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Showing content with the highest reputation on 2016-03-26 in all areas

  1. Terrain updates being slower is caused by the new pathfinder. The new pathfinder does more pre-computations for the things that are rather static (so certainly for the terrain profile, but also the building/resource obstructions). This causes pathfinding itself to be faster, but when these static things do change (which is what happens in Atlas), it causes a slowdown. The ideal solution would be to not process the pathfinding calculations until the simulation is started in Atlas (or until you request the passability overlay). But this is not yet done as trompetin17 is working on a new Atlas UI, which would alter the communication between Atlas and the simulation (so affect how Atlas can stop passability computations). However, for some reason, I also find Atlas rather slow when doing other actions (like just panning and zooming). While those actions are not too slow in the main game.
    3 points
  2. In single player yes, (though you can setup a match between you and AI's and just resign and DON'T quit afterwards: the AI's will play on). In multiplayer you can do it from gamesetup (so multiplayer --> host game). Unassign yourself there and set AI in your place and then just start the game. The AI will fight now. btw, with such questions you are probably faster helped in IRC
    2 points
  3. More pics on the ongoing project. Still need to refine the texture, and balance resources and gameplay. But I'm almost done with that map! Global Crete map: The landscapes of Crete are really complex and various, so it is very hard to texture that map. Here are examples on how Crete looks like: And here are some more samples of my map: Chania: Rethymno: Heraklyo: Agios Nikolaos: After a few plays on skirmish modes with this map, I'll start to try to set up my three scenarios on the map. I hope it will be fun to play.
    2 points
  4. Photo-stitched 0AD unit skins (Texture files included below) Front (Custom player colors) Back (Default 0AD player colors) No cape prop Zoomed-out .PNG files
    2 points
  5. Same issue here, but I had it since much longer ago...
    2 points
  6. The new oak trees are very heavy on the triangle count (too heavy -- some of the downward facing branch planes could be optimized by removing a face -- water reflects underside of 1-way tree branch planes anyway so no need for this face). But since they are larger in screen size than the old oak trees, I just increased their wood amount to 300 in Delenda Est and use fewer of them. I would love larger Baoababs and Pine Trees (Douglas Fir?) too! btw guy, I like your rock orgies. They look nice from a distance.
    2 points
  7. No, the AI checks the accessibility before trying to gather. But you may still have a problem with UnitAI (which controls the automatic behaviour of all units either AI or human). When finishing one tree, it will switch to the nearest one without checking on accessibility.
    2 points
  8. Noooope. But it could be good to have generic factions available in Atlas for scenario and campaugn. I think Germans fit better in Part 2 anyway. They had effect in Part 1 era, but their greatest hits were release in the Part 2 era. The Vandals World Tour was siiiiick.
    1 point
  9. Thanks for the explanations. It is heartwarming to know that the issue is aware. I agree that the best solution would to turn off pathfinder unless overlay or simulation started. Is trompetin17 still working on Atlas or is stalled? I also agree other action are slow too for some reason. Pasting objects and moving them = super super lag. But my main problem is terrain update, like trying to raise and lower terrain. Almost make me want to wait for trompetin17's improvement before I bother working in Atlas anymore.
    1 point
  10. Original poster (Money93) contacted me privately and we have resolved the issue.
    1 point
  11. If you play multiplayergame with AI it will with 95% certainty be OOS, because the serialization of the AI has not been implemented (so do 1v1 or join the lobby and play with humans) or never rejoin (never become disconnected) when playing with the AI. Also if you run into this situation, rejoinig again "refreshes" the current state (still not really useful as its broken after one or two seconds again).
    1 point
  12. Having plans is not what make these features implemented. It will be only when someone finds the time to do it, but certainly not a20 which is being finalized.
    1 point
  13. Scythians are favs right now. New whole gameplay, is half Greek / Persian and half nomad . And interesting units... and buildings.
    1 point
  14. I have a gift for you Zeta. These are the powerful Thebans, who break Sparta and spar with Athens. Patriots who stand against Philip of Macedon and Alexander the Great.
    1 point
  15. Those rocks and mines are drop offs from retreating glaziers so deep drag marks on the south sides might break the visual monotony of a featureless steppe also wind erosion is the main sculptor in this environment. Enjoy the Choice
    1 point
  16. @wackyserious: I already made a Battle of Gergovia map (I even have already some kind of storyline on paper) (although I never finished it):
    1 point
  17. In your original message, you not only suggest a renaming, but also some faction bonuses. If you change the name, you need also to change some things, like the description of the units, factions logo, and probably many other visual modifications. So it implies not just rename the factions, but instead deeply modify them -if not rebuild them-. So I believe it would take more work than you think. But your post and that discussion is still very interesting. Haha ok sorry, I just presumed you were because of the greek text in your signature.
    1 point
  18. I agree, faction names should stay politically inclined and not based on culture.
    1 point
  19. Only halfway finished, but it is already causing performance issues.. (Not sure if I'll drop the development, or rethink the design of the map and try use less flora entities)
    1 point
  20. Pablo you know about trac in order to create tickets when a gameplay are not complete or can be improved?
    1 point
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