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elexis

WFG Retired
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Everything posted by elexis

  1. I wouldnt entirely consider that as closed, since the game should handle broken data without becoming broken itself.
  2. Sounds like there was a scenario or mod that set a population cap that isn't defined in population_capacities.json. In theory those values could support arbitrary numbers. The dropdowns would need to vanish. Or the value could be reset to default beforehand.
  3. Done: http://trac.wildfiregames.com/changeset/18543
  4. I checked the dust. It would be a great addition, but the color doesn't match the ground texture and I'm not willing to change the ground texture. @stanislas69 But maybe somone can create a variant of that actor which matches that color? I see some color tempering in those files, so hopefully there won't be a new image needed, just some color mapping?
  5. Maybe you can just place some random forest near players that are far from the other forests? might be possible with that stayClasses and avoidClasses thing. Would that look realistic?
  6. One can see the gather rates in the structure tree (main menu -> learn how to play -> structure tree). Since its < 1 for women on fields, its actually more than 5 times as fast. Also there are diminishing returns for women on fields, which even further decreases the gatherrate for women on fields, if there are multiple on a single field. On the other hand, there are gatherrate upgrades for women but not cavalry. I guess the walking distance also needs to be taken into account.
  7. As far as I know it only cycles between two markets. ffm made some tests back in the day and found that if the profit per trip is more than roughly 35 (if I recall correctly), it will be faster income than gathering from a mine without upgrades. After taking the duration of the trip into account, the profit per distance increases linearily effectively. See also wraitiis idea on how to rewrite the trading mechanic to a city-based approach:
  8. One cavalry produces food more than 5 times faster than 5 women on a field (gather rate 5 + multiple women on fields gather faster than one pe field). The reward of using corrals is to have more food income with less pop, so you can train more attackers. First produce 1 cavalry per corrals and 1 sheep in every corral, then continue to produce more cavalry and start queueing one or two batches of 5 sheep on top of the 1 sheep per corral. Soon you will have enough food to produce batches of 5 everywhere. You can go up to 2 cavalry per corral then. You will have so much food and sheep that you can forget it for like 10 minutes. Making it easier to produce sheep will only result in people not using fields anymore I feel. Idle units: Hotkey is ".", you can change that in the config file (local.cfg or was it user.cfg?). Also there is "i" which selects only idle units in the selection rectangle.
  9. Thanks for the guide. Barracks in age 1 still makes sense if you have enough food and wood income, especially if you don't need quick age 2. Shouldn't we reduce the wood gather rate of females from 0.7 to 0.5? You forgot to mention early scouting, often done after the initial chicken. IMO sometimes it is even important to do it earlier. First of all to find berries in and near near your territory, so that you can avoid to build fields for some minutes. Secondly to check whether you can hunt there. Third of all to check where your enemy is, how many metal mines there are, whether they are close to the enemy. If they are, try expanding your territory with houses and barracks there (instead of placing houses just somewhere in your territory) and build a house wall around the exposed mines. This way enemy towers will hit the houses and not your miners and you can safely build a tower in front of the mine behind the houses. This often needs to happen in the first 2-3 minutes. In team games you also need to figure out whether you're in the pocket position or on the frontline, which allies are on the front and might need early economic support to build towers before the enemy does. Batch Production we need more tooltips to show those numbers instead of having to look up the code to figure out how it works (= cheat?) Some players have altered their javascript to let them batch 3 or 4 instead of multiples of 5. This is cheating. -> In alpha 21 everyone can, it's a choice not a cheat. Rush: Killing units is great, but not killing can give you a substantial advantage too, if you can just make them walk around all the time / idle instead of gathering. With ptolemian you can't do much if there is a tower, but you can still force your enemy into building a tower in every single place of his territory and thus drain him economically.
  10. Carved some space with scythes permission and committed it: http://trac.wildfiregames.com/changeset/18483
  11. http://trac.wildfiregames.com/changeset/18481
  12. Don't worry I'll fix it today. The units actually try to use the broken charge attack.
  13. Seems like too much fish Still some players have access to indefinite amount of wood while others only have access to the initial trees only. This can be a bit challenging. No to the warning in the description. Maybe few more outposts in the forests? Player placement is quite random, I like that as it provides diversity. However it will also lead to rehosts as sometimes a player is placed right besides one or multiple enemies, potentially not being able to gather from the initial mines. Maybe you can implement a minimum distance to enemies? (Perhaps looping over randomized positions until finding one that fits the condition). Looks really great. IMO there should be more maps using this idea. So perhaps its easier to extract the heightmap lib and then making some more maps with few lines of code.
  14. Here the patch for screenshot rendering (alpha 20). You can set the framerate and the start time in the options: http://pastebin.com/MMmZeEz9 If you compile with this patch, you can run a visual replay in the background and will get one screenshot per frame (which can be merged to a video with ffmpeg and the like). To create a camera path I used this patch http://pastebin.com/ihHuDSuz. When pressing escape it will output the current camera coordinates as XML to the command line output. Thus one can copy & paste the waypoints for the cinematic path to the map files. You might also want to use the follow player feature of the observermode to see what happened in a match.
  15. You can just write a screenshot every frame and force a given framerate (which is only useful for replays as you can't really control the camera anymore). You can save uncompressed bitmaps too, but that will consume way too much diskspace. Noone will notice the difference if you use a proper resolution and image format (still 1.5-2MB per frame).If you don't use cinematic paths then you won't be able to do too many things with the camera besides moving it slowly in one direction (as seen in older trailers). The alpha 20 trailer was hacked this way. I can upload those hacks if you like:
  16. The thread is only few days old an already didn't find it anymore. I think we should have some tickets, though we should figure out some details prior. Some gamemodes seem to be suited more for a specific map than a victory condition. For example for "King of the hill" you would have to add a building to the selected map - but how do you figure out where to place that? So either add one map with that building and move the defeat/win mechanism to a TriggerScript, or change all maps to optionally place that king-of-the-hill building (not sure how to do that with scenario/skirmish maps, but likely possible as the civic center / iberian walls are placed there as well). The "invasion" mode has the same issue.
  17. The output looks really nice, but I feel this should be done by the map generation in the first place
  18. Some outposts seem to be owned by the wrong player The civic centers should be rotated correctly It is not completely easy to find a place to build a CC on the mountain, so maybe remove few indvidual trees here and there to make some space. Still seems weird to have green meadows like in summer and then snow some meters away, but no release blocker. Can be seen as a way to highlight the height of the mountain I guess.
  19. Certainly much better than the last version. Can you upload the map so I can see it from different angles?
  20. Elephants can now be garrisoned in the elephant stables (as of http://trac.wildfiregames.com/changeset/18286 ) Someone please fix (mostly worker and hero) elephant garrisoning: http://trac.wildfiregames.com/ticket/4030
  21. Following a recent staff meeting and being available as a self-employed software developer ('Freiberufler'), I hereby offer to do paid development to work beyond the duty of my staff member status. As such, I would plan the features for upcoming releases, be available on IRC to discuss pending tasks of the team and contributors, implement features and rewrite existing code to be more maintainable, review the proposed code of contibutors, write weekly progress reports and take miscellaneous incurring responsabilities, like balancing, testing, producing video trailers or server administration. My previous expertise covers both the scripted part of the game (graphical user interface, simulation, random-map-scripts), but also the core engine (GUI, network, lobby, serialization, pathfinder). As seen on trac, there are still more than 800 unsolved tasks, of which I could fix many directly or in cooperation with new contributors. Here an examplary list of features I envision to solve: Further responsibilities could include project managing: Recommending tasks to team members and new contributors Organizing staff meetings in case the project leader is busy Video editing / promotional trailer Web-Development and server administration Writing release announcements
  22. That 1285 is not the number of errors but an openGL error code apparently and according to echotangoecho it means out-of-memory (contrary to the error in the ticket).
  23. #3796 is the first error. We have seen it but don't know what causes it (probably a bad texture or something). #3996 is the other error. Also known for a long time actually and seems to happen when there is a GUI element that has not enough space to be shown or so. Thanks for the replay, it is the most recent showcase of the error. Please find more bugs
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