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Showing content with the highest reputation on 2013-02-23 in all areas

  1. 3 points
  2. +1 to removing slingers from the Athenians until Town Phase. At least until slingers are properly balanced, which needs to happen ASAP anyway, it's a huge problem. It's no fun playing against an Athenian player who knows what he's doing (i.e. spam slingers and attack around 3:00-4:00).
    1 point
  3. I'm relieved to read that, i was afraid the team would ignore the inconsistencies of the current system. And yeah, i agree that the attack/armor types system isn't flexible enough for the game, it had inconsistencies even for Warcraft 3. I didn't play many games of the Total War series, in fact i just played Medieval 2 and their attack/armor system (with attack/defense skill, charge bonus based on current speed, bonus in woods/snow, morale, stamina) seems pretty solid, so we could adapt some of their ideas into our game.
    1 point
  4. Another relatively easy but significant item is to make the sim interpolation only do work when an entity changes position. This saves doing calculations every frame for a load of trees and buildings. This will have a more significant impact now until the oct tree filtering for the sim interpolation gets implemented (since then the calculation can be avoided for everything which is not in sight), I still think it is worth having anyway though.
    1 point
  5. As a reply to the blog post, I am willing to help with any optimizations, but of course I do not want to do any work that has already been done. Since the last post in this thread is more than a month old, I was wondering what tasks are still available for a starting developer. As an alternative, maybe it'd be a good idea for me to find performance critical functions using profiling/callgrind and find something that is relatively easy to fix just to get started.
    1 point
  6. Victory is just an event that can be linked to a trigger so these are not objectives as such. But these are planned, don't worry ;-)
    1 point
  7. If we hated MAC users, why did we make this game available to you ;-) For the infinite scrolling, does pressing the arrow key of the direction in which you are travelling help? I sometimes have this problem when the releasing of an arrow key happens when the cursor is no longer focused on the atlas window (I change the music track while scrolling for example). Atlas is still a very rough tool, it has all that is necessary for mapmaking (except triggers maybe), but it is not very customizable or clean. The game is still in Alpha, so the map editor isn't really that important right now. (altough fixing these delete problems wouldn't be a bad thing) A better entity/actor selection tab will certainly be available some time in the future, but it is not on the priority list right now. The developers are mainly focused on the game and not on the editor at the time. I personally have never experienced this problem with the delete key. Does the delete key work in the atlas text inputs?
    1 point
  8. I'm going to implement infinite farms with diminishing returns, non-dependent on terrain (although that could be added later). I expect I could finish that by this summer (July?), but it depends how busy I am (school and whatnot). Hopefully it won't take me nearly that long though. Also, I'd prefer to wait until the Git migration is finished before I work on this. This is really more to remind historicbruno, but #9 should definitely be finished before 1.0. It no longer applies cleanly to the latest SVN, but it won't be hard to update (I might do that).
    1 point
  9. Love the scaffolding. Kerala is my ancestral land. So yay.
    1 point
  10. Test: Maybe just the center stalls will have the playercolor.
    1 point
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