Indonesian blackout caused by lack of generation capacity
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Indonesian blackout caused by lack of generation capacity

Saturday, August 20, 2005

A power outage in Indonesia that left about 100 million people without electricity has caused a political crisis. The country’s state-owned energy monopoly, PLN, has not determined the immediate cause, and the country’s president has ordered the national intelligence agency and police to investigate.

The blackout appears related to deficiencies in Indonesia’s power generation capacity.

The power failure follows attempts to deal with the country’s growing energy crisis, including conservation and trying to allow private companies to provide energy, which was ruled unconstitutional in 2004. In January, the Indonesian government held a special energy summit to attract investment in their energy infrastructure. At the summit they set the goal of adding 22,000 megawatts to Indonesia’s present capacity of 23,000 megawatts, in order to support the country’s growth.

The World Bank and others have warned that without more investment in the country’s energy infrastructure an energy deficit will result. However, foreign investors remain wary of investing in Indonesia. “The power outage has resulted in worries over an energy crisis which could hurt the nation’s industrial sector,” said a trader on Indonesia’s stock market.[1]

The outage began at 10:23 a.m. local time, August 18, 2005, when power failed along the electrical system that connects Java, Bali, and Madura, causing outages in Java and Bali. Almost half of the country depends on the electrical grid that experienced failures. Some of the main lines on the grid are over 20 years old, according to PLN president Eddie Widiono.

The blackout caused traffic jams in Jakarta, forced cancellation of several international and domestic flights at Jakarta’s Soekarno-Hatta International Airport, shut down Jakarta’s electric train service, and disrupted hospital operations. Some larger hospitals were forced to delay surgeries while many smaller hospitals could not receive patients. About 1,800 officers were called into action by Jakarta’s metropolitan police to deal with short-term problems caused by the power failure.

Candles used in place of electric lighting started six fires in Jakarta alone.

Mulyo Aji, a PLN official, said more power failures are likely in the future as energy demand increases, without any corresponding new supplies of electricity scheduled to come online soon.

Retrieved from “https://en.wikinews.org/w/index.php?title=Indonesian_blackout_caused_by_lack_of_generation_capacity&oldid=4615738”
Late Fall Crappie Fishing

Seasonal movements of black crappies are similar to other warmwater fish species. In early spring, when water temperatures begin to rise, many fish will move from the deep areas of a lake to shallow vegetated areas where spawning will occur. In early fall, crappies will again begin to move, this time feeding on available forage in preparation for winter.

Crappies are one of the few warmwater species that can actually be caught in greater numbers in the colder months between October and April, with November and March being the two best months.

Crappies move into shallower depths during autumn and closely associate with shoreline structures. They may be found in close proximity to weed lines, rocky points, flooded stream channels, or a variety of other habitats. Cooler water temperatures stimulate more aggressive feeding behavior.

[youtube]http://www.youtube.com/watch?v=C4EPzWW8B_o[/youtube]

Crappie are generally very predictable and aggressive in October and November. Docks are a prime location for fall crappie, where they can be caught in the upper 10 feet of the water column. Even better than just vegetation is an area with stumps and brush. Crappie will also move into shallow water on warm days in the fall, where you can catch them in the same brush piles they inhabit during the spawn. Crappies love structure!

Anglers can catch these fish using small plastic jigs or hair jigs in a variety of colors. Crappies are color selective at times, so experimentation is important. Additionally, anglers must experiment with depth because crappies often will suspend above structure. Sometimes varying the depth you are presenting the bait as little as six inches can make a difference. Live bait, such as minnow, killifish, small shiners and worms, can improve catches. Small grub tail twisters, such as beetle spins or roadrunners, can also be effective. Remember, crappies are not always on the bottom so the use of a float can be important.

Tips & Tricks for Late Fall Crappie

  • Schools will be near deeper weed edges.
  • Fish early morning and late evening.
  • Fish slowly inside the deepest portion of the weed flats & use a 1/16th-ounce jig with a small minnow.
  • A slow vertical jigging motion will reduce snags.
  • After locating fish, switch to a slip bobber & vary the depths to zero in on the fish.
  • As the water cools, more weeds will die & fish will come to the open edges.
  • Watch your fish finder as you slowly cruise the drop offs just outside the weed line.
  • Each day you’ll see more signs of life in this deeper water.
  • Baitfish appear first, then small groups of Crappies and finally larger schools of fish.
  • The arrival of larger groups of fish marks the beginning of the peak fall bite.
  • Crappies will locate on inside corners or edges of deep holes near the shoreline.
  • You might find some of the fish on points or on straight stretches along the drop off.
  • Remember: Crappies love structure!

Article Source: sooperarticles.com/sports-articles/fishing-articles/late-fall-crappie-fishing-699270.html

About Author:

Jay Bryce is a community manger at iFished.com. iFished.com has fishing and local information for over 40,000 lakes and fishing areas in the United States. Information includes current weather and forecasts, best times fishing charts, maps, local businesses, Fishing Store and more. iFished.com also has a large library of fishing videos, current fishing reports and fishing articles to help you catch more fish.Author: Jay Bryce

Ford’s US auto sales spike, surpassing GM
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Ford’s US auto sales spike, surpassing GM

Wednesday, March 3, 2010

Ford Motor Company said on Tuesday that its sales in the United States rose 43% in February compared to the same period last year, as the automaker outsold rivals Toyota and General Motors.

The strength of our new products … are resonating with customers

Ford said that total sales improved to 142,285 units, compared to 141,951 units sold by GM. Additionally, Ford said that its share of the total US car market rose to 17%, up from 14% a year ago. The increase was better than analysts had predicted, and Ford’s stock rose to a five-year high in morning trading, before declining later in the day. Ford’s sales were significantly influenced by a 74% increase in fleet sales to businesses. Rental car agencies alone accounted for around 30,000 units sold. Sales to retail consumers increased only 28%.

The increases were led by sales of two sedans, the Fusion and Taurus, which rose 166.5 and 93.3% respectively, although sales of other models such as SUVs and pickup trucks also increased. Both models were significantly redesigned last year, and analysts said that improved quality from such cars were driving the increases.

Other companies also reported February sales today, nearly all reporting sales gains as well, although none as large as those of Ford. Toyota was the sole exception to the sales gains, as their sales declined 8.7%, as the company was faced with a global recall during the month that led to a temporary stoppage of production for some models.

“The strength of our new products … are resonating with customers,” said Ken Czubay, Ford’s vice president of sales and marketing. However, he believed that traditional Toyota customers were not buying rival autos, but rather awaiting the results from the recalls.

Retrieved from “https://en.wikinews.org/w/index.php?title=Ford%27s_US_auto_sales_spike,_surpassing_GM&oldid=2715048”
Australian health workers to close intensive care units in Victoria next week
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Australian health workers to close intensive care units in Victoria next week

Thursday, March 13, 2008

Members of Australia’s Health Services Union (HSU) will go on strike in Victoria next week in a dispute over stalled wage and career structure negotiations. Over 5000 physiotherapists, speech pathologists and radiation therapists will walk off the job next week, effectively closing the state’s 68 largest health services.

The strike will force the closure of intensive care units and emergency departments across the state.

It is feared the strike could continue into Easter.

National secretary of the HSU, Kathy Jackson said admissions would be crippled, while intensive care patients would have to be evacuated to New South Wales, Tasmania and South Australia as hospitals will not be able to perform tests or administer treatment.

“When an ambulance shows up you can’t admit a patient without an X-ray being available, you can’t intubate them and you can’t operate on them,” she said.

“If something goes wrong in an ICU you need to be able to X-ray, use nuclear medicine or any diagnostic procedure,” said Ms Jackson.

Ms Jackson said the HSU offered arbitration last year, but the state government refused. “They’re not interested in settling disputes, they hope that we are just going to go away.”

“We’re not going away, we’ve gone back and balloted the whole public health workforce in Victoria, those ballots were successful, 97 percent approval rating,” she said.

The HSU is urging the government to commence serious negotiations to resolve the dispute before industrial action commenced.

The government has offered the union a 3.25 per cent pay increase, in line with other public sector workers but the union has demanded more, but stopped short of specifying a figure.

Victorian Premier John Brumby said the claim would be settled according to the government’s wages policy. “The Government is always willing and wanting to sit down and negotiate with the relevant organisations . . . we have a wages policy based around an increase of 3.25 per cent and, above that, productivity offset,” he told parliament.

The union claims it is also arguing against a lack of career structure, which has caused many professionals to leave the health service. Ms Jackson said wages and career structures in Victoria were behind other states.

Victorian Opposition Leader Ted Baillieu said he was not in support of the proposed strike and called on the government to meet with unions. “There could not be a more serious threat to our health system than has been announced today.”

“We now have to do whatever is possible to stop this strike from proceeding,” he said.

The opposition leader will meet with the union at 11:30 AM today.

Victorian Hospitals Industry Association industrial relations services manager Simon Chant said hospitals were looking at the possible impact and warned that patients may have to be evacuated interstate if the strike goes ahead.

Retrieved from “https://en.wikinews.org/w/index.php?title=Australian_health_workers_to_close_intensive_care_units_in_Victoria_next_week&oldid=4360153”
Wikinews interviews 0 A.D. game development team
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Wikinews interviews 0 A.D. game development team

Tuesday, March 22, 2011

0 A.D. is a historical, open source, strategy game, published by Wildfire Games. It focuses on the period between 500BC and 500AD. The game will be released in two parts: the first covering the pre-AD period, and the second running to 500AD. With development well underway, Wikinews interviewed the development team.

Aviv Sharon, a 24-year-old Israeli student responsible for the project’s PR, compiled the below Q&A, which the full team approved prior to publication.

Retrieved from “https://en.wikinews.org/w/index.php?title=Wikinews_interviews_0_A.D._game_development_team&oldid=4678732”
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Outdoor Patio Furniture Perfect For Creating Your Own Outdoor Entertainment Area

By Jesse Akre

In recent years the world of entertaining has moved outdoors. Everyone wants to host an outdoor party. Gone are the days that patios were just a concrete slab in the back of the house. In are times of beautiful decks with lighted designer pools and hot tubs, built-in grills and all the extras. With these styles of patios, outdoor patio furniture means a lot more than a couple of folding chairs.

Since the trend is for this kind of outdoor entertainment, the furniture market is full of outdoor patio furniture from the casual pieces up to designer created outdoor patio furniture, and everything in between.

If you want your inside home to be extended to the outside, you can eve find outdoor patio furniture that will continue your theme from the inside, outwards, without changing the feel of the dcor.

[youtube]http://www.youtube.com/watch?v=NNv6MP22m1E[/youtube]

There are a number of things to take into consideration as you begin shopping for the right pieces of outdoor patio furniture. First is durability. This outdoor patio furniture is going to be spending all its time outside. You want to make sure the pieces of outdoor patio furniture you select are going to last through whatever kind of weather you are going to have where you live. If you are in the north, you need to think of what happens in the winter months. Will you be bringing the furniture in, and sheltering it in the garage? Think about this realistically. Most people who say they are, never remember to bring those outdoor patio furniture pieces in when the weather changes. If youre not, you need to make sure you find outdoor patio furniture pieces that can withstand the cold temperatures, snow and ice that you may get. On the other end of the spectrum, if you live in the south, the furniture needs to be able to stand up to heat, baking sun, and humidity. You should also think about the colors and materials that are being used to create your outdoor patio furniture if you live in the south. The materials need to be cool to the touch on a hot summer day or no one will be able to enjoy it. For this reason, you want to avoid metal outdoor patio furniture in this region.

If you are going to spend a lot of money on a nice outdoor patio furniture set, you want to make sure it is money well spent. You want that outdoor patio furniture to continue to look nice for the years of backyard parties to come. Before you make a purchase, you should look into what it takes to clean the outdoor patio furniture pieces you are considering. Some are as easy to clean as spraying them down with a garden hose, others take a little more work. But the important detail is to know that the cleaning regimen is one you can keep up with to keep you outdoor patio furniture in tip-top shape in the seasons of parties you have yet to plan.

About the Author: Jesse Akre provides buying advice when purchasing plush

garden benches

,

teak chairs

,

patio furniture

.

Source:

isnare.com

Permanent Link:

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New Zealand policewoman found moonlighting as prostitute
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New Zealand policewoman found moonlighting as prostitute

Thursday, July 20, 2006

An Auckland, New Zealand policewoman, who has not been named, has been working part-time as a prostitute. Her employer, Auckland City Police, did not know that she had been working as a prostitute for a limited time. She has been able to keep her police job.

Prostitution became legal in New Zealand in 2003.

The police officer was prostituting herself because of financial difficulties. A person working in the Christchurch sex industry said “It’s usually either for debts or drugs.”

She is now undergoing counselling.

The New Zealand Police would not comment on how long she had been acting as a prostitute.

Lyn Provost, Deputy Commissioner, said “the nature of the secondary employment was incompatible with policing and would never have been approved.”

The police say that if a police officer was to seek secondary employment then it must be signed off, this job hadn’t been. It would have been a conflict of interest.

Ron Mark, New Zealand First Party Law and Order spokesman, said “the case is concerning, because while prostitution is legal, it is associated with criminal activity.”

A representative of the New Zealand Prostitutes’ Collective (NZPC) said there were law students and doctors who were sex workers.

“NZPC’s philosophy is that we support people that are in that secondary employment … we support them for their sexual health needs or any other needs – emotionally, physically, spiritually – that we can accommodate.” a representative of the New Zealand Prostitutes’ Collective said.

Retrieved from “https://en.wikinews.org/w/index.php?title=New_Zealand_policewoman_found_moonlighting_as_prostitute&oldid=2526500”
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Total evacuation of New Orleans planned
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Total evacuation of New Orleans planned

Wednesday, August 31, 2005

A state of emergency has been enacted in New Orleans in the U.S. state of Louisiana today, after the devastating Hurricane Katrina made landfall on Monday. There were earlier erroneous reports by the news media that martial law had been imposed. Mayor Ray Nagin fears that there may be “thousands” of fatalities in his city alone.

Many hospital staff are struggling without power and supplies. As many as 2,500 patients from hospitals in Orleans Parish were to be evacuated, according to US Health and Human Services Secretary Mike Leavitt, but where they could be sent was still uncertain.

Looters are roaming the city and have already ransacked the city’s upscale shopping district on Canal Street. They have been seen on news reports carrying huge bags of stolen goods. Governor Kathleen Blanco announced plans to completely shut down New Orleans and move everybody left there out of the area. A rescue helicopter was shot at, temporarily halting all rescue operations.

Former mayor Marc Morial summed up his view by saying; “We’ve lost our city, I fear it’s potentially like Pompeii.”

Two of the city’s levees on Lake Ponchartrain failed; one with a football-field size breach.Emergency workers dropped sandbags from helicopters into the levee’s breaches,but the water kept coming.

“It appears that now the bowl is beginning to fill — not rapidly but slowly,” said Walter Maestri, an emergency operations manager. New floods swept through the center of New Orleans and water now covers 80 percent of the city with broken gas lines feeding raging fires. In some locations the water is now at a depth of 20 feet (six meters).

The famous French Quarter, initially less affected by flooding, finally also succumbed.

“Get out of town if you can.” said Ed Freytag, a city worker at the temporary City Hall complex. “We’re damn close right now to that worst-case scenario,” said Dave Cohen, a local radio host.

For those that were staying in the Superdome, officials have begun moving them to the long-vacant Astrodome in Houston, Texas.

Retrieved from “https://en.wikinews.org/w/index.php?title=Total_evacuation_of_New_Orleans_planned&oldid=4626954”
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What Is Payroll Software? Singapore Payroll Basic &Amp; Requirement

By Ramya Dilip

What Is Payroll Software?

Payroll software is the one which computes the employee salaries every month. The employee may be paid by hourly rate / daily rate/ monthly fixed salary. The employee may have some additions and deductions in every month like overtime pay, daily allowances, advance payment, medical claim, special allowance, etc And the employee unpaid leave, lateness & early leaving pay needs to be deducted from his salary.

Every month the payroll software should able to generate the pay slip for the employees. And payroll software must have useful management reports like, Monthly Salary Summary Report, Overtime Payment Report, Taxation Report, Yearly Summary Report, and Monthly Reconciliation Report.

And different countries have their own computation for taxation & provident funds. So the payroll system should comply with the local government regulation for salary calculation.

Payroll for Singapore:

Payroll in Singapore country should be complying with Singapore government regulations as below.

CPF – CENTRAL PROVIDENT FUND:

[youtube]http://www.youtube.com/watch?v=9utHyGH3IT8[/youtube]

An employee who is Singaporean / permanent resident of Singapore must contribute CPF to the CPF board. The CPF amount comprises of employer & employee contribution. There are different percentage of calculation based on the employee salary and age. The information can be found in CPF BOARD website.

Ethnic Funds: (SINDA / CDAC / MBMF / ECF):

Based on the employee ethnic group there is a need of ethnic fund needs to be contributed by the employee. This contribution amount will be deducted from the employee salary every month and this fund directly goes to the relevant ethnic group welfare. The ethnic funds are SINDA (for Indians) CDAC (for Chinese), MBMF (for Malays), ECF (for Eurasians). The contribution amount will vary depends on the employee salary. The information can be found at the relevant ethnic group web sites.

SDL- (SKILL DEVELOPMENT LEVY):

This levy must be paid for all the employees working in Singapore. Currently the SDL is 0.25% for salary up to S$4500 (as of 2010). This amount must be paid by the employer to the SDL board. The SDL board uses this fund to provide subsidy for employees training programs / upgrade skills, etc Usually there are many training courses will be run by SDL approved vendors. A company can able to get up to 90% subsidy from SDL board while the company sends their employees for training.

FWL- (FOREIGN WORKERS LEVY):

This levy must be paid by employer for the foreign workers working in their company based on the worker skill level. Currently (as of 2010) LOW / MEDIUM /HIGH levels of levy need to be paid by the employer. The levy amount can be found from the FWL website.

Income Tax:

Based on the employee salary, income taxes are needed to be paid by the employee. Currently Singapore income tax board makes mandatory condition that the employer must submit their employees yearly income details to the income tax board directly which is called auto inclusion. There are various forms like IR8A, IR21, IR8S, APPENDIX-A needs to be submitted based on the requirement.

National Service:

It is mandatory that the all eligible Singaporean & permanent resident must go for the national service on request. During the national service period the employee salary will be paid by the government (MINDEF Ministry of Defense) and the relevant CPF must be paid by the employer.

Leaves (Annual Leave, Medical Leave, Child care Leave, Maternity Leave):

There are certain types of leaves mandatorily provided as employees benefit. Like annual leave (7 days), Medical Leave (14 days), Child care Leave (6 days for Singaporean & 2 days for non Singaporean), Maternity leave (60 days)

Payroll Software for Singapore:

Payroll software suitable for Singapore should have all the above features built-in. In addition to that a good payroll software for Singapore should have the below additional features.

Remainders:

There are many foreigners working in Singapore. Those foreigners having work permit pass / employment pass / professional pass. Usually this passes is valid for certain years. So the payroll software should show the remainders when it is due.

Online Bank GIRO:

For employee salaries Writing cheques / paying cash are very outdated. The payroll software should able to generate the interface file to the banks with their employees salary details. Then the bank can directly credit their salaries to their account.

About the Author:

Payroll Software System Trusted by 1500 Singapore Companies Infopay – Singapore Payroll Software | Singapore Payroll System Infopay – Singapore Payroll Software System

Source:

isnare.com

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In the land of the open source elves: Interview with “Battle for Wesnoth” creator David White
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In the land of the open source elves: Interview with “Battle for Wesnoth” creator David White

Thursday, June 1, 2006

If you’ve always wanted to live in a world populated by elves, dwarves and wizards, you don’t need to pay for a World of Warcraft subscription or buy the Special Extended DVD Trilogy Edition of The Lord of the Rings just yet. You could instead give Battle for Wesnoth a try — an open source turn-based strategy game in a fantasy setting. For the practically minded, “open-source” means that the code which the game is made of is available to anyone who wishes to use, redistribute or change it. It was created by volunteers and can be freely shared. Even the multiplayer online part of the game is free (no ads or spyware either).

But Wesnoth, as it is often abbreviated, is notable not only because it is free. While its graphics are simple by modern standards, the sheer number of units and scenarios that are available for the game is staggering. This is where the “open source” philosophy comes truly into play: anyone can contribute art or new campaigns. As of May 2006, the forum where users can share and discuss their own art contained over 25,000 messages. Most of this art is made available under the same open source terms as the game itself.

Battle for Wesnoth lets you command armies of units such as archers, swordmen, mages and gryphons during the course of a campaign consisting of multiple missions. Typically, your mission is to defeat an enemy leader, but some scenarios let you liberate a prisoner, find a lost artifact, traverse dangerous territories, and so on. Your best units can be taken from one mission to the next, “levelling up” in the process. Even units of the same type vary in their abilities, making the tactical use of the right unit at the right time very important.

The game is reminiscent of turn-based strategy classics such as Heroes of Might and Magic or Warlords. Throughout each campaign, the player is informed of the progress of the story. For instance, in the “Heir to the Throne” campaign, the player follows the story of Prince Konrad, who must reclaim the throne of Wesnoth from an evil queen.

The game was originally designed by David White, who is still the project’s lead developer. We exchanged e-mails with David about the state of open source gaming, the future of Wesnoth, and the collaborative aspects of game development.

David, thanks for taking our questions. Open source games suffer from the problem that very few people have all the abilities needed to make a good game: programming, graphics, story development, sound effects, music, and so on. When you started Battle for Wesnoth, how did you deal with this?

Not very well.  🙂

Version 0.1 of Wesnoth was developed entirely by me, and it was ugly. It had awful graphics, and no sound or music at all.

I think the best way to deal with the problem is to make an early version of the game which showcases the desired gameplay. Then, people with the appropriate skills who like the game will contribute. This worked out well with Wesnoth, anyhow, as I soon attracted a fine artist, Francisco Munoz, and once the graphics were decent, more people started wanting to help.

I noticed that the forum allows anyone to submit art for the game. How important have contributions from ordinary players been for development?

Well, as with almost any free software project, contributions from users have been very important. In the area of art, this is definitely so, though making a substantial contribution of art generally requires a reasonable amount of skill, so the number of people who can contribute art is somewhat limited.

This has meant that the number of people who contribute art is much smaller than, say, the number of people who contribute bug reports or feature requests. Still, there are plenty of good pixel artists out there, and we have had many good contributions from our community.

Also, within the game itself, it’s possible to directly download new campaigns from the Internet, many of which have been created by players. Do you think that, in essence, we are seeing the beginnings of applying “wiki” principles to game development?

On one hand, I see the ability to directly download new campaigns as a mild convenience — it wouldn’t be much more difficult for the user to, for instance, go to a web page and download campaigns.

On the other hand, it does blur the line between ‘developer created content’ and ‘user created content’ and so, like a Wiki, makes it much easier for any user to contribute to the game.

I think that for an Open Source game, making it as easy as possible for users to contribute content is a key way to help make the game succeed. We have tried hard to do this in Wesnoth. I don’t think that with something dynamic like a game, it’s quite as easy to make absolutely anyone be able to edit it or contribute as easily as they can in a Wiki, but we have tried to make it as easy as possible.

How do you moderate user-submitted content? Are there scenarios or graphics you have rejected because they crossed a line — sexual content, excessive violence, etc.?

Well, there are basically three levels of content acceptance:

  1. ‘Official’: content can be accepted into the game itself — the content will reside in our SVN repository, and will be in the tarballs released by developers.
  2. ‘Campaign Server’: Content can be allowed on the campaign server (the server which users can connect to in-game to download more content).
  3. ‘Disallowed’: Finally, content can be disallowed on the campaign server, which means that the creator could only distribute it using their own channels (for instance, having a web site people could download it from).

Content only makes it to (1) if the developers happen to like it very much. We don’t have any firm rules as to what is allowed and disallowed, and a campaign that has short-comings from the developer’s point of view might still be allowed if it is exceptional in other areas. As an example of this, the campaign ‘Under the Burning Suns’ contained explicit references to religion. To avoid controversy, we wanted to avoid references to religion in Wesnoth. However, recognizing the exceptional quality of the campaign, we decided to accept it into the official version of Wesnoth in spite of this one aspect we didn’t like.

Artwork containing nudity has also been a controversial point in the past, as has violence (particularly explicit depiction of blood). We generally take the point of view that we will review each item as it comes, rather than making blanket rules.

With regard to whether we allow things onto the campaign server, (2), our general policy is that to be allowed onto the campaign server, the content need only be licensed under the GPL. However, we reserve the right to remove content that we consider to be distasteful in any way. Fortunately, our content submitters are generally very reasonable, and we haven’t had to exercise this right.

Our aim is to keep Wesnoth appropriate for users of any age and background — of course, it contains some level of violence, but this is not depicted very explicitly, and only parents who do not want to expose their children to animated violence of any level need be concerned. For this reason, we also do not allow expletives on our forums or IRC channels.

How do you feel about games like “Second Life”, where players trade user-generated content for money?

I’ve never understood the appeal of games like that. I don’t enjoy cheating in games, and to me buying items with real money seems like cheating — except worse, since it actually costs money.

What changes to the game or gameplay do you anticipate in the coming months and years?

Well, we’ve avoided making many gameplay changes at all, since very early on in Wesnoth’s development. Wesnoth is meant to be a simple game, with simple gameplay, and ‘changing’ gameplay will probably lead to it being more complex. We want to keep it simple.

Changes will probably focus on improving existing features, and making the engine a little more customizable. Enhancing the multiplayer component is big on the list — we’ve progressively added more and more features on the server. We also want to add more graphical enhancement. For instance, a particle system to allow various combat effects.

If you had unlimited resources at your disposal to improve the game, what would you change about it?

Wesnoth was always designed to be a simple game, with simple goals. It has exceeded all the expectations I originally had for it. There is still some ‘polishing’ work going on, but really I don’t think there is too much I would dramatically change.

Probably the largest thing I can name is a much better AI than we currently have. I’m pretty happy with the AI developed for Wesnoth — I think it’s much better than AIs for most commercial games — but it could be better. That’s the only area of Wesnoth that I think could really be very dramatically improved.

I am pretty happy with our in-game graphics. Some people compare our graphics to modern commercial games, and think our graphics are laughably poor. We often get comments that our graphics are around the same quality as those seen in SNES or Genesis games, or PC games from a decade ago. (These people should try playing a strategy game on the SNES/Genesis/PC from this long ago; Wesnoth’s graphics are much better).

I am very happy with our graphics overall. I think our artists have done an excellent job of making the game look attractive without detracting from functionality. Adding 3D graphics, or changing the style of the 2D graphics would only be wasted effort in my mind — I think we’ve achieved a great balance of making the game easy and clear, while making it look good.

With unlimited resources, I would like some more storyline/cutscene images, and a nice new title screen, but these are relatively small concerns I think.

There are some enhancements to multiplayer I would like added — multiplayer campaigns is a long-time feature request. As are more options and features on the multiplayer server.

Overall though, if I had ‘unlimited resources’, I’d much rather develop an entirely new game. We don’t have enough good Open Source games — it’s a waste to pour all the resources we have into one. 🙂

Wesnoth has dwarves with guns, World of Warcraft has gnomes and goblins with explosives and flying machines — where do you, personally, define the limits of the fantasy genre? Are there scenarios playing in a steampunk world, or ones with modern technology? Would you allow those?

Actually we have Dwarves with ‘Thundersticks’ 🙂 — mysterious weapons that make a loud sound and do lots of damage, but are clumsy and unreliable. The developers do not comment on whether or not these ‘thundersticks’ are or are not like ‘guns’ on earth. We like to keep Wesnoth slightly mysterious, and leave some things up to the player’s interpretation, rather than spell it out.

We once used to have dragoons with pistols, and other weapons like that, but we made a very intentional decision to remove them.

I don’t like categorizing things into ‘genres’. Many people debate whether Wesnoth is an ‘RPG’, or ‘strategy game’, etc. I think the debate of what genre something is in is largely irrelevant.

We do have a vision for what the world of Wesnoth is like though — and Wesnoth is a world of ancient-era weaponry, with a little magic. Of Elves and Dwarves and Orcs. Very much inspired by Tolkien. I actually originally chose this setting because my focus was on technical excellence — writing a good, solid engine — not on creating a new fantasy world. I decided to stick with a very well-known, proven theme, figuring I couldn’t go wrong with it.

We probably wouldn’t allow anything that departs dramatically from the world we’ve made into the official version of the game, but we’d be happy to have it on our campaign server. The main attempt at a ‘total modification’ of Wesnoth is a project known as Spacenoth, which has a sci-fi/futuristic theme.

At this time though, there is no release of this project. I hope they do well though.

How do you feel about turn-based games like “Heroes of Might and Magic” with their massive army-building and resource management? Do you think there’s going to be an open source equivalent of this type of game soon?

I haven’t played Heroes of Might and Magic very much. The few times I have played it, I thought it was boring to be honest. I don’t like the type of game where one marches armies around a ‘large map’ and then must ‘zoom in’ to a different ‘battle field’ every time a battle takes place. I find games like that to take far too long, and tend to become tedious.

I would prefer a civilization or perhaps colonization type game. FreeCiv is nice, though it’s close to being a clone of Civilization II. I’d like an original game that had the same sort of theme as civilization, but with new and innovative rules.

Every online game and community is also a social space. Have you met interesting people through Wesnoth whom you would not have met otherwise? Are there other stories you can tell from the community — have there been real world meetups, chat rooms, etc.?

I’ve come into contact with lots of very interesting people through Wesnoth, and have learned a great deal from them. The Wesnoth developers — many of whom are from Europe — used the LSM conference in France in 2004 as an opportunity to meet each other. Nekeme, an organization dedicated to developing and promotion Free games was kind enough to sponsor two developers to go. Unfortunately, I was not able to attend, but the developers who did had a very nice time.

We have several IRC channels on irc.freenode.net, and the most popular ones — #wesnoth and #wesnoth-dev are usually fairly busy with both discussion about Wesnoth, and friendly discussion of other topics.

Also, the developers have tried to make a habit of playing “co-operative multiplayer” games against the AI. During these games, we use the in-game chat facility to get to know each other better, and discuss improvements to the game.

Are there other open source games that have personally impressed you, or that you enjoy playing?

I’m afraid I haven’t played many. I like RPGs, and I know lots of people love NetHack and similar games, but I much prefer party-based and generally more storyline-oriented RPGs.

FreeCiv is pretty well-done, though I am happy to play commercial games, and so I think Civilization 3 and Civilization 4 are both technically superior in virtually every regard. I think that’s an inevitable problem when you make an Open Source game a straight clone of a commercial game.

Probably the most promising Open Source game I’ve seen is GalaxyMage, but it still has a long way to go.

Honestly, I don’t play that many games. I like playing commercial RPGs, usually console-based, with my wife, and I occasionally like playing the commercial Civilization series. To play an Open Source game, it’d have to be very good, and appeal to my tastes, and I haven’t found any Open Source games like that, sadly.

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