Jump to content

feneur

Administrators
  • Posts

    9.642
  • Joined

  • Last visited

  • Days Won

    102

Everything posted by feneur

  1. 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.)
  2. 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.
  3. feneur

    A Sky

    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.
  4. 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.
  5. 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 ).
  6. Could you please provide some more details about your system? The most important are most likely graphics card and graphics card driver.
  7. 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
  8. 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
  9. 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
  10. 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)
  11. 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.
  12. 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
  13. Have you tried updating to revision 10385 and compiling again?
  14. Technology and research would be the same thing And there will be no seasons (I know it says so in the Design Document (DD), but that part is not updated. We're currently reviewing future plans and will update the DD once that is done to better reflect the current plan.) But yeah, there is still quite some work left before the game is finished.
  15. On closer thought it's probably this error: http://www.wildfiregames.com/forum/index.php?showtopic=15232 So it should be fixed soon.
  16. Did you build from a command line so you got any possible errors? And in that case could you please post them? (Pastebin them if they're more than a couple of lines)
  17. The Stable is only for the Persians, its purpose (design purpose I mean, it's gameplay purpose is as Alexander said to train cavalry units, and eventually research cavalry technologies) (and I'm quoting Michael who came up with the idea and who's better at explaining it anyway): "would be to emphasize the Persian proclivity for Cavalry the same way we emphasize ethnic mercenaries and naval prowess for the Carthaginians".
  18. feneur

    desura

    For some past discussion see: http://www.wildfiregames.com/forum/index.php?showtopic=13944&view=findpost&p=214043&hl=desura&fromsearch=1 The short answer however is that we will look into it when we have a final version (or perhaps reach beta), but not now.
  19. Merged them. It does seem like it put replies just according to the time they were posted, but it should be clear what everyone is talking about so that shouldn't be a problem
  20. Houses no longer train female citizens so you might want to update that part (Also, as has been mentioned, use the Citizen Soldier units to gather resources as well once they aren't needed building/fighting )
  21. That sounds pretty much like what we've got planned for the Romans: http://trac.wildfiregames.com/wiki/Civ%3A_Romans_PreImp#SPECIALSTRUCTURES
  22. That would be this page: http://svn.wildfiregames.com/entity-docs/
  23. Have you tried building from the command line to see any possible errors?
×
×
  • Create New...