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Showing content with the highest reputation on 2013-09-15 in all areas

  1. 4 farms is going to get you about nowhere as Mauryans. I typically do 8-12 farms as non-Mauryan civs.... It's true that food isn't as big a problem as metal, since food is much easier to produce, it still hinders Mauryans slightly that all their units require food.
    1 point
  2. If you plan to to change the scripting language, please please consider Lua prior of any other language. It's the preferred one of the game industry for these type of things*, and for good reasons. Also, it's very efficient and easy to integrate with C++ (enough to copy the sources in a directory of the project). It is used mainly for AI scripting, but it can be used for anything. Of course it's open source (MIT license). * The list of games that use Lua is quite big, including a pair of the more recent Total Wars, Civilization V, SimCity 4, Crysis and World of Warcraft, to name a few. It's also used in well-known open source games.
    1 point
  3. Excellent work Enrique. I just wonder about the cow skull... It evokes american westerns a lot, and I'm not sure if it suits the Celt world... Maybe having it as a metal statue instead would increase the Celt idea.
    1 point
  4. All these graphics look far better than the current ones. Very nice! I think the third tooltip looks best, the second looks 'unbalanced' with the letter obscuring one of the decorative thingies. In that Match Setup picture, why does the Map Description box have normal text with spirally things in the header when all the others have italic text between the other style of decoration? It doesn't really fit in (although the regular text as also seen in the first few images looks better than italic IMO).
    1 point
  5. You could check that by activating the developer overlay (alt+d by default I think) and checking "reveal map". As for the new AI, I've fixed an important bug regarding naval transport this week but have lacked time. I'll try to work on it more tomorrow, and try to commit it sometimes next week. We'll see.
    1 point
  6. IMO we shouldn't drop ARB support at all unless someone is really overhauling the rendering engine in such a way that supporting both is too much of an obstacle (not simply an inconvenience). I don't think that is likely, but we can cross that bridge when we get there. The way to proceed with GLSL is to clean up its existing code, make sure we detect GLSL support properly (not a config option), begin enabling it on supported systems and noting which drivers and GPUs have GLSL support but perform poorly or are buggy, and fall back to ARB on those systems, the kind of thing we already do in HWDetect.
    1 point
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