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Arthur_D

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Everything posted by Arthur_D

  1. What I personally would like to see is an AI that doesn't stop doing stuff and starts derping for the rest of the game after 45 mins. or so, which is currently (latest alpha) often the case with both qBot and JuBot. Also, an AI which actively targets incoming rams would be great. Right now I can build 10 rams, and use 30-40 soldiers as cannon fodder, and while they are mucking about I use rams to take out civ centres and castles. So if the AI actually tried getting rid of rams as fast as possible, that whole operation would be much harder, and make the game last longer. And if the AI copes well with longer games, that won't make it a drag either.
  2. In that case, Google Summer of Code would be a better bet. Less management for 0 A.D. folks - they mainly have to provide guidance to one or more students, while Google and the student takes care of the more organizational aspects. At least that's what I've understood from it; no direct experience.
  3. Good question. I could do that, but I prefer to stick with the alphas since they come so regularly. I can usually wait the few months between each.
  4. Thanks a lot, Philip and Kieran! Can't wait for the next alpha.
  5. Any updates? It's been a while, and at least saying "won't work on this until so-and-so month" would be reassuring.
  6. I doubt we'd get much better results from buying stuff. Either they would be buying generic models which may be used in other games, or they'd pay oodles of cash to get specialized models. The quality of the stuff already in 0 A.D. stands well enough on its own that I'd say it would be almost a complete waste of money.
  7. What about using some of the cloud/fog code in Flightgear? AFAIR they're pretty good at semi-realistic clouds. Not sure if it can be easily used in Pyrogenesis though.
  8. Apart from added security if one place gets attacked. But wouldn't the added distance make it worthwile as well? Since traveling distance gives more resources? Maybe I'm not getting the concept fully.
  9. Let's start new threads discussing many different suggestions on how this can be implemented and enforced...
  10. I wonder what part of "alpha" people don't understand...
  11. Patience, my friend. Development takes time, a very long time. But hopefully the next alpha release, which should be released in a matter of a few months, will remedy the situation for you.
  12. Personally I'm very happy about the whole arrangement, though it would be nice with some progress reports even if no measurable progress has been made. It shows that things are moving on, albeit a little slowly, and it gives a better impression to those who may have misunderstood what to expect. If there were a third donation campaign to 0 A.D, I'm pretty sure I'd donate for it too. Keep up the excellent work.
  13. I knew that. My comment was directed at all the people saying "we need faction X" when it's totally clear what factions will be included for part 1, and while part 2 might not be set in stone yet there's no reason to plan THAT far ahead in time, IMO. It's OK to dream I guess, but just saying that faction X should be added doesn't actually make it happen. </endofoldgeezerrant> (though I'm not old)
  14. Why can't we just stick to our guns with the civs we get? 6 civs is enough for the first part of the game.
  15. Resigning is the opposite of dignity IMO. Battle to the last woman!
  16. I laugh in your general direction! I'm no quitter!
  17. Z fighting tends to be much harder than Q(bot) figthing. I think every 3D game there is has had trouble with it. It's a common enemy, and a very powerful one at that.
  18. Indeed. Try playing the last map (don't remember the name, but it begins with a Z) and see how long you last until you are utterly crushed by the Persian Qbot.
  19. All sorts. I am not a programmer or contributor to this project, so I do not have anything to back up my claims. But personally, I believe an RTS game like 0 A.D. doesn't make sense for current and near-future mobile platforms. Besides, you would almost have to create a whole new game in order to get it going on e.g. a tablet. The maps and models would probably be too much to handle for the hardware, and even if you got that going, it would be a pain to get all the assorted libraries etc. working as expected. Finally, I think if any Android port should happen, it should happen AFTER, not before, the first part of the game is finished. Splitting up development effort in order to do too much at once is what many projects have fallen victim to, and their development usually halts and possibly never reboots into something tangible. As said, this is only my opinion, so don't take it too seriously.
  20. Got to agree with the previous two posters. If ads are opt-in, how many do you think will care to do so? And of the few that do, how many will care to click on any ads, thus generating a few cents each click? Probably way too few to be of any worth, I'm afraid. Their donation campaigns, on the other hand, is a great idea. But it seems more publicity might be needed to finish the second campaign.
  21. Indeed. I write on a blog for another FOSS game, and I'm hard pressed to write even just one or two development updates each month. But I guess that tells more about me than about the Wildfire community.
  22. Anything else than mouse and keyboard for an RTS game doesn't really make sense.
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