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FeXoR

WFG Programming Team
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FeXoR last won the day on July 23 2019

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About FeXoR

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    Random Comment Generator

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  • First Name
    Florian
  • Last Name
    Finke

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  • Location
    Germany - Cologne
  • Interests
    Physics:
    - If 'our' interpretation (not the formula) of the general theory of relativity turns out correct
    - How 'we' manage to get rid of time as a so far widely needed variable (IMO needed for a deeper understanding of the structure of... well, 'it all')

    Philosophy:
    - Ontology

    Mathematics:
    - The different infinities IMO caused by a poor definition of 'countably infinite' and the hair-raising 'proof' of the existence of cardinal numbers.

    Politics:
    - Putting human rights to reality
    - Ensuring enduring finances
    - Ensure system stability

    Coding:
    - neuron/brain simulation and artificial intelligence in general

    Gaming: RTS games mainly and mapping/modding them

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  1. I added a ToDo list for random maps generation to trac: https://trac.wildfiregames.com/wiki/Random_Map_Generator#RoadmapTodo If anyone is up to one of those tasks please let me know
  2. You could also just place path tiles (no changes to the map, just add an area) and then avoid those tiles while generating mountains. As @smiley proposed the mountains could be more beautiful using different methods. An alternative would e.g. a diamond square method (setBaseTerrainDiamondSquare in heihgtmap.js) like used in Caledonian Meadown. There is no painter for that yet though.
  3. Looks good, @MarcusAureliu#s , Thanks And as this thread is about this particular tournament's organization I think it should be clear where to request or announce stuff for this competition. Best of luck and lots of fun
  4. While I like your enthusiasm organizing a tournament I would like to point you to the header of this forum which states "wildfire games", @MarcusAureliu#s . Since - as far as I know - you are not part of the wildfiregames team I would like to request you remove the "official" (and variations thereof) from your posts. (I guess we can live with the image of rules but please be considerate what you are saying in the future ). With that in mind I wish you a great competition and all participants an exciting time "Say not always what you know, but always know what you say." ~Tiberius Claudius Caesar Augustus Germanicus (10 BC – 54 AD) P.S.: A professional in a field (abbreviation "Pro") is someone who earns his living doing something in that field.
  5. How much are the players earning at Sunday to make a living from?
  6. Hi @badosu For a random map I would suggest using an ElevationPainter for the two areas with differing heights and afterwards using the SmoothElevationPainter to generate the ramp (and you could use the random argument to add some noise to the slope). For the latter also add a cliff texture to be painted with the TerrainPainter and you are done
  7. @ 67.: look into wall_builder.js placePolygonalWall function. Using only gaps as wall elements between those buildings you want to place (you have to create a new wall element for those buildings if not present by default). @ 70.: Sure you can. But I would strongly advise against that...
  8. Let's stick with "Sie" then I'd go for "Die Karte Erkunden" for the title while "Spionieren" might be better suited for things like spying on enemy bases, expansions and troop movement. But you're doing great so do as you see fit
  9. Well, in the context of the section it's more like "information" (English) or "Informationen" or maybe "Erkundung"/"Erforschung" (German). A I understand it the German "Spionage"(English "espionage" I guess, not sure, also "intelligence" I guess) is meant for gathering information about something a 2nd party explicitly claims to be information owned by it - and that doesn't really apply to e.g. resources on the map. However, I also stumbled across "Informationen sammeln". I lean towards "Erkundung" which might most closely be translated to "Exploration" in English.
  10. I'm locking this topic because it's not getting us further. Feel free to state opinions on balancing that are not already mentioned elsewhere on the forum but please do so in a factual tone ideally proposing thought through solutions if at hand, thanks
  11. Hi, @Beise Thanks for your work, your style of translation (I'd call it "content focused" instead of "literal") makes it pleasant to read. Just one thing I'm not sure about id the informal addressing of the reader as "Sie" instead of the more informal "Du". Not that I'm against it, I just have the feeling that this is a somewhat outdated practice - even in Germany - but that can just be me favoring to be addressed more personally I took the freedom to change some sentences to what feels more natural to me. I hope that is not disturbing your work (if it does, just tell me and I'll stay out of your way )
  12. Hah! This stile of city can actually be rather simply be created with the customFortress placement method of wall builder in random maps (I didn't imagine that something that suited would turn out to be actual historic city style :p ) Would a random map around one of those city hills be interesting? (or rather one city for each player - might be a bit much )
  13. Hi @Basshunter That is the ingame wall placement you seem to be talking about which would be in walls.js. If you also want to have the original wall styles (with towers in between each wall part for at least some civilizations) you'd need to add a condition for that there. I'd add a new keyword to the wall sets to distinguish between those cases like "OnlyCornerTowers" witch would be False for the usual placement and True for your proposed method. I wouldn't fiddle to much with the ways walls are picked (if long, medium or short) for the current behavior closely resembles your proposal anyways. If you also want to have placed walls for civs that use only corner towers for random maps like the Iberians get or make Fortress map also have that placement you could take a look at the random map library file wall_placer.js. Many of those placement functions already support choosing the parts between the edges of fortresses (rather shapes) and only put towers as cornerWallElement (like for placePolygonalWall) or just add a custom fortress to that map that suits your needs
  14. Hi @roadtripping.ph You may find the command line options helpful: https://svn.wildfiregames.com/public/ps/trunk/binaries/system/readme.txt
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