but to me they were just annoying. I guess that depends on personal taste though But in either case I don't think we'll add something like this as it would add more units and thus more work for the engine, especially if they're moving around (pathfinding is already one of the more costly parts, adding almost the double amount of units would not make that any better). Again, this sounds more like a citybuilder game than an RTS to me. Also, the point of 0 A.D. is not to create a 100% realistic simulation of ancient life. The goal is to create a fun game that is based on history, not a simulation that sacrifices fun for realism. Hmm, making it more important for users to take care of their units is of course a vital point, but I think there are other ways to do that without lessening the role of economy. 0 A.D. is not just a wargame after all, it's got the economic part as well and you need to be a master of both to win. If we want to punish players who don't take care of their units it's probably much easier to put a limit on unit creation buildings and unit creation speed than introducing a lot of new concepts and new code to do the same thing. Not saying it couldn't work, but if nothing else, when thinking about changing the entire concept of the game like this it should be a part of the initial design. That said, the beauty of 0 A.D. being an open source game is that if you care enough about one of these ideas, but we won't implement it, you can try and develop a version of the game that does include said idea. If it's good/popular enough it might be included in the main game, if not you've at least have tried
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Pyrogenesis, show time played.
feneur replied to Linux_Eki's topic in Game Development & Technical Discussion
And F9 is currently used for the console, not saying that should necessary be the one, but I think it's good to have it on one of the function keys to allow for easy access for us not using US keyboards But yeah, perhaps there are enough -
Pyrogenesis, show time played.
feneur replied to Linux_Eki's topic in Game Development & Technical Discussion
Is a function key more intuitive than Shift+F for framerate? Not saying that should be the only consideration, but if nothing else there might be other things we might want to put on the function keys (Like save, load, etc) -
Pyrogenesis, show time played.
feneur replied to Linux_Eki's topic in Game Development & Technical Discussion
Hmm, no, F9 is used for the console =) But you're right, it is used for something else: the profiler So yeah, I forgot it is already being used. I only suggested it because in the games I remember the shortcut for this feature it is indeed F11. Not sure what's best to put on another shortcut though, the profiler or the time, the profiler has been used for quite some time on that key, but as I said I do remember F11 being the key for displaying time in other games Either way, the main thing is that it would be nice to have The key is easy to change. -
Pyrogenesis, show time played.
feneur replied to Linux_Eki's topic in Game Development & Technical Discussion
Alexander, would it be easy for you to add the possibility to display the time in hours, minutes, and seconds in the game view? Say in the top right corner, and say when you press the F11 key? (And hidden when you press F11 again.) Would be hugely appreciated Perhaps we should add it as a "simple" task though so someone can have something relatively easy to start with