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Comment History
Jeru
Jeru Feb 25 2012, 5:20am says:

Some of the maps look like pizza pies

+4 votes   media: Random map scripts
Jeru
Jeru Dec 17 2011, 7:27am replied:

We are constantly working on optimizing the game's performance. Some progress will be visible in Alpha 8, due within the next few days.

Also, we have just recently set some technical foundations to help us easily find out where the lag is coming from, so you can expect much more progress over the following alphas.

+2 votes   game: 0 A.D. Empires Ascendant
Jeru
Jeru Nov 20 2011, 5:23am replied:

TribalBeat - No, they are always red, that is how the Romans painted their buildings. Other features of the building are player-colored, though.

+2 votes   media: Roman Temple
Jeru
Jeru Aug 28 2011, 11:58am replied:

I believe the ships with the blue stars on their sails are Greek.

+3 votes   media: Carthaginian Trireme
Jeru
Jeru Aug 20 2011, 4:33pm replied:

@thunderising It will not feel like a finished, polished RTS game because it is not yet one. There are still some rules that are not yet implemented: No research, no auras, no formation bonuses, no trade and diplomacy, etc.

But yes, you can gather resources, build a city and an army and try to destroy your enemy. Just expect it to be somewhat rough around the edges. Don't worry, we'll fix it all in due course.

+4 votes   game: 0 A.D. Empires Ascendant
Jeru
Jeru Aug 13 2011, 8:26am replied:

@slaaneshfollower, buildings can be destroyed most practically by siege weapons. Alternatively, they can be converted to belong to an enemy player as that player expands and takes over nearby parts of the map.

The building mechanic in 0 A.D. is similar to the Age of Empires series: namely, just units tapping on the ground near the foundations. Improvements on that are possible with external mods. Since 0 A.D. is open source, anyone is free to mod it as much as they like.

+3 votes   game: 0 A.D. Empires Ascendant
Jeru
Jeru Jul 8 2011, 10:23am replied:

@Jiznor, thank you for your kind words and ideas.

Idea #1 is included in the game design and set to be implemented over the course of the game's development.

Ideas #2-4 are not planned, but can be implemented in scenarios, campaigns, mods etc. Since 0 A.D. is free, open-source software, anyone is free to work on this.

Hope this helps!

+4 votes   game: 0 A.D. Empires Ascendant
Jeru
Jeru Apr 5 2011, 3:39pm replied:

One of our contributors decided to do something different. He originally created these buildings for Glest in the past, but now he imported them into 0 A.D. and has hopes to use them to create a LoTR-based mod for 0 A.D. in the future.

In the meanwhile, this Elvish town is mostly a proof of concept of just how extensible 0 A.D. can be. Elvish buildings are not set to be included in the official package of 0 A.D.

+16 votes   media: A Pleasant Morning in an Elvish Town
Jeru
Jeru Nov 26 2010, 10:31am says:

We should add amphoras to the game for shipwrecks like these and some other uses.

+1 vote   media: Shipwreck
Jeru
Jeru Jul 16 2010, 2:14pm replied:

bikkebakke, you can follow the step-by-step progress over time with SVN.

+1 vote   article: 0 A.D. Pre Alpha 3 Released
Jeru
Jeru Jul 12 2010, 1:46am replied:

The first three are definitely known bugs, will be fixed in due course. Thanks.

+2 votes   article: 0 A.D. Pre Alpha 3 Released
Jeru
Jeru Jun 26 2010, 4:05am replied:

Pyrogenesis, a homegrown engine built on top of low-level libraries (OpenGL, OpenAL, ENet, ...). Gameplay scripting uses JavaScript.

+2 votes   game: 0 A.D. Empires Ascendant
Jeru
Jeru May 13 2010, 2:58am replied:

"Unplayable" just means things like victory conditions are not yet implemented, so you cannot win or lose. You can still run the game, though.

+1 vote   article: 0 A.D. Pre Alpha 2 Released
Jeru
Jeru Feb 3 2010, 7:18am says:

Personally I had no clue this group existed until this page linked to it: Moddb.com

+1 vote   article: Opinions!
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