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Showing content with the highest reputation on 2015-05-09 in all areas

  1. The Alpha 15 Osiris multiplayer lobby is now discontinued. Users of Alpha 15 are advised to upgrade to the latest version. The only distribution bundling Alpha 15 is Ubuntu 14.04 LTS, for which Alpha 16 is available in backports, and the latest version is available in our PPA. Alpha 15 was released December 2013 with the subsequent Alpha 16 being out for a year now. The Alpha 15 lobby isn't used very often anymore; the bot told users to upgrade to a newer version and we haven't seen more than one player at once for more than a month. The Alpha 15 lobby bot also has an occasional issue causing it to terminate. Due to the inactivity, obsolescence, and amount of extra work required to sustain it, we have decided to discontinue the Alpha 15 Multiplayer lobby. By giving up support for our archaic Alpha 15 bot we are able to streamline some things on the lobby server as we do not need any special cases for the Alpha 15 bot anymore. Multiplayer via the Host/Join dialog is still possible for those who do not wish to upgrade.
    2 points
  2. Hi! My Name is Daniel, 25 years from Norway. Let me first say that I looove this game, and I wanted to contribute a bit I am a Viking enthusiast and I have seen some screens of some Viking buildings, and i am very interested in helping out with modeling, and maybe animating. I have not done very low poly houses before, but I guess that I can give it a go. My main 3d softwares are Blender, 3ds max and Zbrush. Here are some screens: So. Yeah. Is the millenium AD still going strong? I can also help out with other things, but my main interest is to add Viking models to a game =)
    2 points
  3. That reason is because Sparta did not want an empire. Almost everything they did, every alliance, every league, every battle, was to defend their peculiar way of life, not to build an empire.
    2 points
  4. They look nice, though seem to have some comic vibe to them. Also could you commit the source blend files to the art_source repo? Thanks.
    2 points
  5. The formation process is actually: first move the formation center along the pre-calculated route, then let all units walk to their new formation position. But the biggest issue with the formations is that the pathfinder doesn't understand that formations have a size that's bigger than their obstruction. So if a formation walls along an obstacle (like along a shore), then the pathfinder keeps the formation center next to the shore, which causes half of the units trying to reach unreachable positions. If units can stay in their formation positions, calculating their next position is a rather simple calculation, and would be even faster than without formation, as the long-range calculation only needs to be done once for the formation. So the pathfinder should estimate the width of a formation, and see how it can avoid most obstacles for a certain route.
    2 points
  6. Not finished. Missing: Triggers.Details. First update: Second update: Now playable in game. Constantinople_Midnigth_Assault.zip
    1 point
  7. You should pay attention to using the good terms for converting/capturing: the former is for units, the latter for buildings. This should hopefully be enough to avoid confusion in the discussions! Only capturing is implemented, not converting, so your request doesn't (yet) make sense. (And sorry for nitpicking )
    1 point
  8. Press i. It seems we missed adding that both to the in-game manual and to the wiki page. EDIT: r16640 and also updated the wiki.
    1 point
  9. The Roman's big advantage was logistical. They built fortified military camps that were basically temporary cities - they sometimes became permanent cities. They were able to support their legions in the field indefinitely. Other peoples, when you defeated them, they went home - the Romans went back to their camp and prepared for another attack.
    1 point
  10. I'm not working on this ATM so just for safety, niektb and as a reminder my latest version with extracted hightmap manipulation library. NOTE: This will likely not work without small changes to schwarzwald! realistic_terrain_demo_extracted_lib-messy2015-5-9.zip
    1 point
  11. http://wildfiregames.com/forum/index.php?showtopic=18093&p=293977
    1 point
  12. Ask Ayakashi for some concept art. I don't know why team get away from using concept art. Website used to have tonnes of it.
    1 point
  13. And what is your basis for this claim? The Spartans defeated the Athenians on land time and time again and were practically undefeated until the rise of Thebes. Surely Roman legionnaires were capable, yet most were simply conscripts prior to the Marian Reforms and suffered many defeats. There is not simply one reason that Rome had an empire while Sparta did not. (Naturally when Sparta was in its height it only controlled most of Greece with a league.) Reasons for Spartan decline were many including decreased birthrates and unequal land-distributions. Romans, realise, were pathetic in defeating Hannibal in Italy unless it was by attrition.
    1 point
  14. Yes, the old pathfinder could use priorities in terrain (thus could prefer roads). However, it had many problems. Like being generally slow, and also the many inconsistencies between the short and long range pathfinder. So we opted for a redesign that should make the pathfinder simpler and faster. For that, priorities and roads were abandoned. This article explains the new implemented optimizations in a rather easy way: http://gamedevelopment.tutsplus.com/tutorials/how-to-speed-up-a-pathfinding-with-the-jump-point-search-algorithm--gamedev-5818 . It also explains why roads are hard, but not impossible, but I would prefer to first get a working version in game, and only add roads afterwards (when someone wants to work on that).
    1 point
  15. Yes, the formation is also the factor and you know that is one of the performance killer. I am not familiar with the formation code, but a single turn consists of something like follows: Independent units move Formation leaders move Formation followers move Yes that sounds practical. I have never known executor pattern. You have more knowledge about multi thread than me.
    1 point
  16. You can delete a object with "fn + backspace" in mac , btw Im in osx and develop must over atlas if you need something let me know
    1 point
  17. Paths are now painted. Some screensots: And the map: RealisticTerrainDemo2014-08-08.zip
    1 point
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