Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.
Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.
1. Resizing the GUI might be harder, but at least changing text sizes is likely to come later. Right now it's not a reasonable option though as text is rendered into images and thus we would have to render out a new set of images for each size of text we want to support. Hopefully we are able to implement using actual font files, which would make it a lot easier to allow for changing text related settings.
2. For now you have to do it via a text file, see http://trac.wildfiregames.com/wiki/Manual_Settings for more information. If there is no hotkey set for a feature in that file it means that there is no way (yet) to set a hotkey to do that action.
3. It is something we would like to have, but it is complicated to implement so we will have to see what we are able to do.
Hi guy. So, I read somewhere a few month ago on the forum (maybe?) that actors can now show upgrades with techs. Like, if I have GOLD SHILED tech researched, the actor can know this and display the Gold Shield variation. I looked on the forum but couldn't find it with search function.
My qyuestion is, is this true? And if it is true, is there a example of this in the game right now? If true and no example yet, can someone show me (and everyone else) how to do it?
Still doesn't change the fact that noone delivered a decent gameplay concept so far. Working on art is nice and all, but at the core is the gameplay. So that should be a priority instead of deciding which unit has what type of axe. lol.
You're talking about two completely different departments that operate nearly independently of each other. Attention towards art will not affect attention elsewhere, since artists generally don't work in balancing or programming. Don't feel the need to put down conversations you don't find particularly useful to those you prefer.
There's something that bugs me in the game, which is the fact that all the AI units are useless if their civic center has been destroyed, what doesn't make sense when we think that they could be of great use to our own civilization. Then here's my propose to make it more fun:
Gray Area Citizen / Mid-Citizen: A citizen who is not ours, but it's no theirs also.
The gray area citizen dynamics starts when we destroy a civic center of another civilization, ally or not, and so it goes by these rules:
More than one center
1) A small percentage (5%?) of the units inside the area of the destroyed civic center immediately becomes/converts into our citizens.
2) It's just a "mid-conversion": It is not attacked by our units out of our territory, but it can be attacked (50% chance per unit?) if it enters in our territory.
3) Will gradually turn into a real citizen of our civilization, when will no longer be attacked by our units at any time.
4) During the conversion process will not attack / will not accept orders to attack units of its original civilization, but will accept any other order.
5) Since the conversion principle will become a target for the units of the original civilization.
Just one center
1) A higher percentage (20%?) of the units of the other civilization immediately becomes/converts into our citizens.
2, 3, 4, 5) All the same as for "More than one center".
So, what do you think?