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mimo

WFG Programming Team
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mimo last won the day on March 14

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About mimo

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  1. mimo

    Hyrule Conquest

    I don't see anything specific to AI or pathfinding in the question. Anyway, no use to ping me anymore on such mods without code access (although people have asked several time a svn or git), unless i've missed it as i no longer read that thread. I've no motivation for that, and even if i had, i can't do anything without seeing the code.
  2. mimo

    AI intel

    lol put more informative titles if you want to get attention . I would never have looked at it as i thought it was about problems on intel cards which i don't know anything. The AI does not use the flag quoted above, it tries to determine itself if it will need ships or not. What is supported for the time being is going from A to B with ships, but it does not know how to go from A -> B -> C if it has to take 2 ships (i.e. if it can't go directly from A -> C). So maybe that's the problem in your map. What surprises me is that you say you have the same problem when you open up the center island (if you mean you made a way for ships to go through it?). But anayway, i can't answer more without the map, so if you need more help, upload it somewhere.
  3. mimo

    terra_magna bug!

    thanks, fixed in rP21757
  4. mimo

    terra_magna bug!

    Thanks for reporting it. Upgrading from a garrisonHolder to a non garrisonHolder was not supported in petra. Should be fixed by this patch. Try to use it in your tests, and if no more problems, i'll commit it later. petra-upgrade-v1.patch
  5. mimo

    terra_magna bug!

    Can you upload the corresponding commands.txt, and on which 0ad revision?
  6. mimo

    terra_magna bug!

    Thanks for all those quick fixes. Also missing in that mod are the team bonuses for chin and zapo. For chin, i would suggest something related to trade, and i've no idea for zapo. But certainly people here will have good suggestions.
  7. mimo

    terra_magna bug!

    You new nomadism tech could have "Cost/BuildTime", "multiply": 0.8 and/or "Cost/Resources/food", "multiply": 0.8 affecting Animals. And maybe it would be even cleaner if we add in vanilla game a TrainableAnimal class to the few trainable animals that would be used for that purpose. And you haven't fixed the requirements of the phase_city_xion. { "all": [{ "entity": { "class": "Yurt", "number": 12, "class": "Town", "number": 2 }}] } is clearly wrong. I guess it should be something like (but not tested) { "all": [{ "entity": { "class": "Yurt", "number": 12 }}, { "entity": {"class": "Town", "number": 2 }}] }
  8. mimo

    terra_magna bug!

    Yep, needs a small change in petra: It builds corral when the civ has no field, but xion have fields but no field builder!! I'll make a change in petra later to build corrals also in such cases. Also, is it wanted that sheep production has no cost and only 1s duration?
  9. mimo

    terra_magna bug!

    OK let's use this thread for reporting terra_magna problems. In addition of those quoted in you should also add the Class Corral in your corral, so that the AI will be able to use it.
  10. mimo

    Faction : Nomads Xiongnu

    I've tested the xiongnu (from TerraMagna github), congrats to those who make it, that's quite nice. Here are a few problems i noticed: Two errors on loading (files missing in the git repo?) ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/leather.dds" ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/celt_siege_ram.png" And see screenshot of the xion cc: may-be due to the missing texture? xion_female_support: SelectionGroupName = units/spart_support_female_citizen xion packing ability could be reserved to xion civ, i.e. captured structures should loose it. You could add a new tech (for example nomadism, autoresearched for free at startup only by xion) which would be required for packing. civil_centre: why do you call the template xion_civil_centre_unpacked.xml instead of xion_civil_centre.xml. That prevent the ai to expand and to build its own phase tree (these are ai limitations which hopefully will be removed in the future, but won't in a23). In addition, it would be better to add the proper superseding on your xion phases so that only the next one is displayed (phase_city_xion supersedes phase_town_xion not phase_town, see how it is done in vanilla for athen). Finally, the requirements of the phase_city_xion are wrong (i suppose only the last one is kept): you should have an array of two objects. Then there was a problem in petra, where the xion cc did not train units. This is now fixed in rP21748.
  11. mimo

    Citizens

    Yes, as you said, i've not enough time to support mods. But this feature looks simple enough to implement, and here is a patch which should do that. It is basically untested (i've only checked that it compiles), but can be a starting point if you or somebody else want to fix/improve it. Also, as i've no idea how many statues are enough, and i've put a max of 5, but change it to an adequate value (that max number is not used when phase requirements). cultStatue-v1.patch
  12. mimo

    Gameplay Feature: Mercenary and Mercenary Camp

    Then isn't it enough to add in ProductionQueue kush_merc_camelry_... {civ}_merc_... so you seleucid player, after capturing it, will be able to produce both mercenaries. No need for {native} as long as you only deal with final templates ({native} is only useful if you want to take advantage of template heritance).
  13. mimo

    Stoas and champions

    It looks like you want the {native}_ replacement D1084.
  14. I quite agree with the word "selfnishness" that you've used I think what most players would love is a better pathfinder and less lag, much more than a new civ or some new buildings. Does that mean we should delay the release until we have them? And even without going to that extreme, there are always some improvments (a new animation, a new feature, ...) which would be nice to have and with somebody thinking it would be a good reason to delay a release. Futhermore, even with several major changes, people will talk on the web about a new release for no more than 2-3 weeks, and then switch to something else. So, to maintain the interest on the game and attract more new players, I think it would be much more efficient to have a short release cycle (six months looks good) rather than indefinitely delaying releases.
  15. Yes, the AI is more or less able to cope with them, although some final tweaks will be needed when these structures are really in. But more globally concerning this thread, we agreed in the team some time ago to wait until a23 is out before enabling these structures, and i don't see any good reason to change that decision and delay more the release. My motivations to support this decision were: - only enabling the existing structures is not enough, we should take this opportunity of new available structures to give more diversity (based on history) between civs, and not just adding what is available. And that will take time. - that will inevitably require some balance, which will also take time to have it right (even if some people here seems to think it is useless for an alpha, i don't see how it can help the fame of 0ad to release something unbalanced). - A23 is already quite late compared to what we wanted (we were aiming at beginning of february) and staying in a pre-release state for too long does not help development as it prevents the important changes that people don't dare to do before a release. - A23 has already a huge highlight, the kush, and most of the other changes may go unnoticed in comparison. I'd much prefer to have a short A24 in a few months highlighting these new structures with possible improved diversity between civs.
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