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Posts posted by fcxSanya
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And I simply must take issue with your inefficient lack of Farmstead placement! ;D
THESE Carthaginians are communists?
There should be some combine harvesters on these fields:
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in AoE, you could buy automatic replacement farms at the mill or something. perhaps we could do something like that here?
Yes, we plan to implement something like this.
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With the graphic engine of 0 AD, it could be easy to create a commandos like game. What do you think about?
I don't think that this will be 'easy'. From quick thinking about this: at least this needs significant changes in line-of-sight calculation (sector shape with two levels of attention, binding to unit's direction, blocking by obstructions). Also in Commandos there was movement on walls/ladders and car movement and probably some other things which needs engine support. And of course a lot of art should be created and a lot of gameplay logic should be coded. All this should be possible in case if there will be dedicated team with necessary skills (C++/Javascript programming, low-poly modeling/animating).
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What do you think about making premake4 the default now?
Done (Philip said that we can remove old one entirely, so I removed it).
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I don't think we have any philosophical reasons against having more than 6 factions per part. It just seemed like a nice round number <...>
If anyone surprised why 6 is round number - it is just because we use senary numerical system as official Wildfire Games numerical system.
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Currency and trade would be good for 0 A.D.
About currency: we have metal, which considered as money among other things. About trade: 0 A.D. will have both resources exchange and trade caravans between markets. This is what you mean? Or you consider something else under currency and trade?
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Some old stats indicate very few OS X users at all, so detailed breakdowns would probably be meaningless.
Is not this stat indicate users who somehow managed to compile/get compiled version of game and enabled feedback? In this case there can be few OS X users, because it is currently hard to get corresponding version of 0ad.
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I wouldn't mind playtesting against a few people.
There was at least 2 matches in IRC few tens of minutes ago and you (and everyone other) still have chances to find some players there
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Woww I've tried downloading it. But can you split it into two parts for the next time please? There is a problem with the resuming download (Probably from my side) and to make situation worse, internet is disconnected every 7 to 10 minutes! I can only download a 130-140 MB part and the boom. All is lost.
Maybe it is easier to you to download using another download manager? "wget -c <url>" looks working fine for me (maybe your file become broken due connection problems though)
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we open the game in a pre-composed and than unzipped alpha6-directory in which there has not been the public-directory already but there was just a public.zip (so i guess, the mac-version gets the AIs from elsewhere, but i couldn't find this directory till now...) :/
Game loads data from either public.zip or public directory, you can extract public.zip where it is placed, you should get public directory, then you can modify something inside this directory (add new bot in this case) and this should affect 0ad.
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<In Extremo - Herr Mannelig (Unplugged)>
I like it. I heard this ballad before in Haggard performance, and I like that version too. Indeed there is lot of versions from different artists and on different languages: http://en.wikipedia.org/wiki/Herr_Mannelig#Performed_By .
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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
I changed date in roadmap to 2011-09-16.
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I like your table and script looks clear to me. Good work!
And since this is your first message here: welcome to the forums!
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Ever played battle for wesnoth? 'Tis a turn based RTS with that just featue
Turn-based real-time strategy?
http://en.wikipedia.org/wiki/Real-time_strategy:
Real-time strategy (RTS) is a sub-genre of strategy video game which does not progress incrementally in turns.
http://en.wikipedia.org/wiki/Turn-Based_Strategy:
A turn-based strategy (TBS) game is a strategy game (usually some type of wargame, especially a strategic-level wargame) where players take turns when playing. This is distinguished from real time strategy where all players play simultaneously.
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Great, will the fix be in alpha 7?
Sure, we have only trunk branch in our SVN, so Alpha versions is just snapshots of it's state, so each Alpha version contain all changes on moment when it packaged and it is packaged in few days before release (needed for testing/uploading). Edit: and there is at least 10 days to Alpha 7 release (Roadmap).
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We have the ticket about this error.
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There really is no instance where the next rank has fewer max health points than the lower rank, but I suppose it's possible. A percentage works better in any case. Anything is better than the current way of gaining 100% of health back. Philip and I have imagined scenarios where a bunch of basic ranked dudes could pwn a bunch of elite ranked dudes just because the basic ranked guys keep getting 100% health boosts over the course of the battle, while the elites are already maxed out.
Revision 9984 waits for your testing.
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However, the thing that should be changed is that they get 100% Health again when promoted. IMHO, they should only get the difference in Health between the two Ranks. So, if Rank A has 80/100 Health when promoted, and Rank B has a new max health of 120, there is a 20 health difference, so when promoted they get 20 Health back but not the full 100% health. They would start the next rank at 100/120, not 120/120.
What if unit has 10/100 health before promotion and promoted unit has max health 80 ?) Also if unit has 10/100 and promoted unit has 200 health max, there will be 110/200 after promotion and in my opinion this is not so obvious why unit had almost 0 health and become about half health after promotion.
I think it is better to set the same percent of health for promoted unit, so health bar will show the same position.
So for my examples there will be 10/100 -> 8/80 and 10/100 -> 20/200 correspondingly.
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Update: Ok I deleted my alpha 6 from the ppa style thing and now I am just trying to do the svn thing from beginning to end from this link (http://trac.wildfiregames.com/wiki/BuildInstructions#DebianUbuntu) hopefully I am doing the right thing. If this works I will update this post again and say I am done and ready to begin.
You are moving in the right direction
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question on ubuntu how can I update the SVN? it seems I am having the same problems as SMST
If you already have SVN version just run 'svn update' in it's directory.
If not - run 'svn checkout http://svn.wildfiregames.com/public/ps/trunk/' from some folder, where you want to have SVN version of 0ad.
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Are you sure he just didn't use it for reference? Also, it is very difficult for us to verify without a scan to compare, and unfortunately a scan is in itself infringement.
It is possible to find this image in Internet, see for example: http://htmlimg1.scribdassets.com/82irkhiy2orhwbv/images/49-25c859c8f5/000.jpg
It looks very similar, so we probably should remove this image and check other 'Childhood Trauma's works. Also maybe this make sense to try contact him and ask how he draw his works.
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The summary screen changes introduced a new element. The patch is currently up for review.
There is only two lines, so this is easy to merge.
After discussion in IRC I committed changes to templates, so if someone wants to change something in simulation templates, please update first to latest version.
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Huh? How does the language of the entry determine notability of the subject? The only reference I see to language in that guideline is "sources may encompass published works in all forms and media, and in any language," which seems to confirm that. It would be ridiculous to claim, for example, that a famous event didn't occur in e.g. German or Finnish, just because it happened in an English-speaking part of the world.
Basic language of notability rule is the same across all editions of Wikipedia, but there is different particular cases for specific topics and this rule is very vague and can be interpreted in different ways. dewiki is known for it's cleanness and strictness in comparison with e.g. enwiki and ruwiki (look at this section in English Wikipedia article about German Wikipedia).
I'm trying to translate to portuguese right now. The page isn't large, so it'll not take long, or at least i hope so. By the way, i'm having problems to find words for 'Snapshot' and 'resource shuttling', i don't know what these words means and Google translator can't help with it, can someone explain me the meaning?
Snapshot here most related to this meaning: "A view of a source code repository as it was at a particular time for the purpose of revision control in software development" from this list. In Russian language loan translation "снапшот" means the same, so I used it in ruwiki article.
"resource shuttling" - it is resources carrying to storages.
And must i use the portuguese version of the alpha releases' names (Argonauta, Belerofonte, Cérbero, Dédalo, Edetânia, Fortuna)? Or original ones?
In ruwiki I used original names with wikilinks to corresponding Russian articles. I propose to keep original names in any case, but you can also add translated ones beside (in parentheses or in another column).
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I'm going to run utility for templates sorting: http://trac.wildfiregames.com/ticket/801 and commit sorted simulation templates.
Philip proposed to post a warning "saying that if anyone has uncommitted changes to templates then they should probably commit them now else they'll get nasty SVN merge conflicts".
This is how diff for templates looks like for current revision (9928):
Can student who knows Maya 2011 contribute?
in General Discussion
Posted
Oh, this is one of three identical topics. One closed by Aviv, other answered by Michael.