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WFG Programming Team
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bb_ last won the day on January 29

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  1. You can directly download the game as-well, just use the link in the text, below the torrent button
  2. The down-left imag eseems to fall a bit out of tone, since it is dark/foggy, maybe it would help if you switch positions of the two images on the right, or put the down left one on the right, since the background is darker there EDIT: also the website url, might want a more prominent place
  3. You should indeed look at the wallbuilder code (Walls.js). IIRC the short/medium/long segements are already very similar to what you propose, the towers shouldn't be too hard too remove (in fact it is just removng L90 too L100 from that file), but one migh need to addapt some sizes to fill the gaps.
  4. One can play multiplayer games with AI, since indeed the initial state is the same. Rejoining is not possible since the rejoining person will have a brainwashed AI, while all other players will have the normal AI. Maybe, loading a savegame on two machines gives the same state (as the AI gets brainwashed on both ends), but it has never been tried. Feel free to hack it somehow (there is no such gui ingame), but no promises if it will work...
  5. replays work with AI, since the AI is completely deterministic, however their simstate isn't saved when serializing, so rejoining (and saving) isn't supported. For singleplayer games AI's work after loading a savegame, but might act a little different compared to how they would act without the save/load (think of the AI being brainwashed).
  6. What about a staff match sometime this week?
  7. When you are using AI's it is quite easy to achieve this: AI do not print (at least currently) anything in the command.txt except on the first line (that line gives match settings, further the replay is empty). So all you have to do is create some of those "first lines" (I guess you want to test the AI on a couple of times on the same map, for that you just need to change the seeds, such that every game is different) and put as many empty turns as you like afterwards, which will give you the wanted replays. (In principle you don't even need to have run to game to already have the "replay" ;))
  8. bb_

    0abc mod

    (Y in that object is the height)
  9. bb_

    0abc mod

    The footprint height value is passed by the getShape function in the footprint component. In the engine it is used in the VisualActor to set the height parameter of a CustomSelectionShape. This the fills some object retrievable by getSelectionBox and that is used in a couple of components. (f.e.in cmpPosition for the height offset of constructions)
  10. Never really experienced any OP-ness, maybe cuz I usually play ptol on naval maps . Anyhow a suggestion: One could consider that building the lighthouse reveals the shore but retains the FoW and add a "tech" in the lighthouse to reveal all shores again for a little cost (similar to the bribing feature we have).
  11. bb_

    Ideas ?

    A patrol distance threshold would be a fix for the auto dance indeed, but that doesn't solve the handdance. Te hard thing for a spam block script, is defining "spam", eg. if one want a unit to walk along a circle between two points, I wouldn't consider that spam, but a spam script probably will mark it as such. Maybe a solution would be a "minimal time for walk", so that units will walk very slowly on short orders, thus giving the arrows enough time to hit. One gotta think about the implications of that though...
  12. bb_

    Ideas ?

    The promotion issue could somewhat easily be solved by not allowing units to attack invincible units (that would also solve the catafalc arrow absorber). The dancing problem is much more complicated, since "homing missiles" or "splash" aren't ideal solutions either. I once tried implementing "turning times" for units, but that resulted in total chaos when moving large groups of units.
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