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Comment History  (30 - 60 of 107)
feneur
feneur Dec 1 2012, 7:03pm replied:

You should see a voting area below the summary and above the "Latest Screens"

+3 votes   game: 0 A.D. Empires Ascendant
feneur
feneur Oct 20 2012, 5:37am replied:

That's the idea behind a filter like this :) (In other words, it's not something for general gameplay, but rather a special effect for special situations :) )

+3 votes   media: Depth of Field (DOF) filter
feneur
feneur Oct 1 2012, 3:56pm replied:

It's just an option, one more tool for map designers, if you don't like it you will be able to turn it off ;) Also, as Mythos_Ruler said above, this is just a WIP screenshot, so the effects will be tweaked a lot more before we're happy with them :)

+3 votes   media: Graphics post-processing effects
feneur
feneur Sep 20 2012, 11:41am replied:

It looks even better now (some small edits) and especially when the water is animated :) So yeah, great work from everyone who made this happen, we are fortunate to have skilled people working on 0 A.D. :)

+2 votes   media: Persian Wonder
feneur
feneur Sep 10 2012, 2:55pm replied:

I forwarded the info to the Art guys and it will be taken care of :) Nice to know we have attentive fans ;)

+2 votes   article: New Release: 0 A.D. Alpha 11 Kronos
feneur
feneur Aug 1 2012, 3:05pm replied:

Yeah, seriously :) We do intend to include an option to set them as enabled or disabled before the match starts though, so it will be up to the player/players whether to use them or not :) They are of course to a great degree for fun, but they can also be useful for testing when you for example want to test some of the unit training/fighting parts of the game, but don't want to test the economics part, then you can just give yourself a lot of resources.

+2 votes   article: 0 A.D. Weekly Report #2
feneur
feneur Aug 1 2012, 2:31am replied:

Don't worry, without questions you won't get any answers :) If you're at all curious about more actual development I suggest you check through the topics on our wiki: Trac.wildfiregames.com Probably best to go through them in the order they are there (though you can skip the SVN guide for the moment if you just want to try out an alpha and get some more info on the development :) ). Whether you can help out with actual development depends on your skills, but at the very least you should be able to help out by testing the game and reporting any bugs you find (it's a good idea to consult the "Known problems" thread in our forums: Wildfiregames.com ).

+1 vote   article: 0 A.D. Weekly Report #1
feneur
feneur Jul 31 2012, 2:11pm replied:

To get an idea of what we plan I suggest you download our latest Alpha and try out the Atlas Scenario Editor ;) We do also have an "Actor Editor" that allows you to more easily edit the XML files, which are what describes what any in-game object looks like (or rather lists the files that gives it its look), sounds like, and behaves like (doing things like listing the buildings it can construct). That may or may not be included in Atlas, depends on how complicated it would be/how complex it would make Atlas to use :) And that goes for a trigger/script editor as well, most likely it will just be another tab in Atlas, but we will have to see what makes the most sense. :) (I really doubt it will be anywhere else than integrated into Atlas though, as you need to easily be able to e.g. select a unit/area of the map as part of a trigger condition etc :) )

+1 vote   article: 0 A.D. Weekly Report #1
feneur
feneur Jul 31 2012, 8:37am replied:

Just writing the story isn't necessarily what takes the most time. Though a good story takes some time as well, and even creating scenarios about the main battles would require some (not making up a story, but making sure the events are told in an engaging and interesting way). It's also necessary to implement the necessary features, creating the maps, together with the triggers which are necessary for things to unfold similarly to what happened in real life, and finally to test them rigorously. All in all, we don't want to release something we can't be 100% satisfied with, so then it's better to leave it for part two when we can spend more time on it and do it better. We do intend to include some basic getting started tutorial scenarios (and of course maps which in some cases are based on actual events and places, just not with a lot of scripting/triggers to make them play out similarly to how the real thing did), but that will make use of AIs/scripting rather than require the full implementation of triggers etc.

+1 vote   article: 0 A.D. Weekly Report #1
feneur
feneur Jul 31 2012, 7:22am replied:

For part one a story-based campaign is cut (it would take too long to make, hopefully releasing a full version will attract new developers who can help out, but in either case it would take too long before we could release the game if we included it in part one. My personal guess is that story-based campaigns would add at least one and a half year before we could release part one, if not more.)

We do hope to have something simpler, along the lines of the conquer the world maps in Rise of Nations, but it's a hope, not a guarantee ;) (Just so no one comes claiming we had promised to include it if we are unable to do that within any reasonable timeframe.)

+1 vote   article: 0 A.D. Weekly Report #1
feneur
feneur Jul 30 2012, 3:25pm replied:

Part two will be the continuation of part one in terms of the civs, but it will add new gameplay features and other features. Technically speaking it will most likely not be compatible in the sense of "you can move a civ/map/unit from part one to part two", at least not fully. Don't worry though, when part two is released it will contain all the civs of part one and part two, so in other words, there will be no need for part one once part two is released. (Except maybe to play old maps/mods which hasn't been updated for part two.)

Please note though that the exact details of part two are very much left to be decided once part one is done :) In essence it's "back to the drawing boards" once part one is done, and features which were cut for part one will be reconsidered etc.

+1 vote   article: 0 A.D. Weekly Report #1
feneur
feneur Jun 15 2012, 5:09pm replied:

To read the entire discussion, including SSAO, Bloom, etc etc click the link to go to our forums... ;) Let's just say that if all the things myconid have been working on are included it will make a huge difference to the look of 0 A.D. (Some of them will require work by the artists though, so don't expect things to change too much right away. Some like this will not though, so as soon as they're finished and tested they will make a big difference :) )

+4 votes   media: Ambient Occlusion
feneur
feneur Jun 2 2012, 12:26pm replied:

There are no "ages" in 0 A.D. but rather phases. Your question does highlight one of the bigger reasons why we don't call them "ages", they're not meant to symbolize different stages of a civilization, but rather different stages of a settlement. So the units will not upgrade thanks to a phase upgrade, the citizen soldiers will upgrade thanks to getting more experience though. Newer phases does make more buildings available and thus newer/better units, but they don't automatically change the units/buildings you have (though we might do something to the Civic Centers to show that you've upgraded, maybe adding some decorations or something).

+3 votes   article: New Release: 0 A.D. Alpha 10 Jhelum
feneur
feneur May 28 2012, 3:33pm replied:

That sounds like the random maps we already have included? Or do you mean something else by "open ended"? In either case, for the random maps you can choose the faction both for yourself and your enemies. See Trac.wildfiregames.com for how to change the match type :)

+3 votes   game: 0 A.D. Empires Ascendant
feneur
feneur May 15 2012, 12:53pm replied:

They *were* =) Previously the plan was to let the hellenistic player choose as they upgraded to the city phase whether they wanted to be either Poleis (roughly "citystates") or Macedonian (which would give access to different heroes basically). But now they're going to be civilizations of their own. The different hellenistic civilizations will be sharing a lot of content, basically be the same in terms of basic buildings/units, but have different champion units, slightly different units (mainly siege units, and of course different heroes), and unique buildings. Also, their tech trees/bonuses will differ slightly to emphasize their differences, Athens will have a stronger navy for example, and Spartans stronger infantry.

(Note that some of this will come in later alphas, and details might change if we find that something doesn't work out. This as everything is a work in progress :) )

+3 votes   media: 0 A.D. Alpha 10 Jhelum - New features
feneur
feneur Apr 22 2012, 7:04am replied:

Grouping/formations has existed for a while already (though there is still work to be done before they work as we intend for them to, not coming in Alpha 10 though) , and I don't think there's anything new with the construction site. There is at least one more new thing in the screenshot though... (And a bunch of new things not shown in the screenshot as well of course :) )

+1 vote   media: Some new things coming in Alpha 10
feneur
feneur Apr 15 2012, 6:08am replied:

The walls will not level up. There will be both palisades and stone walls however (palisades will be available from the start of the game and stone walls after you reach the Town Phase - think of it as the second "age" if you're familiar with other historical RTSs).

+2 votes   media: Wall Demonstration
feneur
feneur Apr 15 2012, 6:06am replied:

Added together the tracks found at bandcamp and unless my math skills fails me we've got just above 50 minutes already, which certainly is amazing, so great work by Omri I say :) (And more will be created before the game is finished, so it will truly be an amazing feat :) )

+2 votes   media: Making of 0 A.D.'s Soundtrack
feneur
feneur Apr 2 2012, 2:51pm replied:

Not at the moment. We hope to implement something like that eventually, but for now it's only direct via IP.

+2 votes   download: 0 A.D. Alpha 9 Ides of March
feneur
feneur Mar 23 2012, 3:12pm replied:

Wildfiregames.com would be the best place :) We've added all the factions we intend to (though there's talk about perhaps adding some minor bonus factions, but that's most likely a few releases away anyway, and not a major feature). Trac.wildfiregames.com gives an overview of the things currently being worked on, but some of them might not make it if they take longer to complete than expected etc.

+1 vote   article: New Release: 0 A.D. Alpha 9 Ides of March
feneur
feneur Mar 23 2012, 2:58pm replied:

Not sure what you're asking. It is directly downloadable from Moddb (as this download proves if nothing else =) ). You might be asking about the final version though? Sure, why not :) The more people who can easily download the game the better, so definitely.

+3 votes   download: 0 A.D. Alpha 9 Ides of March
feneur
feneur Mar 16 2012, 5:20pm replied:

Eventually we hope to have an in-game multiplayer lobby, but for now here's some info on how to setup a multiplayer game: Trac.wildfiregames.com To find someone to play against the forums ( Wildfiregames.com ) and the IRC channel ( Irc.quakenet.org ) are good places. People at our forums have also created a Steam group: Steamcommunity.com and a Hamachi server: Wildfiregames.com

Not sure what you mean by easier city building. Building individual buildings is easy enough, and putting them where you want them is generally easy (can be a bit of an issue with walls, but we have just started working on a proper wall system which hopefully will be included in Alpha 10). If you want to place more than one of the same building at the same time, just shift-click and you'll be able to place multiple foundations. You could mean something completely different for all I know though :-/

+2 votes   article: New Release: 0 A.D. Alpha 9 Ides of March
feneur
feneur Mar 11 2012, 2:48pm replied:

No. The image hints about a new feature though...

+1 vote   media: Alpha 9 will be here before you know it.
feneur
feneur Feb 29 2012, 5:53am replied:

At this size yes, but at the size it is used in-game it isn't imho :)

+3 votes   media: Unit Portrait: Hoplite
feneur
feneur Feb 26 2012, 4:44pm replied:

Maybe you will create one? ;) We're not against such a map, it's just not a priority as it doesn't sound like something most people would like. At least not to actually play on as opposed to just liking the idea. It depends on what you mean my completely random as well, I mean nothing created via a script a human has created can be completely random in the strictest sense, while many of the maps already provided can provide a fair variety of end results. Most of the maps will be created based on a theme in either case though, but yeah, if no one else will create one you can always create one yourself ;)

+3 votes   media: Random map scripts
feneur
feneur Feb 25 2012, 4:56am replied:

It means those random map scripts were created before we had round maps and will be replaced with new and improved (and round) versions :)

+3 votes   media: Random map scripts
feneur
feneur Feb 24 2012, 7:44pm replied:

(If you use the SVN version they already are, and otherwise you'll just have to wait until Alpha 9 is released - should be within a month or so.)

+3 votes   media: Random map scripts
feneur
feneur Feb 17 2012, 7:51am replied:

For now it's not really recommended to play against more than one AI due to performance reasons. So more the game not being finished than your computer :)

(Just an FYI: the game uses OpenGL, so the DirectX version/performance isn't relevant. At least not directly, a graphics card with support for a higher version of DirectX is of course likely to be better in general, and thus should be better at OpenGL as well :) )

+2 votes   download: 0 A.D. Alpha 8 Haxāmaniš (Windows Version)
feneur
feneur Feb 17 2012, 7:47am replied:

I'll quote what Michael (Mythos_Ruler) has said elsewhere: "I know, but it felt wrong to only allow access to a pyramid for only one side. :/ I'm thinking of making them "ruins" by which resources can be harvested."

+2 votes   media: New map: Nile River
feneur
feneur Jan 23 2012, 6:38am replied:

It's already been implemented for about a year or so, so no need to wait. Just select "Random map" from the "Match type" dropdown in the game setup and you're good to go. Currently there are just a few included, but that should change for Alpha 9 as several of our forum users have started to contribute random maps.

+2 votes   media: New map: Punjab
feneur
feneur Oct 20 2014, 10:48am replied:

I'm not sure I'm understanding what you mean here. What is confusing about mentioning which platform the installer is for in the title?

+1 vote   download: 0 A.D. Alpha 17 Quercus (Windows Version)
feneur
feneur Oct 13 2014, 11:24am replied:

Hopefully we'll reach Beta by then :) (And hopefully we won't have to go through the entire alphabet again during the Beta phase.)

+3 votes   article: New Release Alpha 17 Quercus!
feneur
feneur Apr 5 2014, 6:04pm replied:

Hopefully we'll be able to implement fighting in formation, for now they split up though.

+3 votes   media: Testudo
feneur
feneur Dec 23 2011, 5:49am replied:

The round maps have been around for a couple of Alphas, so yeah, you should have them already :)

+1 vote   media: 0 A.D. Alpha 8 Haxāmaniš - New features
feneur
feneur Dec 22 2011, 7:18am replied:

Depends on the scope of the mod I'd say. If it's large enough to require a lot of planning I'd say starting as soon as possible is a good idea ;) Since the next release should be out this week you can just as well wait for that for that matter though :)

Depending on how much you will want to rely on the 0 A.D. gameplay features you may want to wait longer or shorter amounts of time before actually implementing things. Creating 3D models, designing how you want the mod to play, etc can be started as soon as you would like. And implementing could start soon as well, the only issue would be that there's always a risk that something changes in the main game that means that you will have to change something in your mod. On the other hand most things shouldn't change that much, and once you are into it they should be quick to implement. For example, in Alpha 9 we hope to add a RPS (rock-paper-scissors) system where units have bonuses against each other, and for that the unit template XMLs will have to be edited a bit from what they look like now. Things like that. If you want to avoid having to do such things you might want to wait until we get into Beta to actually implement it. Up to you.

I suggest you start asap though, things like this tends to take time :)

+4 votes   article: A year in review
feneur
feneur Dec 20 2011, 11:22am replied:

Tanks and battleships should be possible without too much work apart from the modelling/texturing. Jets are likely to take more work as they need to work a bit differently. We do have some demo flying units though, so the flying part should already be there. It's more the landing etc that needs more work, and perhaps some other things that need tweaking. Shouldn't be too hard if you're determined though :)

+4 votes   article: A year in review
feneur
feneur Jul 12 2011, 10:59am replied:

Rather, there's no need to download it separately, if you've downloaded 0 A.D. you have access to the engine. If you want more access (i.e. source code) just get the code via SVN: Trac.wildfiregames.com

+5 votes   engine: Pyrogenesis
feneur
feneur Jun 28 2011, 1:19pm replied:

Yeah, it's a big difference to actually hear the music in-game :)

+3 votes   media: 0 A.D. Original Soundtrack -- Hellenic Peace #1
feneur
feneur May 13 2011, 1:40pm replied:

The people who can make scenarios/custom made maps and those who can make random map scripts aren't always the same ;) So don't worry, there will be both. And as Michael (Mythos_Ruler) said, from Alpha 5 on there is Random Map scripting added, and a few random maps as well.

As for enormous maps, if you think the maximum included is not big enough just edit the scripts, be prepared to wait a while though as it takes a while for the map to be created when that large :)

+1 vote   media: Acropolis II
feneur
feneur Apr 20 2011, 1:09pm says:

Starting in Alpha 5 three factions will be playable as the caption says: Celts, Hellenes and Iberians. In the final game six factions will be playable, in addition to the above three: Carthaginians, Persians and Romans. No orcs though =) At least not in the main game, mods can make all kinds of things possible ;)

+6 votes   media: 0 A.D. Alpha 5 Preview
feneur
feneur Mar 12 2009, 11:52am replied:

You're very wrong about the 2 people =) Over the years since 0 A.D. first was thought of until today many people have contributed (when the game is eventually finished well have an enormous credits list ;) )

+1 vote   article: 0 A.D. 2009 March Update
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