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plumo

WFG Retired
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Everything posted by plumo

  1. The fire effects looked a bit different, also ( the lighting on) the trees I think.
  2. idanwin, which boerenhol are you referring to ?
  3. Could you provide more information? Which revision/version are you playing?
  4. Age of Empires HD was ranked 4th in the top sellers on steam, yesterday
  5. 1. The map will span from the British Isles to Afghanistan. 2. I'm afraid there will be pre-order factions... 3. There will be civ packs (DLC) where you unlock 'minor civs'. Luckily they learned their lesson from Shogun 2. The civ packs will be more unique than in S2 (new units, different playstyle) instead of just recoloured units & slightly different stats.
  6. Age of Kings and Rome: total war: the definite list.
  7. The last one will be Egyptian IMO. I think Jack Lusted (from Creative Assembly) stated it will reflect the original game's playable civs.
  8. Two comments: I'm afraid it will be a steam exclusive, so it won't be available on gog.com And most importantly, what if it isn't compatible with existing user created content (scenarios, campaigns...)? You play AOK for that. Anyone who has played campaigns like 'Tamerlane' will agree.
  9. http://store.steampowered.com/app/221380/
  10. hey crezax I think you better get on the IRC, as many of our programmers are to found there. They'll help you, they are a friendly bunch irc://irc.quakenet.org/0ad-dev
  11. I can't build the game anymore. 1>------ Build started: Project: simulation2, Configuration: Release Win32 ------ 1> CCmpSoundManager.cpp 1>C:\Users\Bastijn\ps\source\lib/external_libraries/openal.h(34): fatal error C1083: Cannot open include file: 'AL/al.h': No such file or directory 2>------ Build started: Project: test, Configuration: Release Win32 ------ 3>------ Build started: Project: pyrogenesis, Configuration: Release Win32 ------ 2> test_root.cpp 3> Creating library ..\..\..\binaries\system\pyrogenesis.lib and object ..\..\..\binaries\system\pyrogenesis.exp 3>simulation2.lib(CCmpSoundManager.obj) : error LNK2019: unresolved external symbol "public: void __thiscall CSoundGroup::PlayNext(class CVector3D const &)" (?PlayNext@CSoundGroup@@QAEXABVCVector3D@@@Z) referenced in function "public: virtual void __thiscall CCmpSoundManager::PlaySoundGroup(class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> >,unsigned int)" (?PlaySoundGroup@CCmpSoundManager@@UAEXV?$basic_string@_WU?$char_traits@_W@std@@V?$allocator@_W@2@@std@@I@Z) 3>..\..\..\binaries\system\pyrogenesis.exe : fatal error LNK1120: 1 unresolved externals 2> Creating library ..\..\..\binaries\system est.lib and object ..\..\..\binaries\system est.exp 2>simulation2.lib(CCmpSoundManager.obj) : error LNK2019: unresolved external symbol "public: void __thiscall CSoundGroup::PlayNext(class CVector3D const &)" (?PlayNext@CSoundGroup@@QAEXABVCVector3D@@@Z) referenced in function "public: virtual void __thiscall CCmpSoundManager::PlaySoundGroup(class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> >,unsigned int)" (?PlaySoundGroup@CCmpSoundManager@@UAEXV?$basic_string@_WU?$char_traits@_W@std@@V?$allocator@_W@2@@std@@I@Z) 2>..\..\..\binaries\system est.exe : fatal error LNK1120: 1 unresolved externals ========== Build: 0 succeeded, 3 failed, 11 up-to-date, 0 skipped ==========
  12. I think I'll make a separate blog post about your latest musical contributions. It will also be a good time to credit all your musicians (like Jeff) . Whenever someone is around, ask if you can make a photo.
  13. 0 A.D. Development Report #11 Wildfire Games, the international group of volunteers developing 0 A.D., are happy to present this week's 0 A.D. development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you want to be part of this project, we urge you to post your application in our forums. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for a Sound Lead, Video Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community! !!! We are in need of (skilled) programmers. Are you one of them? Redirect yourself to this thread. Your contributions are crucial !!! Feature of the Month: Building Construction Programming & Art & Sound Our one-man-orchestra, Omri Lahav has been busy lately, very busy. Not only has he finished a new track for the Celts, the Hellenes and Mauryans will also receive some new tracks very soon. As always, when a track is released you can check it out on Bandcamp. historic_bruno added building previews that rise during construction (screenshot above) and a build script for OS X dependencies & bundles , making it easier for developers to work on 0 AD using OS X. Aside from tens of bug fixes, historic_bruno also took care of textures not loading. Remember when you start a game and everything looks grey for some time? This should be a thing of the past now. Pureon has committed the Mauryan headgear/faces and a siege onager. Long time, no siege! Currently he's tackling the Mauryan farmstead. Enrique has been working on the Mauryan elephant units and the Mauryan Market. Leper committed a lot of patches: player notification when receiving a tribute (by alpha123), template fixes (by qwertz/kosmo), tribute stats are added to the summary screen (by alpha123). He's also added user mod support and fixed a number of bigger and smaller bugs. stwf has posted a patch with a rework of the sound manager. This is currently being tested and will hopefully be implemented soon. Gen.Kenobi added normal, parallax and specular maps for all Mauryan buildings and ships. Spahbod added a new random map, Kerala. éminence grise Philip tinkered a bit with stats collecting (Windows 8 supported), he also fixed some static analysis warnings. Battle detection was implemented by zoot! For example: when a battle is raging, the game will change the music from peaceful to battle music. This is only one example of the benefits of battle detection. More on this later. ndragu committed a Mauryan warship. Yves' Javascript debugger attracted the attention of mmayfield45, who created a web-GUI. Mythos_Ruler committed a lot of balance changes. See you in a couple of weeks with the latest development news!
  14. I asked to be put down on the list because of RL issues . I don't know whether someone else is working on it atm. I'll give it a try soon, though.
  15. Next report due this week/next week. They used to be weekly, yes. If I would have continued publishing them weekly they would be only half as interesting, as progress is sometimes slow, sometimes more speedy... At the current rate, it will be a monthly blog. But when things speed up, I"ll write it every two weeks.
  16. I've noticed it before. I'm not entirely convinced by the quality (understatement of the day) and he/they also don't seem to like crediting 0 AD...
  17. Sardinia for instance, but you probably meant mainland Italy? http://en.wikipedia.org/wiki/Mamertines These come from Campania.
  18. For inspiration: you might be familiar with the Europa Barbarorum mod for the Total War series? Their unit rosters are extremely well researched. 1. http://www.europabarbarorum.com/factions_karthadastim_units.html 2. http://europabarbarorum.heimstatt.net/index.php?mp=unitlist ( SELECT FACTION: SAFOT SOFTIM BIKARTHADAST in the list)
  19. Carthage's military was of mixed ethnicity, true. But if we move Celtic, Italian and Iberian mercenaries to the embassy building you will still be able to recruit soldiers from the following ethnicities: Numidian, Libyan, Nubian, Mauritanian, ... as these regions are much closer to Carthage (than Italy or Spain), many soldiers were recruited from these people. A one sided deal forces you to make a choice... which is great for replayability but also gameplaywise: you choose depending on your strategy and the enemy you're playing against.
  20. I would restrict it to Carthage only, to make the faction stand out gameplaywise.
  21. I was thinking about that . You start out with a 'general' consulate/embassy building. By choosing a faction, the building gets unique units and techs. Changing to another faction will cost time and resources. You can only have one building.
  22. I don't agree. What if you're playing 1vs1? In my opinion you should only be able to build one embassy, and you'll have to decide which mercenaries you'll attract (Italians, Celt-(Iberi), ...). This will give the embassy building new props related to that culture. Also: unique technologies would flavour up the choice-making.
  23. @12908 2 months jan fix synchronization of TimerState? (refs #1729) @12907 2 months jan merge with local codebase: fix PopulationCount? @12906 2 months jan fix: remove unnecessary failure check concerning window class atom. fixes #1729
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