This member has provided no bio about themself...

Comment History  (60 - 90 of 107)
feneur Jan 1 2012, 6:34pm replied:

We will change the name from Alpha to Beta once we have all the essential gameplay features done. Beta should be for when we test, balance, fix bugs, improve performance and perhaps add visual enhancements (along the lines of bloom etc, though I'm personally not a fan of that specific effect, but it seems there are others who are, so who knows :) ).

+1 vote     article: A year in review
feneur Dec 29 2011, 4:47pm replied:

As we haven't added a proper ship garrisoning system (moving the ship and units to a location where they can meet up etc) we haven't fixed that issue as it would make ship garrisoning more or less useless at the moment (or at least a lot of work as you would have to move the ship/unit exactly to the same spot manually. We do hope that we will be able to do it properly though :)

+4 votes     game: 0 A.D. Empires Ascendant
feneur Dec 24 2011, 7:26pm replied:

Had some issues with my computer yesterday, but now it's uploaded so as soon as it's authenticated by a ModDB/IndieDB mod it should be available :)

+1 vote     article: New Release: 0 A.D. Alpha 8 Haxāmaniš
feneur Dec 24 2011, 7:06pm replied:

It's continually being worked on. A lot more to be done before it's finished, at least as many more tracks as there are current tracks.

+1 vote     article: New Release: 0 A.D. Alpha 8 Haxāmaniš
feneur Dec 23 2011, 5:51am replied:

We try to keep the size of the maps down a bit for now as there still are a lot of performance fixes we need to do before the game runs as smoothly as we'd wish to. If you try the random maps you can get bigger maps though, just be aware it can be a bit slow, at least if you have a lot of other players (AI or human).

+1 vote     media: 0 A.D. Alpha 8 Haxāmaniš - New features
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 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 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 Dec 19 2011, 3:10pm replied:

A hint, read the last paragraph ;) But no, not yet, they will be added in an upcoming Alpha. As it looks now Alpha 9 (not the one we will release really soon, but the next one), but at least within the next couple of Alphas :)

+2 votes     article: A year in review
feneur Dec 17 2011, 4:09pm says:

And a view of the environment tab of Atlas (our scenario editor) ;)

+2 votes     media: Twilight
feneur Dec 1 2011, 6:51pm replied:

To some extent most or all of it is known, if nothing else it might be fairly soon ;) In any case this should not be the only update during the IOTY voting, so we can't show everything the first day, then people would have no reason to check back the next couple of days, right ;)

+4 votes     media: The Persians Are Coming
feneur Nov 30 2011, 6:12pm replied:

If you've truly modified the engine, and not just the JavaScript files and art, you have to release the source of those modifications as well as the art and executable itself. Pyrogenesis is released under the GPL which simply put says that if you make a release that is based on a program using that license you need to make the source available as well.

+7 votes     game: BYZEN - 1811
feneur Nov 19 2011, 12:34pm replied:

Our ships are based on the real ones, so if anyone should sue it would be the ancient Romans ;)

+3 votes     media: Persian Bireme
feneur Nov 4 2011, 11:23am says:

Seems like the previous code for the video didn't work, I have updated it now though so you can take a look at it :)

+2 votes     article: Pledgie work off to a good start, you can keep it going longer
feneur Aug 29 2011, 8:38am replied:

They will be eventually.

+3 votes     media: Another look at the Carthaginian Trireme.
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:

+5 votes     engine: Pyrogenesis
feneur Jul 12 2011, 8:17am replied:

It should, I have a distant memory there was some place where I could set what platform it's for, but I can't see that reflected here so I should probably add that info to the title/description.

+3 votes     download: 0 A.D. Alpha 6 Fortuna (Windows Version)
feneur Jul 11 2011, 1:35pm replied:

Hopefully we'll be into Betas quite a while before reaching "Z" so it shouldn't be a problem. In the worst case we'd have to start over or something, no need to worry about that until we'd get there though :)

+2 votes     article: New Release: 0 A.D. Alpha 6 Fortuna
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 Jun 21 2011, 2:08pm replied:

Three and counting :) Eventually there will be both peace and battle tracks for all six civilizations + a main theme and possibly other tracks as well.

+1 vote     media: 0 A.D. Soundtrack Cover Art
feneur Jun 7 2011, 4:18pm replied:

Ah I see you're spreading the news about my defeat even here :P (Or now that I check the timestamp you posted it here first =) )

+2 votes     media: Cycladic Archipelago II
feneur May 21 2011, 10:37am replied:

We'll most likely wait with the Romans to the last as we really want them to shine :) To get a taste of what's to come you can take a look at the "Miletus" and the "We are legion" maps where there are some Roman units.

+4 votes     article: New Release: 0 A.D. Alpha 5 Edetania
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 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 Mar 15 2011, 1:50pm replied:

Because they need to be killed before you can gather from them.

+3 votes     download: 0 A.D. Alpha 4 Daedalus
feneur Feb 24 2011, 11:39am replied:

It's our intention indeed :) (Just not to make your expectations too high I must add that it's a first basic attempt at an AI, and mostly an example to test/show the AI system. Should make single player games more fun though, and it will be improved on in upcoming releases, so a lot to look forward.)

+1 vote     article: Art Department Update #2
feneur Feb 22 2011, 11:08am replied:

No, and it might take a while as we want to focus on making the game fun rather than making it easy to find other players just to have a boring game ;) . Especially since it's not really hard to connect to another player, the hard parts are finding other players and setting up your router/firewall. That said, it would definitely be nice if things would be easier, so if someone with a good grasp of programming and some ideas about how to implement such a system is reading this we would appreciate your help :)

+2 votes     article: Art Department Update #2
feneur Feb 18 2011, 4:40pm says:

Really cool design. And I didn't know about the original game, but it, and your remake, seems to be fairly cool. Will definitely follow the progress.

+2 votes     media: Player Altar meshes for level 1, 2, 3
feneur Jan 29 2011, 12:59pm replied:

It's two buildings combined to make a new, in the above map I think just placed next to each other in Atlas (our scenario editor), but you could combine them to create a new building. Definitely in a 3D editor, but I'm pretty sure you could attach one to the other in the XML file if you would like to have it buildable/usable but don't want to open up the files in a 3D editor. So, it is just eye-candy in this case (or rather two usable buildings, but I'm not sure how usable when they're overlapping like this), but with just a few lines in an XML file you should be able to make it more than that.

+4 votes     media: Paul's "Coastal Defenses"
feneur Jan 25 2011, 9:58am says:

Looking really nice. You've already managed to give it a distinct look compared to "Vanilla" 0 A.D. ;-)

+6 votes     media: The Fields of Longji
Offline Since
Oct 25, 2014
Sweden Sweden
Member Watch
Track this member
Comment Statistics
Posts per day