Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2014-12-06 in all areas

  1. To remove all doubt, I just did a sandbox to test this (on Alpha 17). Adding ranged or melee infantry makes no difference, you get 1 extra arrow every 2 seconds for each infantry garrisoned in the tower. If you add the "sentries" and "crenelations" tech, plus the maximum of 5 garrisoned infantry gives a maximum of 9 arrows every 2 seconds. However, it seems to me that logically only ranged infantry ought to add arrows. Perhaps a way could be devised to have non-ranged units (possibly including females) be helpful to the effort if they are garrisoned in a tower together with ranged units. I am thinking something along the lines of logistics inside a tower, making sure of a steady supply of arrows. Something like that. Each non-ranged unit might reduce cycle time (the 2 seconds) by 10%? But still with a max of 5 units in the tower of course (the tower is only so big). Regards, Christine
    1 point
  2. There's indeed a hard-coded angle when formations are created. Formations were supposed to be created when you issue a command, it automatically creates a formation, and then the direction is known. But since that's disabled, it takes the hard-coded angle as the only option. I don't know how the software can know what angle to prefer otherwise.
    1 point
  3. Impressive as always, LordGood!
    1 point
  4. This is some very interesting stuff right here. I would like to try this out for myself if possible. I've been messing around in single player a bit and indeed, large movements of units continue to be a thorn in the side of the game. I get ~110 fps in game throughout the game but as soon as units need to move you get freezes, the time it takes for the engine to calculate everything. I'm still unable to code anything. I still have a question though. Would it be possible to find a way to rewrite pathfinding code so that it's well-threaded? e.g. it will scale off more than one CPU core. This is what I get after playing a single player skirmish: http://i.imgur.com/0I5eoBs.png I'm not sure how it would be possible though. I'm guessing that every unit would have to recalculate its path using the exact same equation or something? The only thing that changes for each unit's equation are the variables of the problem. Would that be well-threaded or something? Or perhaps task the thread for long-range path-finding to one core and then the other thread for short-range path-finding to another core. Everyone has at least two cores on their CPU. I understand it's difficult to make a task scale off more than one core obviously. However, shouldn't it be possible? I actually have no idea what I'm talking about but maybe we can start a discussion or something, idk. Pathfinding and multiplayer lag are the two biggest issues with 0 AD which are, imo, the issues that need to be looked at the first. I understand that obviously, these are probably the most difficult problems to tackle. This is why I'd like to try out / discuss ickylevel's pathfinding solution. I understand there are certain rules that need to be followed, given that this is an open-source project (i.e. a continuity that everyone needs to follow). However maybe those rules should be tweaked to be more lenient. Personally, with formations gone, units have interesting movement. I actually feel they're more realistic now, especially the way cavalry moves around the map. The way they clump up when they arrive at their destination is less than realistic though, I don't think that's a big issue though.
    1 point
  5. Hi all, Its probably too late into the development now for it to be of any use, but I thought to just post some concept sketches I've done/doing. Starting with the Civ Center, because I remembered saying somewhere that the current design don't feel "Han Dynasty" enough. (Sorry to be so blunt) Its just for fun mainly but it would be sick if they can help with future development in any way at all! Sorry if it look a bit crappy, I'm no good! I'm working on the rest of the buildings and there will probably be units as well when I have time. EDIT: Noticed that I've written the plaque text the wrong way round, so I moved them.
    1 point
  6. I have found some evidence of pre-Christian ritual houses.
    1 point
  7. I personally would not downplay the significance of Armenia and would recommend that it be on the civilization roster for part two or at least be modded into the game by a dedicated team.
    1 point
×
×
  • Create New...