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Showing content with the highest reputation on 2016-05-16 in all areas

  1. Hi everyone! There are some issues with the current minimap color scheme as pointed out here: #763 I started working on this as part of Millennium A.D. (as some of you probably already noticed) and decided to split it off and hopefully get it merged into the game. This is the current state of the mod: I would like you guys to try it out and give your opinions on it (what do you think about it, where is it already better than SVN, where could/should it be improved and how should it be improved). v4: Changelog: Dark orange for bushes, pink for metal mines and limegreen for fauna. minimap_color_v4.zip minimap_color_a20_v4.zip Thanks in advance!
    2 points
  2. Concept for the gaul_infantry_javelinist Advanced: Dyed clothing + Shield + Cape Elite: Helmet + Linothorax + Shield + Cape
    2 points
  3. Alrighty, I think the Assyrian broom bus needs some edits; the action of the ram is a bit odd, and I've been staring at this relief for a few hours and hypothesizing. Does it really move up and down, or does it's swing pivot on a high point, allowing it to hit at an upward angle? It would need to move less material, and more importantly, move it away from the ram itself. If anything it'd give the ram a more involved model and more dynamic animations than it already has. Also, perhaps we could explore tunneling and counter-tunneling in this thread, as the general siege tactic of most civilizations at the time was to clear the walls with archers or slingers, and then proceed to mine the walls.
    1 point
  4. Regrettably my Gaelic only extends to a small amount of Old Irish. The little I do know cannot be a legitimate enough basis for an objective opinion.
    1 point
  5. Looks like the perfect testcase for the instancing I'm working on.
    1 point
  6. I noticed there are some useless tags in trac tickets and listed all of them below. The only official guideline for the use of tags which I know is [PATCH]. Also [ATLAS] and [NEEDS INFO] are used, but they can be also accessed via the component and resolution filter (which also include many tickets where the tag is missing). There are also many tags which are only used once. AFAIK tags are used to mark a category / group of things, not single ones. Now the problem is that ticket summary changes will spam the IRC channel. It could be done between around 02:00 and 06:00 UTC where there usually are no conversations. I could do it if you allowed the cleanup. Perhaps there are also some unofficial guidelines I don't know. Perhaps you also think this is totally useless though I think cleanup is never a bad thing... [Art] x 1 - remove because you can also filter with Art & Animation [ATLAS] x 50, [Atlas] x 8 - remove because you can also filter with Component is Atlas editor, alternatively add the [ATLAS] tag to all tickets with the respective component [DEFECT] x 1 - remove because you can also filter with Type is defect [ENHANCEMENT] x 1 - remove because you can also filter with Type is enhancement [Fixed] x 1, [Solved] x 1 - remove because you can also filter with Resolution fixed [i18n] x 1 - remove because you can also filter with Component is I18n & L10n [NEEDSINFO] x 13, [NEEDS INFO] x 83, [NEEDS MORE INFO] x 1 - remove because you can also filter with Resolution needsinfo, alternatively add the [NEEDSINFO] tag to all tickets with the respective resolution [PATCH] x 1058 - leave as it is [PATCH READY] x 1, [PATCH / DISCUSSION] x 1, [WIP PATCH] x 1, [PATCHES] x 1 - rename to [PATCH] [Petra-AI] x 1 - remove because you can also filter with Component is AI [REVIEW] x 1 - remove because you can also filter with Keywords contains review [SOUND] x 2 - remove because you can also filter with Component is Music & Sound FX special tags (do not use as a tag because there is usually only one or two tickets using it): [ATTACHED] x 1, [BUG] x 2, [Copy & Paste] x 1, [CRASH] x 1, [CRASHLOG] x 2, [Formations] x 2, [FreeBSD compat] x 3, [Git] x 3, [Information Leak] x 1, [Integrated graphics] x 1, [Mac OS X] x 2, [Mac OSX 10.7] x 1, [nvidia linux driver bug] x 1, [OOS on rejoin] x 1, [PERFORMANCE] x 1, [Premake] x 1, [Proposition] x 1, [Step 1] x 1, [Step 2] x 1, [Step 3] x 1, [spam] x 1, [STEPS TO FIX] x 1, [ Testudo / Syntagma not working] x 1, [Typo] x 1 no actual tags and/or not at the beginning of the summary (x 1 each): [0], [2], [7341], [br], [j], [p], [pre], [shipId], [SVN], [-Wempty-body]
    1 point
  7. My friend managed to get really good with a sheep economy however there is no sheep build limit, and this happened. 975 sheep. We couldn't last long in the lag. My Numidians were trying their best to stem the flow but to no avail. Hilarity ensued, we both lagged out fun times, but we may want to address this eventually
    1 point
  8. Hey @Orpheus, did you use SVN (r17785)? The mod is not compatible with the current Alpha. Mainland and flood random maps have been added after I finished the 0.2 version. I have plans to rebase it in the future (perhaps for the Alpha 21 release) but due to this change it requires me to edit 200 or 300 actor files, so this is a good amount of work... Edit: If you don't like to use SVN you can try to run the mod with the Alpha 19 release. I didn't test it but it should work fine...
    1 point
  9. Could make thieves as well able to garison in a building and steal some resources The concept is rather simple. The unit appears as a standard villager most of the time, except when it garisons into a building, steal resources and after a short time, gets out. then it's a thief.
    1 point
  10. Rather than simply making spies or thieves invisible - wouldn't it be much cooler if the spies could disguise themselves as enemy civilian-soldiers? Maybe something like http://wiki.teamliquid.net/starcraft2/Changeling_(Legacy_of_the_Void) . It could work like this: the player produces the spy and sends him towards the enemy. When the spy sees an enemy civ-soldier, it automatically changes allegiance to the enemy and takes on the appearance of the enemy soldier, so it is actually an enemy unit now, able to blend in by e.g. gathering resources. The spy remembers its former allegiance however, so the player who produced the spy can also give it orders and see what it sees. As soon as the spy changes allegiance, its stamina starts to decrease, and when the stamina reaches 0 (after several minutes) the spy changes back to a spy and will be targeted by enemy units. The enemy player could also select the spy and delete it, if he notices. If the spy escapes, he has to wait until his stamina reaches full before he can go undercover again. Thieves could work the same way except that they have a tiny vision range while converted to the enemy (spies should have a large vision range), and when thieves return resources to an enemy dropsite, they actually decrease the amount of that resource for the enemy. Before a thief's stamina runs out, he should be able to steal several times his cost in resources if the enemy player doesn't notice. There could also be "assassins" which work like spies, except that after having been undercover for a while (stamina below a threshold), the player who produced the assassin can order it to attack an enemy unit with a melee attack. If the melee attack connects, the enemy unit instantly dies and the spy is unmasked (stamina set to 0). Assassins should be pretty expensive, like 200 metal 200 food, to counterbalance the fact that they can kill heroes.
    1 point
  11. We had a balancing team, but it was unbalanced. A balancing leader works better than a team for this.
    1 point
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