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Showing content with the highest reputation on 2014-07-04 in all areas

  1. Great! Since there are no compatibility issues, to avoid ambiguity I would suggest to support only a form (=).
    2 points
  2. http://www.exilian.co.uk/forum/index.php?topic=3290.0 Frontpage plug on Exilian has happened
    2 points
  3. There is no sele_struct yet. The dds there is a greek placeholder
    2 points
  4. I thought Atlas was still broken?
    2 points
  5. We settled to finally get rid of the manual total_size attribute in the mod.json. We integrated a version number. Dependency checking now includes version number. Allowed are "mod version", "mod>version", "mod>=version", "mod<version", "mod<=version", "mod=version" where "mod version" is equal to "mod=version" and "mod==version". See aristeia mod.json (mod-info-file) for an example. Next is topological sort + make manual reordering of enabled mods visible.
    2 points
  6. I generally play with all the standard options (basic starting resources, 300 pop) on very hard. One AI opponent, random civs, and usually a random two or three player map. I can generally beat the very hard difficultly if the map favors defensive play (i.e. narrow channels, walls, etc.) or if the map has sparser resources because the AI doesn't know how to manage low resources well. On open maps with lots of resources the AI is very tough indeed and I pretty much always lose. I would prefer to keep the top difficulty as difficult as possible though. What I would like to see regarding difficulty is better battle tactics and strategy. The AI's resource gathering ability is already fantastic although it does struggle when there few resources. As far as levels, I would prefer to keep the five levels. I guess the main thing I would like to keep is a really hard level that doesn't cheat. I think the hardest level could allow cheating, but wouldn't want to have to play a cheating AI just to have access to better tactics. A death match mode where the AI mostly forgets about resource gathering would be fun and allow fine tuning the battle tactics / strategies.
    1 point
  7. Fixed house b. Gonna commit tonight. EDIT : Commited version :
    1 point
  8. Fixed the fishing boat, using enrique's row and anims.
    1 point
  9. Sorry, was really just using the post as a container to hold the uploaded files. The bug is that the metal mine has a farm texture on every level of zoom except the closest zoom level. Someone else has had the metal mine texture appear on their walls. http://www.wildfiregames.com/forum/index.php?showtopic=18185
    1 point
  10. Finished the tutorial - Added Pictures - Added Tips - Added Infos - Added Icons - Detailed more some steps - Added the Final Texturing Tutorial - Added the Preview in Blender
    1 point
  11. As there are points on gameplay, I can understand that certain ideas aren't combinable in one map. And any of those can have the better gameplay. But if you make 5 almost the same maps, they aren't very original anymore ...
    1 point
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