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jd823592

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Everything posted by jd823592

  1. If you do not enforce any separation you lose the possibility of having matches where two moderate players beat one excelent player with someone who makes bad decisions just by cutting their economical growth. Indeed not separated game would also be fun. But what i am suggesting is delegating tasks to different players, when one player fails, the whole nation gets wiped out... you endeed could have a scenario where one player is given cavalry, the other archers and so on. But that is too much restrictive and not very variable.
  2. The separation was ment to enforce players to take care of their allies better. If there is no separation then it is not much different from playing two different allied nations and trading resources.
  3. Hello, today i got an idea of what i would like to have in RTS multiplayer and have not found yet: 2 vs 2 players operating 2 nations, one player taking care of army and one taking care of economy. I know that most units can be used to gather resources and build buildings but maybe that could be altered for this mode of game. Possible implementation: 2n players, 2 teams all players in the same team are assigned the same nation (fraction/...) players can select to be: army (only fortification and barracks can be built; no resources gathered on their own) economical (only mills/farms/...; no serious forces or protection) economical players would automatically provide fraction of gathered resources to the army, army could maybe give some siezed resources to economical players. whole enemy team in the same color, while all alies could be distinguished Vision: 1 economical player 2 army generals (navy / infantry and cavalry) What do you think?
  4. I believe it would be nice if fortification (not towers) were more neutral thing (it is just a pile of stones anyway). What i would expect is that when you capture the inside of the fortified area you also control the fortification. i am pretty sure you would want to test for the inside of a fortified area but some kind of aura dictating the loyalty of walls could be involved.
  5. a different idea.. maybe it might be good if after the china mod gets stable it gets into the main game (when there is time to do it).. i think it could be good
  6. maybe great show off but having the civ extra makes it uncomfortable for the players when getting the whole content. It might be also difficult to keep the both mods compatible... if it would be just one mod it would work out better in my opinion
  7. Why dont you just put the resources together and incorporate the china in the original 0ad? how great would that be?
  8. These are names i found (obviously no D...): This also does not look very promissing:
  9. just to put the image to some use i made: http://img716.imageshack.us/img716/3215/0ad.png if thats not an insult to 0 A.D. title
  10. Hello, i find the current icons not to fit in the game.. i tried to make my own which didnt turn out well: http://img545.imageshack.us/img545/4905/swordsshield.png but i wanted to know if someone agrees with me that the actual icons look too pixelized maybe with bad color palette i dont mean it as any kind of offence, i am not able to manage it any better than what i have done as mentioned above maybe its already planned to tune the icons in future, in that case disregard this post
  11. lag might be related to graphical drivers i believe.. the GUI's functionality is good but the frames (borders and background) dont look so great in game.. menus are wonderful but the bar with map and unit info isnt appealing
  12. It is true that good RTS games dont appear nowadays as much as they have earlier. Thats sad. I think games like AoE were the best strategies ever and those revolutionary new strategic games are no fun.
  13. this is what i get after clean&update&make /usr/bin/ld: ../../../binaries/system/libwxJS.a(treeevt.o): relocation R_X86_64_PC32 against undefined symbol `wxKeyEvent::Clone() const@@WXU_2.8' can not be used when making a shared object; recompile with -fPIC /usr/bin/ld: final link failed: Bad value collect2: ld returned 1 exit status make[1]: *** [../../../binaries/system/libAtlasUI.so] Error 1 make: *** [AtlasUI] Error 2 i was updating with --with-spidermonkey-tip
  14. Ubuntu: CONFIG=Release make gui_init.cpp cc1plus: error: obj/wxJS_Release/precompiled.h: No such file or directory cc1plus: error: one or more PCH files were found, but they were invalid cc1plus: error: use -Winvalid-pch for more information
  15. Any idea why i cant get from menu to the game? when i click Single player (or what that is) i get the settings frame up... when i click start it only closes the frame but does not load the game.. also when i press the cross in the top-right corner it does nothing edit: interestinglog.html WARNING: Cannot find config file "profiles/default/settings/user.cfg" - ignoring ERROR: JavaScript Error (gui/common/functions_page_pregame_load.js, line 42): ReferenceError: Engine is not defined ERROR: JavaScript Error ((current document), line 0): Errors executing script action "press" ERROR: JavaScript Error (gui/common/functions_global_object.js, line 17): ReferenceError: Engine is not defined ERROR: JavaScript Error ((current document), line 0): Errors executing script action "press" ERROR: JavaScript Error (gui/common/functions_global_object.js, line 17): ReferenceError: Engine is not defined ERROR: JavaScript Error ((current document), line 0): Errors executing script action "press" Engine exited successfully on 00 10 2010 at 20:40:45 with 203 message(s), 6 error(s) and 1 warning(s). EDIT: I didnt know the target was pyrogenesis_test.exe, i was trying to run dbg
  16. Atlas is now working.. compiles without an error.
  17. I have got the same compile errors. edit: { During build.sh of spidermonkey-tip i got an error that there is no include/debug/js dir... i examined the include path and there was just {debug, release} dir which seems to me to be a mistake maybe build.sh still complains ... there is this mistake on multiple places, it tries to stat some file containing "{debug, release}" substring }
  18. You are welcome, It all might work faster and might spam less the forum if i knew about a way how to get these reports directly to you (developers).. IM (preferably jabber) but i'd understand if you prefer this way I was wondering if you could use my help one day as a supportive programmer.. i am studying c++ at the moment (but unfortunately a have exams ahead so there's no use to apply now)
  19. ../../../source/simulation2/serialization/DebugSerializer.cpp: In member function 'virtual void CDebugSerializer::Put(const char*, const uint8_t*, size_t)': ../../../source/simulation2/serialization/DebugSerializer.cpp:148: error: 'sprintf' was not declared in this scope
  20. thanks (and sorry to bother about a problem that has been solved yet) tomorrow i shall look at it, thanks.. but now i have also a problem that i tried to make it from scratch and it now fails to build, throwing errs with suggestion to compile with -fPIC which i believe is specified in the make files anyway :/
  21. libfam obviously didnt change anything.. missing libgamin actually didnt either
  22. Hello once again here i am with an error (in Ubuntu Lucid) This is a gdb output. And abort report follows. What I noticed was that i am missing libfam (which is not a dependency in build instructions but is being checked by atlas (in the report)) which conflicts with libgamin which is a dependency. Any suggestions what to do? Now I am trying to update workspaces and make the project with libfam installed without libgamin... lets see how essential the library is Starting program: /home/jakub/0ad/trunk/binaries/system/pyrogenesis_dbg -editor [Thread debugging using libthread_db enabled] bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) [New Thread 0x7fffec477710 (LWP 20485)] [Thread 0x7fffec477710 (LWP 20485) exited] [New Thread 0x7fffec477710 (LWP 20486)] [Thread 0x7fffec477710 (LWP 20486) exited] [New Thread 0x7fffec477710 (LWP 20487)] [Thread 0x7fffec477710 (LWP 20487) exited] [New Thread 0x7fffec477710 (LWP 20488)] [Thread 0x7fffec477710 (LWP 20488) exited] bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) [New Thread 0x7fffec477710 (LWP 20489)] [Thread 0x7fffec477710 (LWP 20489) exited] [New Thread 0x7fffec477710 (LWP 20490)] [Thread 0x7fffec477710 (LWP 20490) exited] [New Thread 0x7fffec477710 (LWP 20491)] [Thread 0x7fffec477710 (LWP 20491) exited] [New Thread 0x7fffec477710 (LWP 20492)] [Thread 0x7fffec477710 (LWP 20492) exited] bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) [New Thread 0x7fffec477710 (LWP 20493)] [Thread 0x7fffec477710 (LWP 20493) exited] [New Thread 0x7fffec477710 (LWP 20494)] [Thread 0x7fffec477710 (LWP 20494) exited] [New Thread 0x7fffec477710 (LWP 20495)] [Thread 0x7fffec477710 (LWP 20495) exited] [New Thread 0x7fffec477710 (LWP 20496)] [Thread 0x7fffec477710 (LWP 20496) exited] [New Thread 0x7fffec477710 (LWP 20497)] Program received signal SIGSEGV, Segmentation fault. 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