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feneur

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Everything posted by feneur

  1. We're still looking for a web designer to help us with it In the worst case we'll get something together ourselves, but we would prefer if we could get someone with more web design skills to do it as that would result in a better web site
  2. Well, adding features is one thing if they're needed, adding them just because someone might need them one day is probably not a good idea (unless someone implements them just because he can like Philip did when he added support for flying units ). Generally though we're not going to add features unless they're needed. If someone needs it for a mod it's another thing though, either they'll be skilled enough to add it themselves or if it's quick and easy we might. It should probably not be too difficult to add I can imagine - I'm not a programmer so don't take my opinion on this matter too seriously - after all it's more or less what garrisoning does, only the units would reappear at a different spot. Either way, most likely not worth spending time on implementing unless someone definitely needs it
  3. It is already done =) You can already start the playtesting and continue to edit the map. Any changes to units and buildings (after the playtesting has started) will be reset once the platesting is stopped, but all changes to the map (changed elevation, texture, etc) will remain.
  4. A map is just a representation of reality, not reality itself There were a couple of things we needed to fix/polish before the release so we put it back a week or so, should be out next week though
  5. This page should have all the required info: http://trac.wildfiregames.com/wiki/BuildInstructions (the URL is listed under acquiring the code, I could paste it here, but it's better that you have that page open to be sure you know where to find out further steps if you run into problems ).
  6. http://trac.wildfiregames.com/wiki/BuildInstructions
  7. There's no need to uninstall the release version before installing the SVN version. And it is normal afaik, they're not included in the GIT repository, so if you want to use that rather than SVN you'll have to compile the game yourself yeah.
  8. This bot will not be included in the Alpha 7 release. Most importantly because it has not been developed for it and with the Alpha 7 release just about a week away (depends on how much time it takes to fix a few remaining things and if there are any new showstopping bugs) it's too late to include major new things anyway. As far as I know no bots are programmed to handle naval battles etc, and I'm thinking it's probably not a good idea to spend too much time implementing it at this stage as naval battles etc has a lot still to be implemented so any work now would most likely have to be redone once things like ramming are implemented. On a related note: AIs are likely to "be behind" in terms of new features and might not take advantage of/react to new gameplay features until the next Alpha version or so. Of course AI developers can (and if I may be bold enough to offer my opinion are encouraged to) use the SVN version and thus develop their AIs to take advantage of new features as soon as they are implemented. However, say that a major gameplay feature is not finished until a week or two before the Alpha release, then the AI programmer/s might not have time to make their AI take advantage of it. That's of course different from case to case and from developer to developer, but I think it's wise to have that at the back of ones mind when trying out a new release
  9. Nice to see another update. I have to ask whether you've tested this in the SVN version of the game? I just tested on Acropolis II using the latest SVN version and it didn't do well at all. It basically just built a house, then it built a bunch of farms and only gathered wood. (Also tested on Oasis II and there it didn't even build any farms. I didn't play for as long there though, but it certainly had the resources to as it had over 3000 wood iirc. It was a lot more than it needed to stockpile in any case.) Also, I got the below error: Btw, would you please add an option to turn off the "I've got this and this" message? It's interesting to see, but kinda takes away the fun from playing against it I'm guessing it's only meant to be there during the development, but even now it would be nice to be able to turn it off (You could leave something similar for later and have the bot sometimes tell the truth and sometimes lie, to confuse the player
  10. There will be. The current plan looks something like: http://trac.wildfiregames.com/wiki/Civ%3A_Carthaginians#SIEGE
  11. What is not mentioned there, but is mentioned in the Design Document (DD) here: http://trac.wildfiregames.com/wiki/Civ%3A_Romans_PreImp#SPECIALTECHNOLOGIES is that it will be associated with a large cost. That + it being the only Roman technology (at least as the DD is now, testing might prove it to be too powerful or too weak if the cost is too high etc, so testing will have to prove exactly what will be done) should hopefully balance it out.
  12. Multiple attacks is indeed a feature we intend to add eventually
  13. Iirc Battle for Wesnoth is purely turn-based. On the other hand I've not played it for years so it might have changed for all I know
  14. I've fixed the link. Not sure about how to fix the login, and even less sure it would be worth it as we're intending to create a new web site. On the other hand the new web site seems to be far off as it seems now so perhaps it would be worth looking into. Not a big priority though, if you've got something to say you can always use the forums for now.
  15. There seems to be a few here: http://aoe3.heavengames.com/downloads/lister.php?category=modpacks also you may be able to find more here: http://forum.agecommunity.com/members/Xentelian.aspx seems he's at least visited those forums this year, if not recently.
  16. Really cool to see your experiments Keep it up!
  17. That sounds likely yeah The ability to choose an actor variation was implemented in simulation1, but has yet to be (re-)implemented in simulation2 So a reminder seems likely =)
  18. That or My Document\My Games imho They seems to be used about as commonly as far as I can tell looking in my folders (Though on the other hand most games I have installed are Steam games which have their user files in all kinds of places, mostly in the Steam folder in Program Files. Not a good choice imho though, so let's not follow their example. Especially since we intend to have the game moddable )
  19. Great work Ben I can imagine it took quite a bit of fiddling to get there
  20. Hmm, I don't use Linux/the command line so forgive me if I'm mistaken, but I think it's just to navigate to the directory where you checked out 0 A.D. and run svn update (And this is of course in a command prompt, but I assume you meant that when you said which command ) Should be as simple as that I'm sure there might be parameters to set etc if you want to do some specific things, but to just update it should not be more complicated than that
  21. Probably just the error that usually shows up when someone is checking out a lot. We haven't been able to find the exact reason afaik, but it's just to do svn update and the rest will continue to download. There's always the possibility that there's some other reason why the connection timed out, but it should still just be to update to get the rest (I guess in the worst case that particular file could be corrupted, I don't think it should/would be, but if it is the easiest way to fix it is probably just to delete it and either do svn update for the entire 0 A.D. checkout or just for that particular folder and it will get that file )
  22. Haha, but no More like this: http://en.wikipedia.org/wiki/Scorpio_(dart-thrower) And the ability to put siege weapons and archers on buildings is at least something we're hoping for, more than that is not too likely to be included in the first part.
  23. In the final game you will only be able to have one hero "alive" at a time.
  24. It is already added (at the bottom of the menu), but it's fairly small and hard to see, so perhaps should be made a bit bigger
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