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Showing content with the highest reputation on 2015-02-22 in all areas

  1. I think ranges should be shown in several cases, but not at all times to prevent clutter: * When placing buildings: ranges that affect building placement e.g. minimum/maximum distance constraints Here's an example from Rise of Nations, farms have to be placed near a city (thin red circle shows the range): * Units with auras: always visible for heroes by default, for other units with hotkey or when selected * Buildings with auras: visible with hotkey or when selected * Other: attack range, healer range with hotkey I also like the idea of highlighting entities currently being affected by auras (not simply when they're in range, as effects could be timed or have other limits).
    8 points
  2. A few videos of the Rise of the East mod !
    4 points
  3. Millenium AD mod presentation and gameplay.
    3 points
  4. In general, the fuzzy ones (without numbers) aren't real, but just planned. The bonusses with specific number (+10% gather speed f.e.) are real and implemented bonusses in most cases. It could of course be that a fuzzy description from the civ info has been implemented in-game in the meantime. But then you should probably find evidence of it in-game too
    2 points
  5. 2 points
  6. Committed a fix for this in r16380. To enable SDL's right-click emulation on Macs, add this line to your local.cfg file: macmouse = trueThen you will need to reassign other hotkeys that use Ctrl+Click, I would suggest using the Command key (Super): [hotkey.selection]remove = Super[hotkey.session]attackmove = Supergarrison = Superautorallypoint = Superdeselectgroup = SuperBut of course, you can use whatever you prefer.
    1 point
  7. I support the idea of having a hotkey to show range effects only when they're necessary, and at the same time subtly highlighting entities that are being affected. historic_bruno summarizes the different cases very well.
    1 point
  8. The rise of the east mod looks very nice. o_o
    1 point
  9. Thanks Alekusu for sharing mods too.
    1 point
  10. When I implemented auras (including range auras), I also wanted visualisations (or at least that was one of the first requests). Selection rings and decals came up, but it appeared that both options would put a serious load on the processor when used on moving units. Even when used on non-moving entities, it makes the game a lot heavier, as big decals enlarge the bounding box of those enties. So this results in those entities being rendered quite often virtually, while they're not visible on screen at all. Of course, most of these concerns are theoretical, as the actual slowdown is caused by rather subtle (like depends on the number of units normally invisible, but due to the change being rendered). So the slowdown has never been actually profiled. EDIT: most of the performance doubts were raised by Philip, so I guess they're rather valid.
    1 point
  11. As development is done on multiple OS, there are also multiple IDEs used. On Windows, it's best to use Visual Studio to do the C++ development. Apart from that, IDE choices are pretty much free, and even simple text editors work quite good. I normally use gvim with some adapted settings (like using tabs instead of spaces), and it works well enough for me. About the most used languages. Generally it's C++ and JS. C++ is used for the parts that need to be fast (actual rendering, pathfinding, ...), JS on the other hand offers the possibility to be run without compilation, and thus is ideal to be used for game logic, and to be adapted by mods. The other languages used are mostly because there was an interesting library available that could be used. Like a chat library in python for the lobby, a compilation library with lua, ... These parts generally don't belong to the core game, and could rather easily be replaced by other tools in other languages.
    1 point
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