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Showing content with the highest reputation on 2014-08-15 in all areas

  1. I think that one of the goals is to have a quite generic AI, without hard-coded expectations. This isn't 100% possible, but it's something that can be aimed for.
    2 points
  2. The basic idea was to somehow make tunneling a 'ranged' siege feature. One of the options we discussed was to create a Siege Engineer unit, who when tasked to attack a wall would build a tunnel entrance (small building) a certain distance away from the wall, but far enough to hide from ranged attack. It would take a certain amount of time to dig the fictional tunnel towards the wall - we're not actually talking about a real tunnel units could walk through The undermining stage begins when the tunnel reaches the wall, and it would slowly trickle away at the wall's health, until it collapsed. You could prevent the wall's collapse by destroying the tunnel entrance. We also discussed having other units join the Siege Engineer in the tunnel to speed up the digging process.
    2 points
  3. Actually the idea was that any citizen-soldier could build the sap point (looks like a shed or mantlet) just like any building (except of course you can build it in enemy territory) and once built, the more infantry units you garrison inside the faster the tunnel was built. No need for a special 'Engineer' unit. The major disagreement was whether the enemy could see the tunnel approaching or not (think, Bugs Bunny tunneling under the ground). Certainly the owning player can see its progress but we never agreed on whether or not the enemy could see it too.
    1 point
  4. Not bad at all you have five days to make it better. I'll repeat my advices i said to Swamp gremlin
    1 point
  5. The smoke certainly can affect performance. Try the giant version of the random volcano map. The smoke there instantly causes my graphics card fan to rev up to max speed. It slows back to normal immediately when I move the camera off of the smoke. In general, most performance issues we have are pathfinder related, but don't underestimate the effect of excessive particles, etc. on the graphics performance.
    1 point
  6. May I ask what's wrong with "copy and paste"? (Not sure where Altas saves the maps ATM. Maybe it would help do add a link or a README.TXT to the folder the screenshot folder is in containing information about the paths (simple) modifications should go to)
    1 point
  7. The game also runs out of memory when the game is paused and minimized for `30 minutes.... I have noticed that it usually happens when the memory gets to about 1.5 Gigabytes
    1 point
  8. Inspired a bit by Lion's reference images in the Barracks thread to make some Numantian houses. They extend below the ground plane and everything!
    1 point
  9. They're in. I drop propped the woodcords in so putting banners over them would be a bit of a headache. The Iberians have playercolor vases now too
    1 point
  10. wow, awesome. Why not keepit as such. I think in The Settlers territories also were covered in fog of war, when there was no own/allied unit or building. It's quite like in real world then. Thank you Itms for adding an additional layer of strategy. Feint manoevres and reconnaissance may be much more important now.
    1 point
  11. Agree on most points, plus, I also want that automatic placing of ambients in brushes. Many of you who has played AoK and designed there know that it halves the time to create beautiful environments if we have that tool.
    1 point
  12. The classes have no hierarchy, an entity has multiple classes, and a class appears on multiple entities. They're merely tags. Those tags can be used in the code to restrict stuff (I.e. restrict females to attack soldiers), to apply bonuses (I.e. the attack bonuses) or any other use of filtering. So it's nice, when f.e. a technology states it affects military buildings, that you can see in the gui that a building is military. Otoh, some classes are really to broad (like you know what a unit is), and shouldn't be displayed. That's why there is a distinction between visible classes, and classes that are only to aid programmatic filtering, but are really clear to the user without putting it in the gui.
    1 point
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