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Showing content with the highest reputation on 2016-09-08 in all areas

  1. Hello Sarcoma, if you haven't already I'd suggest you look at http://trac.wildfiregames.com/wiki/GettingStarted aswell as the programmer section on that website. You will need to get the source to be up to date with the development version, if you want to contribute to it. AI is in JavaScript, which means you don't have to recompile the game each time you change something. You can find the code in binaries/data/mods/public/simulation To reproduce a game we use commands.txt which are text replay files. but I don't think that's how the AI works. Unfortunately @mimo our lead AI developper has taken a break for the game and will (might ?) not be able to answer your questions. If you need general guidance, I'd suggest you to drop by IRC on the #0ad-dev channel, you should find someone that might give you clue on how to do it. Might I ask what do you want to achieve ?
    3 points
  2. 2 points
  3. Hi, community How do I go about understanding the AI code? I was hoping I could implement some logic and prediction for the AI without delving too deep in the GUI code. It would be nice if somehow I could get the information learned as the game progresses and inject commands in response to that, like from a black box, then I might be able to focus on the logic. Thanks
    1 point
  4. Team have stated that no new civs would be added
    1 point
  5. Hi guy. Back again with more ISOMETRIC VIEW GOODNESS and advocacy. I have plaid around with the setting again and come up with a update for the local.cfg settings: ; Standard View ;view.zoom.min = 45.0 ;view.zoom.max = 200.0 ;view.zoom.default = 100.0 ;view.fov = 50.0 ; Isometric View view.zoom.min = 1000.0 ; Zoom needs to be this far because of low fov view.zoom.max = 4600.0 ; Zoom needs to be this far because of low fov view.zoom.default = 2500.0 ; Zoom needs to be this far because of low fov view.zoom.speed = 4000.0 ; Zoom speed needs to be this high because of reasons view.zoom.speed.wheel = 256.0 ; Zoom speed needs to be this high because of reasons view.zoom.smoothness = 0.2 ; Lowered because of the extreme zoom view.rotate.y.speed = 0.0 ; This prevents camera rotation view.rotate.x.speed = 0.0 ; This prevents camera tilting view.fov = 2.0 ; This is what gives the nearly isometric view view.near = 40.0 ; Near plane distance increased to prevent z-fighting view.far = 5000.0 ; To make the max zoom work It also include a suggesyion for standard view settings. The difference between 45 and 50 FOV isn't much, but make for better screenshot. My settings for zoom I think should be implement for the game. Now, the ISO view. Like before, the problems are: clouds (could fix this by adjusting their height in iso view to something like 4000), distance fog (needs to be disabled or reduced by some fixed amount determined by testing), water depth (the 'Real Water Depth' option does not render correctly in this view and must be turned off; looks fine after that), and a big one is that action sounds can only be heard if zoom in all the way (I have not yet looked for sound setting in the cfg whhich to fix this). These setting do allow for zooming and it looks really cool.
    1 point
  6. Hi there wolflance! I support your civ. proposal at 100%! I would love to see khmer armies in an RTS. For the late game, I would think more about a mounted elephant unit (with archers and flamed arrows), and maybe an elite infantry guard unit (apsara guard?) reflecting the fanatism and devotion to their king. In the last centuries, the Khmer Empire had been severely weakened by the loss of vast territories (notably in the western part, with the uprising and progressive independance of siamese provinces) and the loss of its capital in Angkor Vat at the hands of Sukhotai...I think having champions like royal guards or monks should reflect the defensive_yet combative_ stance assumed by the political power during these troubled times... I can already imagine the magnificence of decorated war boats with garuda shaped or naga shaped bows, majestic temples with gigantic towers, fierce yet elegant warriors, etc. Here are some eye candies: http://www.devata.org/artistic-visions-of-angkor-by-maurice-fievet/#.V9Fv1mBkiM9
    1 point
  7. Only Bronze civs, priority to empires...
    1 point
  8. Я рад это Вам нравится! This sketch was somewhat tricky to conceptualize. Russian forts are generally small walled cities with a lot of churches inside, so in order to condense it all in just one building, I had to make some simplifications wich are not always accurate. I'll soon submit some more suggestion sketches for the church within the walls.
    1 point
  9. 1 point
  10. AFAIK The Khmer have never been featured as a playable faction in a proper RTS game. I don't know what the CoM will think but I totally support having them as a faction!
    1 point
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