wraitii

WFG Programming Team
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wraitii last won the day on March 21

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About wraitii

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  1. If you're developing a complete-information game, then using our architecture makes it logically/mathematically impossible to cheat and be undetected. 0 A.D. is not, and it is possible to cheat slightly, by getting more information than the game wants you to have, because of that.
  2. I believe civilisations are rather cheap overall; templates are costly in terms of javascript memory.
  3. I think the current idea is to refactor the "helper" Library functions so that they can be called from arbitrary places in the code, then create proper encyclopaedias and trees everywhere needed. It's basically planned, but progress is slow and steady.
  4. I do believe I sort of fix (2) in D13. Nice catch on the first bug though.
  5. Correct, units no longer have a per-entity obstruction but rather have a "clearance" defined by their passibility class. Pathfinding-wise, that's the only thing that matters.
  6. Also need better data-structures in the engine to handle this kind of size or things are going to go wrong.
  7. I don't actually think they must be trained individually. We could dynamically add units to a bataillon. But that doesn't change that they need to be treated as a single entity.
  8. It seems you are trying to play Rome Total War.
  9. Well obviously we support level 1. Level 2 is easy enough. Level 3 would need some new code. We'll probably get there eventually, but can't say anything on the when.
  10. The most likely outcome, to me, right now, is that we'll ultimately support 3 things: -individual units -individual units walking more or less in formation (like in Age of Empires 2) -actual bataillons for warfare, treated as a single unit, but possibly composed of several underneath.
  11. That's entirely dependent on what type of game you are playing/making. I do agree that it's most likely not a good idea for an AoE-like RTS though.
  12. Ok just wanted to make sure I think your problem is that the height map is 16-bit and the usual image is 8-bit only.
  13. @shieldwolf23: the water height is a setting in Atlas, so you can raise it or lower it.
  14. I believe the solution was that water height is a separate setting in 0 A.D.?
  15. Seems to me 10.8 might be a little too old to run the game, sadly :/