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Spahbod

WFG Programming Team
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Spahbod last won the day on March 19 2014

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About Spahbod

  • Rank
    Triplicarius
  • Birthday 05/12/1994

Previous Fields

  • First Name
    Omid
  • Last Name
    Davoodi

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  • Gender
    Male
  • Location
    Tehran

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  1. From what I actually know, our current Carthaginian names are actually Hebrew, as there isn't much information about Punic.
  2. I guess that actually adding the Latin voices (coupled with an announcement) might actually raise interest in this field and help us find more voice actors/translators for other languages.
  3. Random Map generator bug.

    No. We need mainlog.html and interestinglog.html. oos_dump is for when we have oos in multiplayer games. And more importantly, we need the logs right after the bug happens. If you start another game, the relevant data gets overwritten.
  4. Random Map generator bug.

    It would have been much better if you could place the logs here.
  5. Is it me or are the maps more foggy?

    Fog hides farther objects more. To achieve this effect, we calculate the distance and set the intensity based on it. That's why it would hide the whole map if you zoom out too much.
  6. Suggestions for 0 A.D.

    I know.
  7. Suggestions for 0 A.D.

    It was decided that such a move will decrease our current resolve to improve the pathfinder ASAP. But you can still play the game with 150 pop cap and enjoy it if you like.
  8. Mercenary camps and Neutral buildings.

    Yes. Quite like Rise of Nations' cities. And the possibilities with neutral buildings are vast.
  9. Mercenary camps and Neutral buildings.

    I have a proposal. Neutral buildings would be present on maps, and to capture them, the player should bring their health to zero. In this case, the building will change side and gain a little health. These buildings have a medium attack and are not defenseless. So it won't be possible to capture a lot of them in the beginning of the game. These can be captured by other players from you the very same way. This will make neutral buildings independent of intended capturing mechanism (there are some people against the idea of capturing in general) and simplifies the system a bit. Also, mercenary camps are only part of the potential of the neutral buildings. We can have trading posts (which act like markets but generate more income when part of a trade route), farm estates (which give a trickle of food), "villages" that increase the maximum population cap (which means you can have more than 300 population), buildings that have global auras, etc.
  10. Help Please-- Units moving too fast!

    An interesting thing about what you say is that I used to have a very similar phenomenon. It started after about 30-40 minutes and didn't end. But it has not occurred to me again for at least two years. It might have resurfaced by a relatively recent change (as my SVN is probably outdated for quite a few months).
  11. Help Please-- Units moving too fast!

    Good to hear it, but as you said, it might not be directly related to reveal map. Do you play against too many AI players? Large maps? It might help us track the core of the problem.
  12. Help Please-- Units moving too fast!

    A question: what are the usual settings you play? (map, size, number of players, etc.)
  13. Help Please-- Units moving too fast!

    This is known, and according to historic_brunno, might be caused by the game trying to "catch up" huge amounts of lag. But from what you say, it happened even while you didn't have high lag in the beginning of the game so it might be something else.
  14. A note about the current interface and the possible future gui expansion: The current trigger system is based on that of Warcraft III. That game had an utterly powerful but easy to use trigger editor. Each trigger was made up of three main parts: The events, the conditions and the actions. The actions part could also have "if-else" blocks for further conditioning if needed. There was a GUI editor that helped someone with zero coding experience create sophisticated triggers using the structure mentioned above. When saving the map, the editor translated those "gui triggers" into a script that was then run by the game. Those "gui triggers" were also preserved so that the map maker could continue working on it after saving the map. The best part was that it was not limited to this. One could use an option that converted all of the current "gui triggers" into the game-readable scripting syntax, and continue working on the triggers by coding in the mentioned script directly. This way, you had access to some of the game's functions that were not accessible in the gui state. This process was not reversible and you would ultimately lose your gui based codes. It is possible to change each of the events/conditions/actions by double clicking on them. Parts in that are written in blue text can ve changed by clicking on them. This makes it possible for a non-coder to create complex triggers solely useing this GUI interface. My guess is that even in the future, we won't have the time and resources to write a GUI interface that can directly read the game's trigger scripts. The codes are simply too unpredictable to do this. So, we could plan for an entirely warcraft-like trigger system and do not go for an utterly simple interface that actually sacrifices the "coder"'s flexibility for the ease of the "gui trigger maker". We could go for a convenient scripting interface, and then create a gui editor on top of it to use as much of the power of the scripting interface as it can. Still, it can all be converted to the native scripting syntax for further flexibility and access to more features.
  15. Alpha17 Name Discussion.

    I think we won't really be able to use many Non-Roman names. I don't think Greek has "Q" at all. So it'd be quite hard to find a Seleucid related name that starts with "Q".
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