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Showing content with the highest reputation on 2016-10-15 in all areas

  1. https://civilization.com/news/entries/announcing-the-civilization-vi-ai-battle-royale-on-twitch This game looks a little bit too cartoonish for me but there are some elements (ie selecting religion), etc that look interesting to an AI-applied scenario.
    2 points
  2. yes the gallic fields map iirc. there are also gaia units in the new random map caledonian meadows.
    2 points
  3. Was trying to patch this myself but could not get much beyond the GUI bit. Essential I didn't like the way some random maps were setup initially and wanted to skip resigning/existing and just restart (or more specifically regenerate the map) - but I could not get the game to restart w/ the same attributes using this bit: Engine.StartGame(g_GameAttributes, Engine.GetPlayerID()); Engine.SwitchGuiPage("page_loading.xml", { "attribs": g_GameAttributes, "isNetworked" : g_IsNetworked, "playerAssignments": g_PlayerAssignments }); I realize MP setup would not be ideal for this but is this something that is possible on a single user game or is it just not that simple to restart programmatically like that? Could this option be added @ some point?
    1 point
  4. I don't believe I've ever read this idea as I've put it below: How about we introduced the concept of "Barbarians" or rogue units in 0 A.D. ? If there are parts of the map that are not in any player's territory and under FOW, they can span small bands of gaia units hell-bent and going to your farms and raiding you. Nothing impossible to deal with, but would keep you on your toes. Possibly as a new game mode?
    1 point
  5. (I just noticed that I forgot to add Wardogs to the raider spots with treasures in Caledonian Meadws - they would have fit quite well )
    1 point
  6. Sentry tower icon: We should also have a new icon for the sentry tower I guess, as the wooden tower icon doesn't really fit anymore. Ishtar icon: I see you removed that golden artifact from the right column, but the blue color looks too bright / saturated. The new golden banner above the gate looks good. There is something green at the archway. Perhaps the color of the green pixels can just be changed to blue so it won't be noticed without repainting. @niektb Do you think the top half (mostly the merlon) looks okay?
    1 point
  7. UPDATE: For anyone interested in a somewhat working patch for this function (patched vs. latest SVN) ...
    1 point
  8. Ah Engine.EndGame(); got me somewhere. What it looks like happens is g_GameAttributes don't actually populate correctly (since the new game leaves me on Observer mode) + it seems that the seed is the same, so it looks like a few things do need to be handled manually. I'd rather this be done proper though (not a hack) should I put this together as a mod or submit a patch? (not 100% sure if a mod would work in this case). EDIT: OK this is exactly what worked for me, will attach patch shortly ... function restartGame() { let playerId = Engine.GetPlayerID(); let gameAttributes = g_GameAttributes; gameAttributes.settings.Seed = Math.floor(Math.random() * Math.pow(2, 32)); Engine.EndGame(); Engine.StartGame(gameAttributes, playerId); Engine.SwitchGuiPage("page_loading.xml", { "attribs": gameAttributes, "isNetworked" : g_IsNetworked, "playerAssignments": g_PlayerAssignments }); } EDIT: Patch attached (YMMV) restart-menu.diff
    1 point
  9. That kind of reminds me of the treasure guardians in AoE3. They would only attack if you attacked them first though.
    1 point
  10. Should be in single player for all map types, really, not just random map.
    1 point
  11. That texture under the battlements on the tower seem a bit stretched, and another band of that towards the bottom would give more balance to the visual details. But who am I to be complaining about stretched textures haha looks good so far Might want to open a separate thread for this
    1 point
  12. Small Wip might help for your gate problem @Lion.Kanzen
    1 point
  13. Building that gate as a lone building seems awful. Why wasn't it made an upgrade already? See patch attached (ping @fatherbushido) persian_wall_fix.patch
    1 point
  14. Starting from scratch is the only approach if the input material is wrong. Thanks for the relentless icon updates, the persian hall icon fits nicely and will help players to distinguish the two buildings:
    1 point
  15. This is all I could find: http://wildfiregames.com/forum/index.php?showtopic=16478&p=249729 There was another (public) topic that had concept art and 3D renders, but I can't find it
    1 point
  16. Great idea! Is there already a ticket for that? Just to not lose the idea in the forums
    1 point
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