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Andjety

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About Andjety

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  1. I agree with you Oimat. The necessity to allow many differents strategies to be wining should be a main objective of the next releases.
  2. You need ressources to build merchants. That, ans the price of building an army, makes it impossible to defend against any opposent with ressources, and merchandising, and an army. But i have no objection against your CCC club, except i will not play within.
  3. Well, if he has no doors, he will be starving (out of ressources) very fast. Puting 15 catapults (with + 5 bonus), protected by mens and cav will put this walls down enough fast. Without doors, he can't even attac the catapult with cav or a hero, so it should be very fast. The wish to have an absolute security within autarcic walls is an illusory desire of power, because without ressources, there is no way to survive. But having a main town, strongly protected by double walls, whereas a big army is colonizing other territories could be a good strategic advantage (i find it worth trying).
  4. For me, there is no such thing as wall abuse. I don't understand the concept.
  5. I find that really great and logic. Rage may not be the good world (my english is the worth of the universe). But being accused of "wall abuse", is a sort of annoying critic, and not at all justified (it seems to me), except if there was an agreement (like you wish).
  6. The problem seems to come with the conjonction of: NO post-traitementAND profondeur réelle de l'eau (actual water depth)But sometimes the option post-traitement make the map disapere (dark map, only units are visible). Another option (don't know wich... ) makes the game crashing. Otherwise, without "actual water depth", no problem.
  7. Actually, i think walls should be harder to destroy (except the door), but fire nothing except if they are guarded by mens. And there should be weapons that are able to makes mens pass over the walls without to destroy it.
  8. I don't understand the rage against whose who are playing with the rules of the game... No walls? I really like walls, and they are a great part of the game. If some player build a great fortres around his CC, then you have to siege of his town. That is great and fun. Well it takes time, so what. Other are the same. Some civilizations have some avantage, others are not. You will never be able to make people accepte extra rules as the rules of the game. Me for example will never accept to engage, no to make walls. I understand you wish to play with people that agree with that. May be, better to makes a mod with differents rules.
  9. Here it is: (generated 2014-05-05 15:40:37 UTC)OS : Linux 3.13.0-22-generic (#44-Ubuntu SMP Wed Apr 2 20:04:41 UTC 2014)CPU : i686, Intel Core i5-2550K @ 3.40GHz (1x4x1), 3.40 GHzMemory : 8046 MiB; 1214 MiB freeGraphics Card : ATI AMD Radeon R7 200 Series OpenGL Drivers : 4.3.12798 Compatibility Profile Context 13.35.1005; OpenGL 4.3.12798 Compatibility Profile Context 13.35.1005Video Mode : 1920x1080:32Sound Card : UnknownSound Drivers : UnknownOpenGL Extensions: GL_AMDX_debug_outputGL_AMD_blend_minmax_factorGL_AMD_conservative_depthGL_AMD_debug_outputGL_AMD_depth_clamp_separateGL_AMD_draw_buffers_blendGL_AMD_framebuffer_sample_positionsGL_AMD_gcn_shaderGL_AMD_gpu_shader_int64GL_AMD_interleaved_elementsGL_AMD_multi_draw_indirectGL_AMD_name_gen_deleteGL_AMD_performance_monitorGL_AMD_pinned_memoryGL_AMD_query_buffer_objectGL_AMD_sample_positionsGL_AMD_seamless_cubemap_per_textureGL_AMD_shader_atomic_counter_opsGL_AMD_shader_stencil_exportGL_AMD_shader_stencil_value_exportGL_AMD_shader_trinary_minmaxGL_AMD_stencil_operation_extendedGL_AMD_texture_cube_map_arrayGL_AMD_texture_texture4GL_AMD_transform_feedback3_lines_trianglesGL_AMD_transform_feedback4GL_AMD_vertex_shader_layerGL_AMD_vertex_shader_viewport_indexGL_ARB_ES2_compatibilityGL_ARB_ES3_compatibilityGL_ARB_arrays_of_arraysGL_ARB_base_instanceGL_ARB_blend_func_extendedGL_ARB_clear_buffer_objectGL_ARB_clear_textureGL_ARB_color_buffer_floatGL_ARB_compatibilityGL_ARB_compressed_texture_pixel_storageGL_ARB_compute_shaderGL_ARB_conservative_depthGL_ARB_copy_bufferGL_ARB_copy_imageGL_ARB_debug_outputGL_ARB_depth_buffer_floatGL_ARB_depth_clampGL_ARB_depth_textureGL_ARB_draw_buffersGL_ARB_draw_buffers_blendGL_ARB_draw_elements_base_vertexGL_ARB_draw_indirectGL_ARB_draw_instancedGL_ARB_explicit_attrib_locationGL_ARB_explicit_uniform_locationGL_ARB_fragment_coord_conventionsGL_ARB_fragment_layer_viewportGL_ARB_fragment_programGL_ARB_fragment_program_shadowGL_ARB_fragment_shaderGL_ARB_framebuffer_no_attachmentsGL_ARB_framebuffer_objectGL_ARB_framebuffer_sRGBGL_ARB_geometry_shader4GL_ARB_get_program_binaryGL_ARB_gpu_shader5GL_ARB_gpu_shader_fp64GL_ARB_half_float_pixelGL_ARB_half_float_vertexGL_ARB_imagingGL_ARB_instanced_arraysGL_ARB_internalformat_queryGL_ARB_internalformat_query2GL_ARB_invalidate_subdataGL_ARB_map_buffer_alignmentGL_ARB_map_buffer_rangeGL_ARB_multi_bindGL_ARB_multi_draw_indirectGL_ARB_multisampleGL_ARB_multitextureGL_ARB_occlusion_queryGL_ARB_occlusion_query2GL_ARB_pixel_buffer_objectGL_ARB_point_parametersGL_ARB_point_spriteGL_ARB_program_interface_queryGL_ARB_provoking_vertexGL_ARB_query_buffer_objectGL_ARB_sample_shadingGL_ARB_sampler_objectsGL_ARB_seamless_cube_mapGL_ARB_seamless_cubemap_per_textureGL_ARB_separate_shader_objectsGL_ARB_shader_atomic_countersGL_ARB_shader_bit_encodingGL_ARB_shader_group_voteGL_ARB_shader_image_load_storeGL_ARB_shader_image_sizeGL_ARB_shader_objectsGL_ARB_shader_precisionGL_ARB_shader_stencil_exportGL_ARB_shader_storage_buffer_objectGL_ARB_shader_subroutineGL_ARB_shader_texture_lodGL_ARB_shading_language_100GL_ARB_shading_language_420packGL_ARB_shading_language_packingGL_ARB_shadowGL_ARB_shadow_ambientGL_ARB_stencil_texturingGL_ARB_syncGL_ARB_tessellation_shaderGL_ARB_texture_border_clampGL_ARB_texture_buffer_objectGL_ARB_texture_buffer_object_rgb32GL_ARB_texture_buffer_rangeGL_ARB_texture_compressionGL_ARB_texture_compression_bptcGL_ARB_texture_compression_rgtcGL_ARB_texture_cube_mapGL_ARB_texture_cube_map_arrayGL_ARB_texture_env_addGL_ARB_texture_env_combineGL_ARB_texture_env_crossbarGL_ARB_texture_env_dot3GL_ARB_texture_floatGL_ARB_texture_gatherGL_ARB_texture_mirror_clamp_to_edgeGL_ARB_texture_mirrored_repeatGL_ARB_texture_multisampleGL_ARB_texture_non_power_of_twoGL_ARB_texture_query_levelsGL_ARB_texture_query_lodGL_ARB_texture_rectangleGL_ARB_texture_rgGL_ARB_texture_rgb10_a2uiGL_ARB_texture_snormGL_ARB_texture_storageGL_ARB_texture_storage_multisampleGL_ARB_texture_swizzleGL_ARB_texture_viewGL_ARB_timer_queryGL_ARB_transform_feedback2GL_ARB_transform_feedback3GL_ARB_transform_feedback_instancedGL_ARB_transpose_matrixGL_ARB_uniform_buffer_objectGL_ARB_vertex_array_bgraGL_ARB_vertex_array_objectGL_ARB_vertex_attrib_64bitGL_ARB_vertex_attrib_bindingGL_ARB_vertex_buffer_objectGL_ARB_vertex_programGL_ARB_vertex_shaderGL_ARB_vertex_type_10f_11f_11f_revGL_ARB_vertex_type_2_10_10_10_revGL_ARB_viewport_arrayGL_ARB_window_posGL_ATI_draw_buffersGL_ATI_envmap_bumpmapGL_ATI_fragment_shaderGL_ATI_meminfoGL_ATI_separate_stencilGL_ATI_texture_compression_3dcGL_ATI_texture_env_combine3GL_ATI_texture_floatGL_ATI_texture_mirror_onceGL_EXT_abgrGL_EXT_bgraGL_EXT_bindable_uniformGL_EXT_blend_colorGL_EXT_blend_equation_separateGL_EXT_blend_func_separateGL_EXT_blend_minmaxGL_EXT_blend_subtractGL_EXT_compiled_vertex_arrayGL_EXT_copy_bufferGL_EXT_copy_textureGL_EXT_depth_bounds_testGL_EXT_direct_state_accessGL_EXT_draw_buffers2GL_EXT_draw_instancedGL_EXT_draw_range_elementsGL_EXT_fog_coordGL_EXT_framebuffer_blitGL_EXT_framebuffer_multisampleGL_EXT_framebuffer_objectGL_EXT_framebuffer_sRGBGL_EXT_geometry_shader4GL_EXT_gpu_program_parametersGL_EXT_gpu_shader4GL_EXT_histogramGL_EXT_multi_draw_arraysGL_EXT_packed_depth_stencilGL_EXT_packed_floatGL_EXT_packed_pixelsGL_EXT_pixel_buffer_objectGL_EXT_point_parametersGL_EXT_provoking_vertexGL_EXT_rescale_normalGL_EXT_secondary_colorGL_EXT_separate_specular_colorGL_EXT_shader_image_load_storeGL_EXT_shader_integer_mixGL_EXT_shadow_funcsGL_EXT_stencil_wrapGL_EXT_subtextureGL_EXT_texgen_reflectionGL_EXT_texture3DGL_EXT_texture_arrayGL_EXT_texture_buffer_objectGL_EXT_texture_compression_bptcGL_EXT_texture_compression_latcGL_EXT_texture_compression_rgtcGL_EXT_texture_compression_s3tcGL_EXT_texture_cube_mapGL_EXT_texture_edge_clampGL_EXT_texture_env_addGL_EXT_texture_env_combineGL_EXT_texture_env_dot3GL_EXT_texture_filter_anisotropicGL_EXT_texture_integerGL_EXT_texture_lodGL_EXT_texture_lod_biasGL_EXT_texture_mirror_clampGL_EXT_texture_objectGL_EXT_texture_rectangleGL_EXT_texture_sRGBGL_EXT_texture_sRGB_decodeGL_EXT_texture_shared_exponentGL_EXT_texture_snormGL_EXT_texture_storageGL_EXT_texture_swizzleGL_EXT_timer_queryGL_EXT_transform_feedbackGL_EXT_vertex_arrayGL_EXT_vertex_array_bgraGL_EXT_vertex_attrib_64bitGL_IBM_texture_mirrored_repeatGL_INTEL_fragment_shader_orderingGL_KHR_debugGL_KTX_buffer_regionGL_NV_blend_squareGL_NV_conditional_renderGL_NV_copy_depth_to_colorGL_NV_copy_imageGL_NV_depth_buffer_floatGL_NV_explicit_multisampleGL_NV_float_bufferGL_NV_half_floatGL_NV_primitive_restartGL_NV_texgen_reflectionGL_NV_texture_barrierGL_SGIS_generate_mipmapGL_SGIS_texture_edge_clampGL_SGIS_texture_lodGL_SUN_multi_draw_arraysSMBIOS: And user.cfg: gentangents = "true"preferglsl = "true"watercoastalwaves = "false"waterfoam = "false"waternormals = "false"waterrealdepth = "false"waterreflection = "false"waterrefraction = "false"watershadows = "false"windowed = "false"I had all water effect enable. If you like, i could test exactly wich of them makes the water to disapere.
  10. That works. I have disabled all, and i can see the water again. Thank you. May be i should test wich effect is responsible for that...
  11. Hello, I can't see the water, in alpha 15 and 16. I could before (i'm not sure thought, if it is related to the passage between 14 and 15, or other thing i may have done elsewhere). I don't know why. I'm with ubuntu with the driver flgrx for my amd card (may be because of that?) Could that be a bug? I have no other issue (that i would know about) otherwise with my desktop (watching HD movies works fine, for exemple). Ciao
  12. Hello, Following the instruction here: http://trac.wildfiregames.com/wiki/BuildInstructions#Linux I tryed to compile the game with the last svn code. I have no error, but i only have the pyrogenesis.exe, and no pyrogenesis for linux (to launch the game). I can't find: binaries/system/testbinaries/system/pyrogenesisIs that me? (Well i'm a perpetual noob, i have to admit), or does it only compile a version for windows? log.txt
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