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Showing content with the highest reputation on 2015-04-29 in all areas

  1. Sorry, I've been quite short on time lately and didn't have a chance to follow up on this. I'm attaching a fixed version of AtlasUI.dll, which you can copy to the install binaries/system folder. I have tested and it fixes Alpha 18's Atlas editor on XP SP3 for me. AtasUI.dll.zip If you still need it, that should do the trick for you
    2 points
  2. I had some time this weekend so I started to finish it, still missing the shields, and the goats, but the idea is there. If anyone is interested or want to finish it, tell me.
    2 points
  3. I started modeling this, so, here is a WIP. I might have to redo some fo the parts to get the polycount down, but I'm going to make it as I first intended, and I'll see how much detail I have to cut back. Right now, I'd estimate that it end up being around 2700 triangles + statue on top, so it's a bit heavy.
    1 point
  4. Hi, as decided in the last meeting, SDL2 is now enabled by default in SVN on Linux (it was already enabled on Windows and OS X). There is no more need to pass --sdl2 to update-workspaces.sh. To properly build SVN make sure to install sdl2 development library >= 2.0.2 as explained in BuildInstruction wiki page. If you notice issues with SDL2 you can still build with SDL1, passing --sdl1 to update-workspaces.sh. In this case make sure, however, to report the issue so that we can fix it or eventually revert to SDL1 by default.
    1 point
  5. Last 10 days, we did 50 commits to the game. Sometimes fixing small bugs, sometimes adding new features. New units can be added if it doesn't complicate the gameplay too much, or if it's really needed for balancing. Which I doubt for now. Well, thanks to capturing, balance is completely lost now. So we probably will switch between a few rush-only, turtle-only or boom-only games in the next versions. Which is why balance comments on A18 are sadly of low value now. That's just because it's laughable. We all want some humour. Stats are simply defined in XML templates. F.e. the stats of generic spearmen are defined here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_spearman.xml Thanks to inheritance, you don't have to define stats for every unit. You can define generic stats for infantry, a bit more specific for melee infantry, even more specific for spearmen, ... I do advise you to work on SVN, else your work will be outdated by the time you want to publish it.
    1 point
  6. When this issue is fixed, your problems should be solvable: http://trac.wildfiregames.com/ticket/3208#ticket It won't be hard to fix it I think, so anyone willing to try is welcome.
    1 point
  7. Okay, I've worked out what the problem is. It's because the norse civ uses phase_town_norse followed by phase_city_generic. phase_city_generic expects phase_town_generic to be researched, but because the norse civ uses its own variant, phase_town_generic never is researched and thus phase_city_generic remains unavailable. neiktb: I've come up with a solution. In fact, three possible solutions. They each work, but also each have a problem/drawback to that approach: (all links point to changesets on GitHub) Options 1 and 2 are variants on the same theme and both have the same issue - in that the icon for the city-phase tech appears besides the icon for the town-phase tech, rather than the preferred state of it only appearing once the town phase tech has been selected for research. Whilst this was happening anyway with the norse civ, this UI problem will now affect all civs that use phase_city_generic whilst this mod is loaded.Option 3 does not have this problem - with the icon for the city-phase icon only appearing once the town-phase has been or is in the process of being researched - however it is also incompatible with the aristeia mod, due to both of them modifying the same file (phase_city). This means that a norse vs egyptian match would not be fair with one of these two civs unable to properly reach the city phase.Like I said, any of the three options will fix the problem, but I'd like some feedback/discussion before one is chosen and merged into master.
    1 point
  8. Today I have compiled with VS2013 new SVN16594, some compile errors: Error 1 error C2146: syntax error: missing ")" (in the identifier "PRId64" front) D:\trunk\source\ps\TouchInput.cpp 270 1 engine My os is win8.1 64bit.
    1 point
  9. 1 point
  10. Hmmm that's quite a lot of work for an idle... my idea for idles was scratching, shaking the head and body (like drying), sitting, laying down, smelling the ground, sporadic hunters pose (lifting one paw). Finishing now one of the two death animations: http://gifmaker.cc/PlayFrameAnimation.php?folder=2015042903FLeV2KsJTqdVXT4VCsR6rG
    1 point
  11. The Mauryan warriors should be rather good against buildings (as elephants are only partially siege units, and supposed to be worse against buildings than f.e. rams). But with building capturing in, the whole thing around attacking buildings has to be revised. So it could be possible that we make the warriors have a very strong capture attack, or that they don't have a capture attack, and keep their strong crush damage. But in both cases, they need to be revised in some way.
    1 point
  12. Heh, apparently, the generic "elephant" is considered agressive, while the asian, north-african and african bush elephant are defensive. So you can control the latter The walrus is the only other defensive fauna unit. And it seems you can't give all commands (like a move command is disabled), but you can give attack commands.
    1 point
  13. This offers great insight. I just hope that our opinions, where and when appropriate, are taken into some form of consideration
    1 point
  14. I understand that completely... but apparently members have been dedicated to work on certain things such as balancing...and its been unbalanced for the past 2/3 alphas. But fair enough, the point on providing evidence does help...
    1 point
  15. Well when you want to make a point about something its always nice to have some evidence to support it and the devs already have alot of work and not always the time to look for the problems and always need the help from the players. Mostly Devs dont even play the game as mutch as the players so don't have the time to test everything.
    1 point
  16. After several attempts and lots of time wasted in making a decent shaking and tearing animation attack without looking weird/dumb I went with this standard attack animation. http://gifmaker.cc/PlayFrameAnimation.php?folder=2015042720Mm3hy9DxflipT2D7ol1AfL
    1 point
  17. the H key, or the hand in the bottom of the middle part of the UI, will stop the selected units from doing whatever they were doing/ acquire a new target. Useful in battles where you need troops to respond to closer, more threatening targets.
    1 point
  18. Hi. I was playing for 30 minutes, and then i was kicked out from the game. I tried to write something in the main chat but i coudlnt write anything and then I was kicked out definetly. I tried to create another account (i know that is not allowed and im sorry but I wanted an explanation, because i immagined that i was banned or something similar) and I didnt think to come here and ask in the forum. When I logged in another time with the new accoutn I asked to the moderator (@leper) if i was banned and the motivation. The answer was: "spam" and then.. bam! Another time kicked out without any possibility to explain or to talk with another person. I just having fun and i didnt bother anyone, if i used too much the chat (30 min before my ban) im sorry and i will not do the same in future but you can just ask to stop or alert if someone use too much the chat before ban him in this way... And I didnt wrote on the chat alone, there was a lot of other ppl using it like me. Can someone analyze better the logs? can I know what i've done? Thanks
    1 point
  19. The thing is that installer needs around 1,5-2 GB of free space on the C disk (in Windows case), even if you are installing it on another disk which has plenty of space. Public.zip is being extracted to Temp folder and then its content copied to the installation folder. So, if you have low disk space on C, you will get this error too. I understand, that this must be a nature of many installers and extractors for Windows, to use temporary folder for extraction, but maybe it is possible to tune it to use the destination folder for extraction. This will probably also increase the installation speed (no need to copy things from one place to another). This can be observed by watching how free disk space changes in C and in the destination drive during the installation.
    1 point
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