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Everything posted by feneur
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Thanks. Am updating it
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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
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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
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There will be. The current plan looks something like: http://trac.wildfiregames.com/wiki/Civ%3A_Carthaginians#SIEGE
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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.
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Multiple attacks is indeed a feature we intend to add eventually
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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
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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.
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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.
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Really cool to see your experiments Keep it up!
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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 =)
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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 )
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Atlas Scenario Editor
feneur replied to historic_bruno's topic in Game Development & Technical Discussion
Great work Ben I can imagine it took quite a bit of fiddling to get there -
compilation problems in arch linux
feneur replied to cabeto14's topic in Game Development & Technical Discussion
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 -
compilation problems in arch linux
feneur replied to cabeto14's topic in Game Development & Technical Discussion
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 ) -
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.
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In the final game you will only be able to have one hero "alive" at a time.
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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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Seems like better Blender support for COLLADA animation isn't too far off: http://wiki.blender.org/index.php/User:Phabtar/Full_COLLADA_Animation_Support_for_Blender/Diary_and_Notes
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I'm thinking we should set this to release blocker? While it doesn't hinder gameplay it does seem to occur every time the game is exited, so it would be bad to have it in a release version. In the worst case we could perhaps remove the error notification for the release if it's too hard to fix, but it would be far better to have it fixed.
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No worries, better to have more possible suggestions than be super strict about only allowing new suggestions. Especially since the second mention might include better arguments etc
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Since I'm not a programmer I can't help too much in debugging this, but I'll make a suggestion: I see that you're using the Alpha 6 version, would you be willing to try out the SVN version? There's an autobuilt .exe, so apart from you having to use an SVN client (TortoiseSVN as described here: http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide is really straight-forward to use, and given that you mention Debian I assume you're computer savvy enough to work out how to use it ) and having to run the program from \binaries\system in the folder where you'd put 0 A.D. rather than from the Start menu it really isn't much more difficult. (It is not a snapshot of the development as a release is though, so at times it can be a bit rough.) I don't know if things will work better, but it will be of great use for us to know whether you get the same errors using the latest code as well (No need to try and find an error that's already been fixed if we know about it. If you're not willing to try the SVN version, don't worry, it would just make things easier for us )
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Just to be sure I understand you correctly, you got the crash from typing? Not from trying to send a message? Also, what version of the game are you using? (Alpha 6? SVN?) How much did you type? Because I just tried (with the latest SVN version, custom built .exe today, so if you're using an older version it could be something that's already fixed) and I typed enough to fill the box several times over without getting an error. That just proves it works for me of course, but it definitely makes me curious as to why this happens, and if it actually was when sending the message that the game complained
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Yeah, no worries. Take your time. After all, we can't promise we'll find the solution right away either so no need to rush (We will of course try our best)
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That's definitely not normal. What version are you using? (Alpha 6? SVN?) Could you upload the crash files? (Copy-and-paste %appdata%\0ad\logs\ to go to the logs folder, in there you'll - hopefully - find crashlog.dmp, crashlog.txt, interestinglog.html and system_info.txt You should be able to attach them to a reply to this topic.) Also, that feedback message you can send in the game is not really the best way to send bug reports. Partly because we need to go check a special page to see the list and don't get noticed of new messages etc, so the forums are much better for that. But mostly because we don't have a way to ask follow-up questions (unless you provide your email address, but that kinda voids it being anonymous and in any case the forums allow for more people to participate in the solving of the issue. And it can of course also be of use for other people who see the same errors in-game and realize they're not alone.) Now I hope you don't take this as criticism, after all you've posted here , but I want to make sure other people who read this are made aware that the forums are our preferred way of receiving bug reports. (Trac tickets are nice as well, though it's usually better to have some discussion here first to rule out errors on your side and to get the basic discussion )
