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feneur

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Everything posted by feneur

  1. 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
  2. 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)
  3. 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.
  4. 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
  5. Have you tried updating to revision 10385 and compiling again?
  6. 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.
  7. On closer thought it's probably this error: http://www.wildfiregames.com/forum/index.php?showtopic=15232 So it should be fixed soon.
  8. 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)
  9. 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".
  10. 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.
  11. 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
  12. 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 )
  13. That sounds pretty much like what we've got planned for the Romans: http://trac.wildfiregames.com/wiki/Civ%3A_Romans_PreImp#SPECIALSTRUCTURES
  14. That would be this page: http://svn.wildfiregames.com/entity-docs/
  15. Have you tried building from the command line to see any possible errors?
  16. I wouldn't say the Celts are at such an advantage. Not too long ago I managed to hold out pretty well against someone playing Carthaginians, quite a lot thanks to the Celt rams actually
  17. Yes. For now think of all pages except the Civ pages as outdated The structures page should be generally up-to-date as well, though specifics vary (i.e. the stats are not exactly like that, it's mostly the houses that vary from civ to civ and similar).
  18. Ah, those are really worthwhile (Maybe I should actually finish watching them all, that's the down-side to them being so full of content )
  19. Not sure where you saw us saying something about forcing players to play to unlock things, but on the other hand the Design Document (DD) is in need of being updated (and it's planned to be updated before Alpha 8 actually) so perhaps it says something like that somewhere. It's definitely not our intention to dumb down the game, so apart from the phases (similar to ages in AoK etc) unlocking new buildings in each new phase there shouldn't be any such restrictions. Of course, as you say, for campaigns it could be another matter. Taking a look at the DD I see what you're talking about, it is a bit unclear, but from the context it's implied that the unlocking is of new strategies and new ideas on how to overcome obstacles and survive certain attacks etc. So no dumbing down is intended. We will look thoroughly at the DD in the coming weeks though so this should be clearer eventually.
  20. Or we could force players to defend their farms It's no big deal either way for me, perhaps it's easier for the AIs to not have to check whether a farm is enemy/defended before farming, but apart from that people should mind where they build their farms/that they defend their farms
  21. The Embassies are intended to exist in skirmishes as well.
  22. Ah, that's a nice idea. Like "Life Canyon" (As opposed to Death Canyon which is set in a more arid climate I mean )
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