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Showing content with the highest reputation on 2017-05-22 in all areas

  1. When a force of enemy troop try to capture my Civic Center, they couldn't capture it because of the number of garrisoned defenders. So, the attackers switched from capture to attack instead. Very nice. @mimo May have been in the logic for a long time, but it really showed this time. They would capture it by about 5% but my defenders capture it back to 100% every 5 seconds or so. The attackers were all like, "Screw this!" and switch to destroy instead. Very nice, something a human player would do.
    5 points
  2. 4 points
  3. Model done, textures from CC + Snekkja
    3 points
  4. Your first time with that?
    3 points
  5. I wrote this a long time ago to try to automatically determine fast builds for britons. It's an approximate simulator of playing britons, with functions to evaluate and alter the build order. Note that it's for a19 IIRC so it doesn't handle batch sizes except 1 and 5.
    2 points
  6. Should be https://trac.wildfiregames.com/changeset/19209 so already quite old
    2 points
  7. I suggest d this the first time a test the game, but now borg- have reason.
    1 point
  8. Hacky solution, yes one could merge most of these things, also just doing this in awk might be nicer. The final sed is because some commands (training siege) seem to list the entities this applies to last instead of first (which doesn't matter, but makes this a bit longer than it should be. I'm not sure why you have numbers, then xN in that list, nor do I really care, but yes one can figure that out from a commands.txt file. For a proper solution one would also need to handle cancellations, and possibly parse the json for each command to make sure the order doesn't matter. grep "cmd 1" commands.txt | grep "train" | sed 's/^.*units\///' | sed 's/","count":/ /' | sed 's/}$//' | sed 's/,"entities.*$//'
    1 point
  9. Mostly just some amount of work that might not be that fun, or at least needs someone somewhat interested in drawing lines (mostly the interpolation part, and cleaning up the whole duplication with rally point lines). At least the part about just adding flags (or something else which could be used as an indicator) as implemented in the last patch there should be working and (at least given what I recall about that patch) should be relatively easy to factor out if someone wanted to do the work.
    1 point
  10. For me, 0 AD has the hardest treaty AI, but the easiest Rush AI. To beat any AI, just rush citizen soldiers like crazy at their base. The only problem is that past the 15 minute mark it becomes nigh-impossible, as it can easily out produce you.
    1 point
  11. I was wrong with the first line, units are within range if they're within range of the object's obstruction, which is a rectangle for buildings. The problem is in the pathfinding, where it approximates the correct circle/square hybrid shape by either a circle (which works fine) or a square (which doesn't work so well) depending on how the unit's range compares to the size of the obstruction. However, that section of the code's being removed in the D13 rewrite, so for now I think this bug can be ignored.
    1 point
  12. 1 point
  13. What was the ethnicity of the Royal Agema Infantry of the Ptolemies? Were they Macedonians?
    1 point
  14. It's also important for me at times when I watch gameplay videos on mute.
    1 point
  15. Yeah spec is planned. I don't think the feature will make it before feature freeze sadly...
    1 point
  16. The red and gold looks really nice. Maybe a subtle spec texture too, especially on the gold trim? And I think the animation should be somewhat faster. This is exciting though.
    1 point
  17. I think I might know what the issue is. You haven't specified the Promotion tag (which templates it promotes to after collection enough XP) You can do two things: 1. Specify a template: <Promotion> <Entity>units/athen_infantry_spearman_a</Entity> </Promotion> 2. Disable promotion: <Promotion disable=""/>
    1 point
  18. Done the Drakkar, the textures (For test in the meantime) i used are from CC link @Lion.Kanzen posted
    1 point
  19. The unit actor uses the pouch prop created by Stan which was posted at the Hellenic texture overhaul topic. Textures (WIP)
    1 point
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