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Showing content with the highest reputation on 2016-11-29 in all areas

  1. Your freedom respected, if however you were to slowly switch over to Linux, that will be a huge performance / efficiency improvement in the long term - especially if you dive into the command line and are serious about automation. Maybe you want to use two systems, either dual boot or Laptop, Desktop PC, self contained systems like NVIDIA Jetson? While general device support (e.g. media devices) are easier to get to work in Ubuntu, I'd urge you to not make the same mistake as I did (I know, I also have a hard time trusting such "lectures" when other pople warn me) and immediately switch to voidlinux. I know it is not wise to do this unguided, so a lone wolf UNIX future-friend of terminal / command line has it easier on Ubuntu- or Mac-like systems. voidlinux (future proof, simplicity, reliable, time saver) | Ubuntu (working out of the box, but beware at some point this will lead into chaos and weird/difficult to find bugs) | Win for emergencies (e.g. help out friends).
    3 points
  2. Thank you very much for the file and the explaination. And I didn't know that one could trade with oneselves, I guess I have alot to learn, but it is very fun to play and learn about. Have a nice day
    2 points
  3. If you and your enemies create a new subdirectory in the Documents and Settings/0ad/mods/ path (see also GameDataPaths, Modding_Guide) and put the attached zip in it, then enable it in the mod selection in the menu, you will be able to play with 2x resources for every metal/stone mine. You can also unzip the file and edit the numbers (Amount) (since you asked friendly and showed interest which is the only ResourceSupply I care about after all). Remember all players need the same version/mods/changes (otherwise you will see an "Out Of Sync" error). Also noone said self-trade isn't possible. It is very slow initially due to the short distance, but incentivizes to extend the territory while requiring you to not overextend and become vulnerable. Notice also that killing enemies (including trade carts) will transfer the resource they carry to you. I.e. if you kill one trade cart that transports 100-200 metal, that is very much worth it (use cavalry with high armor that is walkspeed upgraded at the corrals). 0ad-double-resources.zip
    2 points
  4. All your installations used Debian 9? Do they also have the same version of mesa? Mesa in Debian 9 will be upgraded from 12.0.4 to 13.0.1 in 5 days, anyway: https://packages.qa.debian.org/m/mesa.html Maybe you can try the 13.0.1 packages currently in sid and see if the issue is fixed.
    1 point
  5. For how long did you try? It's expected that the maps look like this when playing with a svn or git checkout instead of a released version. The textures have to be cached and we provide the cached textures only for the release. The svn/git version create the cache of the textures on demand, so it might take 30 seconds or so until all textures are visible.
    1 point
  6. what should he have done? As it was said before, the Hannibal AI could not be finished in the manner it was back then. Contrary to the engine the AI framework is limited if it tries to invent it all within AI context only. This does not work as could be seen in the many workarounds in the Hannibal code. Now this is where tactics start. AI attacks from several sides, guerilla groups hidden in enemy / besieged territory. Rescuing the fallen king out of battle like the Spartans did in the Greco Persian Wars.
    1 point
  7. Might be sufficient to add a factor like 2 * to this.amount = this.GetMaxAmount(); in ResourceSupply.js. But other places in the code (especially the AI) will still check for the template files where the resources are defined and not use the javascript to act. The better approach is to learn the game and find ways to beat the enemy with the existing resources If there is lots of wood but only few metal, make one ram and many citizen soldiers to protect it, retreat if you can't win the fight (the most important thing is to outnumber the enemy ( https://www.youtube.com/watch?v=U0goQrvf-tU) so that you lose almost no units. Also killing the enemy eco is often easily achieved as women have only 25HP.
    1 point
  8. @Radagast.: but alas, Hannibal was never finished (and probably throws errors too as the codebase changes over time) and AgentX seems to have left...
    1 point
  9. Don't mind whether relics are like treasure to be picked up (#28), transpoted and potentially garrisoned into a building or whether it becomes a moving unit. The latter sounds a bit more dynamic for gameplay and wouldn't require any further code changes (just a new Identity class). Don't have to mention that I want to see a relic victiory condition.
    1 point
  10. In terms of the Hannibal AI framework, it is thinkable that you script your own group, e.g. Royal Guard. Its behaviour can be to stalk the hero or keep him/her safe, depending on how you define protection. The group can easily summon other citizens help defend the hero on losses or during critical situations. The other AIs can do this too, it requires more coding and especially hard-coding though. Unless we have neural networks or other cool algorithms going already.
    1 point
  11. I took care of this badboy since this task was trickier than the other seleucid units textures needed. Hope you like it:
    1 point
  12. It is not really linked to the importance, but to the way the resource is spread on the map, which determines how the AI build its own resourceMaps, which are themselves used for cc and dropsite positioning. So 0 means that we don't make resourceMap with this resource (which is then not used for positioning), 1 is used for resources which are abondant but usually with a small amount each (like wood) and 2 is for resources which are sparse but wich large amount each (as stone and metal). Concerning what happens if a modder would put another value: before r18964, the resource would have been ignored (equivalent to 0), but since this commit i guess a flood of warnings will be printed as some early-continue "if (influence != 1 && influence != 2)" in terrain-analysis.js have been replaced by "if (!influence)". I think this should be fixed. There is a lot of information in this thread which can be useful for modders. It would be nice to summarize it in the wiki, if somebody has time to do it.
    1 point
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