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Showing content with the highest reputation on 2019-06-19 in all areas

  1. oooh here it is dragon bamboo
    6 points
  2. Great nesting place for some Gharials?
    5 points
  3. 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
  4. 4 points
  5. Get that man a surge protector
    3 points
  6. 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
  7. Working on a new map: Kalinga.
    3 points
  8. 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
  9. boys we just about ready for that vietnam mod
    3 points
  10. I do believe the strangler figs are done
    3 points
  11. 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
  12. @feneur can you remove the post limit please ? Thanks
    2 points
  13. 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
  14. This map is not intended to fulfill the asthetic needs to be officially featured but it is playable and someone might enjoy. The environment is based on the Lonely mountain from Tolkien's universe. lonely mountain.xml lonely mountain.pmp
    2 points
  15. @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
  16. 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
  17. 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
  18. 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
  19. 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? thanks
    1 point
  20. 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
  21. ah yes i call it 'a collection of art assets without entities yet'
    1 point
  22. Sweet Christmas What did you call this mod ?
    1 point
  23. he just started and change some texturre... this isn't final state.
    1 point
  24. I guess the trees do all the work
    1 point
  25. Same here, and before he letf he hided out all of his remanining units in the corners of the map. After that he kept insulting and trying to talk me into resigning, even as i literally owned the entire map and he had no units. Players like that are toxic to this community. I have photos of he leaving and of the chat, if needed. Regards, commands.txt
    1 point
  26. @borg- can you ask for details? @danillodcb you can post screenshots?
    1 point
  27. 1 point
  28. https://code.wildfiregames.com/D1703
    1 point
  29. If you like the map i would be honored if it would be added
    1 point
  30. 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
  31. Personally, i would prefer still having the cancel button. There was this patch : https://code.wildfiregames.com/D1520, I wonder how it went but it should be useful. Additionally, I also think catapults shouldn't unpack automatically, they should only do so when we click the button or give an attack order in my opinion. I'm pretty sure catapults were easier to use in a21, I'm not sure if it's me or if something changed by the time. Edit : Also, when a catapult targets a unit that goes out of range, it will pack and try to follow it, which can be annoying when we intend to use catapult against army, we would just want it to switch target.
    1 point
  32. Brainstorming... By Sea and Land drowned's coast (may be in some old language). ἀποικία
    1 point
  33. 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
  34. I initially decided to write this all up because I was looking for a smaller issue I could work on myself. But I guess some things need to be fixed in the development process first before I could contribute anything? When I first worked on something here, elexis helped me with everything I need. I heard him say that he'd like to invest a lot of his time into the development again. But guess what? He's been incredibly frustrated with the situation that has been around here recently. I don't even know who I'm talking to now. I just wanted to show that there are now more people that want to invest their time to make the game better but they can't. And I had the feeling that there is a lot of useless ego involved in this. Could you just put the ego behind in the name of making the game better? I'd personally be glad if elexis got more power in what gets into the game and if we listen to him more. He has incredible knowledge about the code and he puts great effort into making his contributions the best they can get. People from the player community would probably vote for elexis to become the next project leader. Or I sure would. Please unfrustrate elexis for me and let us work together.
    1 point
  35. 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 bad
    1 point
  36. 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 intend
    1 point
  37. +1 Great work mate ! I guess if he has some time @s0600204 could review it ?
    1 point
  38. https://www.tourmyindia.com/wildlife_sancturies/periyar-national-park.html Kerala Landscapes. https://www.vueindiatours.com/blog/delight-yourself-with-the-watery-landscape-of-kerala/ https://www.tourmyindia.com/blog/top-20-hill-stations-kerala/ https://hiveminer.com/Tags/athirapally%2Cwater/Timeline
    1 point
  39. 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
  40. 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
  41. 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
  42. I couldn't come up with any good names, but maybe a Germanic or Gaul name might fit the maps better.
    1 point
  43. well stay tuned you might have some more compatible flora coming your way
    1 point
  44. It seems a few players are consistently quitting ranked 1v1 matches and although there's a report thread and a .pdf list of known abusers I'm not sure the current framework is working to combat the issue. Could the ratings bot be tuned to ignore blacklisted players? Currently players like Mativen1983 who quit most losing games to maintain an inflated score are able to skirt around the issue because not many players check the .pdf whilst choosing games in the lobby. Perhaps the ratings bot could ignore the players who abuse the system, or even better add a (NULL) or (QUITTER) after their name where the rank is usually displayed? I know it would require manual input but I think it could help the lobby out, particularly when players are attempting to balance their games or increase their score. Does anyone else have any idea for a solution? Bwana
    1 point
  45. This brother still be killin it, y'all. @Sundiata Acacias and African huts all up IN this bish.
    1 point
  46. Just had a player quit on me without resigning - Mativen1983 with a rank of 1483 (I'm 1367 myself). Other players in the lobby suggested he'd done it before in order to hold his inflated ranking. I don't know if you can watch the whole replay with just that file I sent but it's clear that he's 1200 at best. @user1 @Hannibal_Barca Thanks and sorry for making a fuss Bwana commands.txt
    1 point
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