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Showing content with the highest reputation on 2019-06-19 in all areas
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6 points
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5 points
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I check this out. It's pretty darn awesome. Please add it as a diff at https://code.wildfiregames.com/ so that it can be added to the game! The "zooming" feature with the scroll wheel is neat, but kind of unexpected behavior and adds user discomfort. I'd rather, as a user, you just choose the size of preview you think is best and the number per page (maybe that can scale with resolution) and leave it at that, ala AOM. It's your mod, but I think static pages would be best instead of the neat but weird zooming effect. Ideally, they could all be on the same page with a scroll bar, but we ain't there yet. Your "page" buttons are a good compromise for now.5 points
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Maybe that would be more logical indeed. March 2018: rP21630 Fix UnitAI behaviour inconsistent with its stance for packed units and set default stance to standground for packed units. April 2018: rP21784 Fix a couple of packing problems from rP21630 rP21786 really fix packing problems reported in rP21630 May 2018: #5175 October 2018: So perhaps the fix to #5091 should be different, I didn't want to get involved with that mudding, but the unpack-loop issue remains reported and is put into the scheduled list #5328 (which means there will be at least three clicks being spent on the issue). (Already the case?) #4015 and D1520 as FeldFeld pointed out. Standground? Simulation commands are orders. The user sends an order so as to start a process. UnitAI has an order queue and performs that one step at a time. Orders can be cancelled by removing them from the queue. So it's logically consistent with the UnitAI in general, but this packing AI may be unique and warrant some different behavior. Reverting to 0% slowly seems sound to me instead of instantly jumping to 0%, which indeed would justify considering to replace the cancel command with the pack/unpack command, and account for that somehow in the packing part of UnitAI. Sounds like invoking spaghetti code but, maybe inevitable. But that's the weakpoint of siege engines, they should be and remain that vulnerable during that stage, no? Agree, it must be fun to play. That proportional-progress proposal is possibly still the right thing to do, depending on expectations of logic and gameplay design. For aggressive stance, and for forced attacks in any stance it sounds reasonable to follow the attacked target. I suppose it's important to satisfy the definition of an order. If there is an order to perform X, then by definition X is ordered to be performed, and that means doing the preconditions like packing to achieve that. So one could introduce an order type (such as ground based attacks) where the siege engine attakcs units in the target area without implying that a specific unit should be attacked (thus not providing reason to have it unpack at any time). Dunno. Images may vary slightly from actual product. There are many ways to skin a cat. Doesn't require hierarchical force to commit a catapult AI fix. But for my review I need a decision whether I want to be frustrated by throwing or riding the bomb.3 points
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3 points
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I got one more tropical uh, 'tree' i want to get done and then maybe ptolemies lol Geological formations do need attention more than flora at this point I will freely admit, but rocks can be particularly boring ya feel?3 points
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Exporting dae's from maya does not work. I have to import them into blender and export them as dae's from there.2 points
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version 0.5.0 Fixed: Disabled map browser zoom animation Added: Buildings placement hotkeys (extendable for custom buildings) Building placement's hotkeys list: hotkey.autociv.session.building.place.Archery_Range = "unused" hotkey.autociv.session.building.place.Barracks = "Space+B" hotkey.autociv.session.building.place.Blacksmith = "Space+N" hotkey.autociv.session.building.place.City_Gate = "unused" hotkey.autociv.session.building.place.City_Wall = "Space+W" hotkey.autociv.session.building.place.Civic_Center = "Space+C" hotkey.autociv.session.building.place.Civic_Structure = "unused" hotkey.autociv.session.building.place.Corral = "Space+K" hotkey.autociv.session.building.place.Defense_Tower = "Space+D" hotkey.autociv.session.building.place.Defensive_Structure = "unused" hotkey.autociv.session.building.place.Dock = "Space+G" hotkey.autociv.session.building.place.Economic_Structure = "unused" hotkey.autociv.session.building.place.Elephant_Stables = "unused" hotkey.autociv.session.building.place.Embassy = "unused" hotkey.autociv.session.building.place.Farmstead = "Shift+Space+F" hotkey.autociv.session.building.place.Field = "Space+F" hotkey.autociv.session.building.place.Fortress = "Space+A" hotkey.autociv.session.building.place.Greek_Theater = "unused" hotkey.autociv.session.building.place.House = "Space+H" hotkey.autociv.session.building.place.Kennel = "unused" hotkey.autociv.session.building.place.Library = "unused" hotkey.autociv.session.building.place.Market = "Space+M" hotkey.autociv.session.building.place.Military_Colony = "unused" hotkey.autociv.session.building.place.Military_Structure = "unused" hotkey.autociv.session.building.place.Outpost = "Space+O" hotkey.autociv.session.building.place.Resource_Structure = "unused" hotkey.autociv.session.building.place.Rotary_Mill = "unused" hotkey.autociv.session.building.place.Sentry_Tower = "Space+Y" hotkey.autociv.session.building.place.Siege_Wall = "Space+J" hotkey.autociv.session.building.place.Siege_Workshop = "unused" hotkey.autociv.session.building.place.Special_Building = "unused" hotkey.autociv.session.building.place.Stables = "unused" hotkey.autociv.session.building.place.Stoa = "unused" hotkey.autociv.session.building.place.Stone_Wall = "unused" hotkey.autociv.session.building.place.Storehouse = "Space+S" hotkey.autociv.session.building.place.Structure = "unused" hotkey.autociv.session.building.place.Temple = "Space+T" hotkey.autociv.session.building.place.Wall_Turret = "unused" hotkey.autociv.session.building.place.Wonder = "Space+V" hotkey.autociv.session.building.place.Wooden_Wall = "Space+E" To add new buildings names just add them to user.cfg with the same naming style as the currently added.2 points
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2 points
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@Boudica What stance does this happen in? Default stance for siege units is Stand Ground, which sounds like it shouldn't exhibit this behaviour - if it does, it should be fixed. The way I understand it, there are a few things at play: Catapults auto-unpack if on "aggressive/defensive/standground" and units come in-range. That does sound wrong on most states to me. Cancelling packing/unpacking at 90% progress is instant ( @Boudica you would prefer that it takes as much time to go 0-90 and 90-0 I understand?) Catapults try following their target when it gets out of range, i.e. automatically packing and then trying to move This sounds broken to me in all cases, even for forced orders. We could do it only for forced orders, never on its own for unforced orders. Regular stances are not sufficient for catapults No way to tell them to prefer units or buildings Agressive/defensive/flee/standground isn't very helpful with regards to packing - unpacking. Is this complete? Points 1-3 seem like unitAI issues that we could fix for A24 - depending on what happens exactly. Point 4 is probably something we should do but it would be harder. Point 2 is doable also, but would be a change of behaviour - not sure if we want that or not, as @Feldfeld has said, AoE 2 has immediate-cancelling.2 points
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That sounds doable, maybe someone could make a patch for it. @Freagarach Is working on a feature that will allow one to use catapults to bombard areas, which might make them a bit more useful.2 points
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version 0.4.0 Added: Included a map browser in the game setup stage so all players can see the maps. To open it press Alt+O hotkey or press the button (square) on the map preview from gamesetup.2 points
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Hello, I'm new here! I wanted to add some more information about Persians nation. The face of king Cyrus II is somehow Arab lied face,  I sent a picture of a more Persian liked face structure. Furthermore, The Immortals appearance isn't like the original Immortals. ( I uploaded their picture too ) Also, Persians did not Farvahar ( the one with a ring in his hand ) sign on their shields because it was a religious sign for them. Some of them used "Derafsh Kaviani" as their flag on their shields. Also Most of Ancient Persian soldiers used Some sort of helmets which was called "Khud". You can take a look to the pictures for more information. Thank you.1 point
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Hello, iam from brazil. i am install the first OD in 19.06 .2019 my problems is the zoom in game is IN forever. i use the scrooll down , the - and not resolve. Auto in zoom too why i do? thanks1 point
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Hello, I've been thinking about why the catapult behavior makes people mad and what could be done about it. I think there is a thing that could be considered a bug, which is probably easy to fix. Another thing is the UI design for siege packing itself. I've discussed a few times how I'd expect it to work differently but I haven't written it down and I'm not sure if there is any issue for it. So where do we start? To me the ability to cancel packing or unpacking instantly doesn't make sense. The idea is that the packing process takes time. How is it possible to go from a 99% packed catapult to an unpacked one instantly, while from a 100% unpacked it takes a few seconds? So what follows is simple. We only need two icons: one for getting the catapult to a packed state and another for getting it to the unpacked state. If the packing process is in progress, the process just changes the direction as appropriate (0% is packed, 100% unpacked). If all catapults in the selection are in the same state, the icon can be grayed out. OK, so that was mostly for the UI design. But what is the single thing that makes people lose catapults and rage quit a game? It's the automatic unpacking and the weird behavior when trying to move the catapult. When enemy units get in the range, the catapult starts unpacking. That sounds about right. Except that at this point that process can't really be cancelled by the cancel icon as it just starts all over again instantly (there are still targets in range, right?). You first have to change the unit stance to passive, otherwise the cancel icon is just for frustration. Then you order the catapult to move and what happens? It continues to unpack, just so that it could start packing up again for moving. I think that the solution to the other problem is simple. I intentionally started with the idea to remove the cancel icon entirely because then we don't have to discuss what should it do in this case. If the cancel still is a thing, ordering the catapult to move sure should automatically cancel the ongoing unpacking because it's the fastest way that gets the thing done. With my first idea implemented, moving the catapult would mean ordering it to change to a packed state (as explained) with the move command chained. This eliminates people clicking on the cancel icon because they wanted the exact opposite of making the catapult unpack. To sum up, I think this is a small bug of not stopping the unpack process automatically when ordering a catapult to move. There is a third note to this discussion. I'd suggest to remove automatic unpacking entirely. If you want to have catapults ready to move, you can have that. If you have moved them to a position for attack, you decide to unpack them. I think it happens very often that the unpacking starts when you don't want it. Even with my first idea implemented, if you ordered the catapult to pack, it could start unpacking automatically just after that. I imagine that handling the siege weapons would be much more pleasant if they just simply didn't unpack by themselves at all.1 point
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Maybe then we could restrict catapults to buildings when attack range is implemented.1 point
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Looks nice! @MarcusAureliu#s do you want it included in the next version of the Community Maps mod?1 point
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So you mean zooming animation? If yes, then you are right. I should change it to something less nauseous. The feature is already on phab on queue review.1 point
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Thanks for the summary. I'll just add to some of the points: This currently only happens for those forced orders but still it perhaps shouldn't. I'm not really sure if this depends on the stance but I don't think so. Soldiers behave in the same way in that when you make them attack a certain unit, they will do so and even follow it as necessary. We should discuss if the catapult should start moving if the selected target wasn't in its range at the beginning. Otherwise such an action would result in a no-op and the attack cursor better be grayed out for targets out of range. Regular units can't be easily told what target type to pick either, so perhaps it is a broader issue. For units, we have the attack move (with possible modifiers), but using an attack move doesn't sound right for catapults that aren't supposed to move while attacking. The item that is possibly missing: Ordering a catapult to move while it's unpacking doesn't cancel the unpacking process and waits for it to complete. This seemed to be addressed in one of the existing tickets. EDIT: Oh yeah, and regarding the instant cancellation, I understand that it's how it works in AoE but we don't take that as a relevant argument for it, right? I'd look at what looks more realistic here unless there are good reasons not to. I've even considered a similar thing regarding buildings several times (going slightly off topic now). An important part of the game currently is deleting some buildings before they get captured to 50%. But isn't that a weird thing to have in the game? It comes to mind that the destruction of own buildings might require workers to be assigned to the job. Similar to construction but faster and actually very close to attacking that building. This is actually quite a different issue but it's similar in the way that something is instant and it might better not.1 point
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1 point
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Thanks for the replies. So it seems we can agree on some of the points. And the bugs seem to be known, we just might to check on the existing tickets. Thanks for mentioning the unit following problem. I suppose it would be taken care of by omitting the automatic packing and unpacking (while an explicit move or attack command can still have a starting implied packing or unpacking prerequisite). Not sure how to handle the case when you try to attack a target that is out of range though. I guess it shouldn't then be possible to do this to maintain consistency. If the catapult moves automatically to have the target in range, why shouldn't it start moving again if a unit goes out of the range later? I'm not sure what your reasons are to keep the cancel command in place. What do you think about the logical problem of unpacking an almost packed catapult instantly by just cancelling? How to handle the case when there are multiple catapults with different states in the selection? I don't know if I should use the unpack icon or the cancel packing icon. I see several problems with the cancel icon and I don't really see an advantage of it. @Stan`, I guess standground is the default, perhaps you meant passive instead? I'd just think that the various stances probably don't make much sense for catapults anyway. Maybe there should be one when the catapult just doesn't pick targets by itself (passive) and then the default (standground). That reminds me of another issue I forgot to mention. I don't know how the attack-move commands work for catapults but it could be useful to tell the catapults to target units in their range. Perhaps this also is solved by targeting areas. Catapults are especially powerful against units but the problem is that it's hard to make them attack units only when there are buildings near.1 point
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I need to write a tutorial for this explaining parallax and normal maps. Some facts: we use directX normal maps, not opengl ones (the shaders do the inversion for us) OpenGL shows how it will look in game (outward bump) Alpha channel of the normal map controls the height, the more transparent the higher (Usually using ao works fine for the mask)1 point
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If you see normal and spec maps not used, they're likely broken to a degree, arecas and atlas cedars have the parallax warping real bad1 point
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I use the smooth grass textures over most of the grid and then the plant variations along edges of forests or around water, etc. Use copious amounts of "tropic" plant actors for visual variety. PS: check the materials in some of your tree actors. Some don't use the normal and spec maps as you probably intend1 point
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+1 Great work mate ! I guess if he has some time @s0600204 could review it ?1 point
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That automatic resign isn't feasible. Perhaps if it was, it could be used for any rated game and there wouldn't be quitter issues. But having the rank temporarily replaced with a warning is probably something most players would want to avoid. And it's a new idea in this field as far as I know.1 point
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Perhaps it could a multi-tier punishment system. First offenders get a warning, 2nd time offenders get their rank set to (NULL) and third time offenders get (QUITTER) and automatically resign upon leaving the game.1 point
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That kind of humiliation from having QUITTER shouting right in your nickname sounds like a fun idea to me. It would probably go like this:1 point
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!!! Thanks, this will be very useful for future Southeast Asian faction mod, together with the mangrove1 point
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@Lion.Kanzen Yeah, we have similar looking trees over here... One of our more common forest giants is the Silk Cotton Tree. It's absolutely humongous! Varieties of these are apparently also native to Latin America. It's dense... Here's a collection of personal pictures I took of the nature scenes in my surroundings and other places in Ghana:1 point
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Experimenting with glowing materials, to know how they work. Model will likely be used in a mod of mine if I make more than this. @vladislavbelov I guess there is no way I can make the glow stronger ? It doesn't work with the sun. Also would be nice to have an oscilating shader. Still far from EDIT : It seems I can't make it react to player color... <?xml version="1.0" encoding="utf-8"?> <material> <define name="USE_SELF_LIGHT" value="1"/> <required_texture name="baseTex"/> <required_texture name="normTex" define="USE_NORMAL_MAP"/> <required_texture name="specTex" define="USE_SPECULAR_MAP"/> <shader effect="model"/> <define name="USE_PLAYERCOLOR" value="1"/> <uniform name="effectSettings" value="1.0 50.0 0.0075 0.85"/> </material>1 point