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Showing content with the highest reputation on 2014-06-30 in all areas

  1. I made this wizard yesterday : The source is avalaible here https://github.com/0ADMods/Councillors
    2 points
  2. @ Hephaestion: I apologize if I do not fully understand your first question. Are you suggesting that we re-use the basic spearman actor from the Aristeia Hittite civilization? What illustration(s) are we going to work from? I envisioned the basic unit having a bronze circular chest plate with criss-cross straps, a round shield, and a crested helmet (as I laid forth in the design doc). As far as your second question: Assyrian spearmen (at least later on in the empire) were also equipped with short swords (which would ideally be cosmetically depicted on the game's spearmen). However, in the Assyrian design doc, the swordsman class is represented in the siege units section by an Assyrian Raider, who has a torch in hand, and a sword in another.
    2 points
  3. After read short-range path source code deeply. I found a small problem which maybe cause performance degradation. The root cause is current algorithm can't discard non-silhouette points. I also read some books. In GPG2 "Optimizing Points-of-Visibility Pathfinding", it mentioned two optimizations: "Optimization #1": Only Consider Paths to Silhouette Points "Optimization #2": Only Consider Paths that Go Around the Corner So "Optimization #1" may be what we are missing. Implement "Optimization #1" is very easy, because there are axis-aligned box. I have written some code in CCmpPathfinder_Vertex.cpp // Check that the new vertex is in the right quadrant for the old vertexif (!(vertexes[curr.id].quadOutward & quad)){ // Hack: Always head towards the goal if possible, to avoid missing it if it's // inside another unit if (n != GOAL_VERTEX_ID) { continue; }}//------------Modified Begin//If this is an axis-aligned shape, discard non-silhouette points easily.if (vertexes[n].quadInward == QUADRANT_BL) if ((vertexes[curr.id].p.X >= npos.X && vertexes[curr.id].p.Y >= npos.Y) || (vertexes[curr.id].p.X <= npos.X && vertexes[curr.id].p.Y <= npos.Y)) continue;if (vertexes[n].quadInward == QUADRANT_TR) if ((vertexes[curr.id].p.X <= npos.X && vertexes[curr.id].p.Y <= npos.Y) || (vertexes[curr.id].p.X >= npos.X && vertexes[curr.id].p.Y >= npos.Y)) continue;if (vertexes[n].quadInward == QUADRANT_TL) if ((vertexes[curr.id].p.X >= npos.X && vertexes[curr.id].p.Y <= npos.Y) || (vertexes[curr.id].p.X <= npos.X && vertexes[curr.id].p.Y >= npos.Y)) continue;if (vertexes[n].quadInward == QUADRANT_BR) if ((vertexes[curr.id].p.X <= npos.X && vertexes[curr.id].p.Y >= npos.Y) || (vertexes[curr.id].p.X >= npos.X && vertexes[curr.id].p.Y <= npos.Y)) continue;//------------Modified Endbool visible = CheckVisibilityLeft(vertexes[curr.id].p, npos, edgesLeft) && CheckVisibilityRight(vertexes[curr.id].p, npos, edgesRight) && CheckVisibilityBottom(vertexes[curr.id].p, npos, edgesBottom) && CheckVisibilityTop(vertexes[curr.id].p, npos, edgesTop) && CheckVisibility(vertexes[curr.id].p, npos, edges);it seems faster than before. Has anyone here could review this code? Sorry for my broken english...
    1 point
  4. I noticed that it is fairly easy to break Petra's economy down. Demolish a house and the AI repeatingly sends females to rebuild it and these are easy to kill which leads to slowing down the AI's eco.(tested using Alpha 16). Also when they are hit by a projectile they run away but almost instantly turn to continue building. commands.txt
    1 point
  5. The first lines of commands .txt should help you find the right one (map used, civs, ...). But anyway, if you are not sure, just wait for the next game where something similar happen and then upload your commands.txt Futhermore, I've fixed a bug in svn yesterday which could lead to such a stuck AI http://trac.wildfiregames.com/changeset/15465 so may-be the problem you reported is already fixed :-)
    1 point
  6. I have a proposal. Neutral buildings would be present on maps, and to capture them, the player should bring their health to zero. In this case, the building will change side and gain a little health. These buildings have a medium attack and are not defenseless. So it won't be possible to capture a lot of them in the beginning of the game. These can be captured by other players from you the very same way. This will make neutral buildings independent of intended capturing mechanism (there are some people against the idea of capturing in general) and simplifies the system a bit. Also, mercenary camps are only part of the potential of the neutral buildings. We can have trading posts (which act like markets but generate more income when part of a trade route), farm estates (which give a trickle of food), "villages" that increase the maximum population cap (which means you can have more than 300 population), buildings that have global auras, etc.
    1 point
  7. Ok, there are already some things I see that will be hard to do. We have no cinematics (that's something missing in general, not just for triggers), and triggers can't ask for special GUI windows (like the selection you propose). The other things should be possible. Though may require some extra code to make them easier.
    1 point
  8. Calling someone a pest is certainly being offensive, but the point wasn't whether or not you were being offensive in this specific case. The point was that you don't seem to learn from your mistakes. No matter how many times we've told you to respect the rules for these forums and other forum members in general and team members in particular, you've kept being disrespectful, and we can't let that continue. I don't really see what I can say that can get through to you though, so this is my final post in your direction. Had you actually seemed interested in contributing to this forum and a good environment here I might have cared, but right now my tolerance threshold is very low and you will be permanently banned for anything which isn't constructive. Posting any more in this thread: will get you banned. Insulting people/calling people names: will get you banned. Posting meaningless topics: will get you banned. Sending rude PMs: will get you banned. Etc. The only things which will not get you banned are constructive topics (such as about your ROME mod), or on-topic replies in other people's topics.
    1 point
  9. No, he just wanted to ask the rest of the team for our opinion on this matter. I have a feeling the answer will be to ban you permanently as that was what the majority of people suggested not the last time you misbehaved on these forums, but the time before that! The only reason we didn't that time was that I felt that it would be unfair to do that for a lesser offense after only having banned you for three days for the bigger one before that, and no one cared enough to argue further. Now I no longer feel that way, so if we make such a decision I will carry it out. You have had more than enough warnings, and yet not displayed a change of behaviour, so there's no point in continuing to give you new chances.
    1 point
  10. No, I wasn't. And you calling other members of the forums names already got you banned multiple times. Do you really think you want to go down that road again?
    1 point
  11. Yes, as sanderd17 said, the commands.txt should still be available and if you had Petra stuck while it still had 100 workers, your commands.txt would be even more valuable :-)
    1 point
  12. http://trac.wildfiregames.com/wiki/GettingStartedProgrammers
    1 point
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