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Everything posted by Stan`
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Depends but I think can get up to 6k per month. 0Ad gets 500 per mentor I believe.
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We are discussing this internally and hoping to make it before the deadline...
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===[TASK]=== Current issues with Celtic units and guideline for the next
Stan` replied to Genava55's topic in Official tasks
I was wondering since we were talking about pigments some time ago, aren't those colors too bright ? The image saturation is not helping either. Did they have those crested helmets ? -
Will have a look.
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Nope :/ I need to commit the blend files. EDIT @Alexandermb https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/animals/pig?rev=22074 Both
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Still haven't decided if no animations < bad animations < weird animations <
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They are just using the boar armature and animation If @Alexandermb wants to improve it no problèem @Leyto you can add new textures to the existing ones or make new ones for the boar
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===[TASK]=== Current issues with Celtic units and guideline for the next
Stan` replied to Genava55's topic in Official tasks
When those shields are in, another task will be to remove the innacurate ones from the buildings. -
The will be included, once the icons are in, the specific names are used, and the calf is fixed, along with some other little things, and maybe some template optimization, I believe they all duplicate stuff. Then I will give my greenlight
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===[TASK]=== Current issues with Celtic units and guideline for the next
Stan` replied to Genava55's topic in Official tasks
Sorry, I meant, if for some reason units stopped using shields, it would be weird to have the higher ranks without shields right As long as it's helmets and shield bosses should be fine. -
Updated https://code.wildfiregames.com/D1718 <ResourceSupply> <MaxAmount>200</MaxAmount> <Growth> <GrowsWhenAliveOnly/> <Rate>2</Rate> <Interval>1000</Interval> </Growth> <Decay> <DecaysWhenDeadOnly/> <Rate>1</Rate> <Interval>1000</Interval> </Decay> </ResourceSupply>
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===[TASK]=== Current issues with Celtic units and guideline for the next
Stan` replied to Genava55's topic in Official tasks
I believe (though thinking about it I'm not sure anymore) than the idea was that the unit "experience" levels where meant to depict their wealth. Like say from the cannonfodder to the elite bodyguard. Of course it could also depict historical evolution; I just would find it weird if the more you make research the less the unit is equipped. -
Linking the AI scripts (Javascript) To a Python work environment
Stan` replied to ramtzok1's topic in Game Modification
Well done, keep it up. -
Would be nice to have this as well - https://trac.wildfiregames.com/ticket/1899
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Ah yes you are right.
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Yeah, but that means more things running in the background, and so potentially more lag if there are a lot of units abusing it I'll update the diff when I have some time. Also I like to avoid memory access collision, two timers writing in the same variable at the same time might cause issues. I meant on a code standpoint if you print the health on the deer while it's alive: var cmpHealth = Engine.QueryInterface(this.entity, IID_HEALTH); if (cmpHealth) warn(cmpHealth.GetHitpoints) // will print 50 (Current Deer Health) While it's dead var cmpHealth = Engine.QueryInterface(this.entity, IID_HEALTH); if (cmpHealth) warn(cmpHealth.GetHitpoints) // will print 100 (Current Deer food amount inherited from the Hunt template)
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Could work as well. I just didn't want to have two timers. Also trees are not alive. Their health bar is the resource bar.
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Hello and welcome to the forums. Try disabling GLSL and postprocessing in the game's options.
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Yeah I fought a bug for a while and didn't remember to change it XD
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Sky Set / Horizon Set
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
That's on @vladislavbelov's list I believe -
You could do that with that patch. For now I was thinking making it start at one third or half, so you can hunt a bit at the begginning of the games. Could be done in a separate patch Pretty easy to do. I might not have thought of all the cases so it might break But currently <a:example> <Amount>1000</Amount> <Type>food.meat</Type> <KillBeforeGather>false</KillBeforeGather> <MaxGatherers>25</MaxGatherers> <DiminishingReturns>0.8</DiminishingReturns> <Regeneration> <Fattening> <GrowsWhenAliveOnly /> <Rate>0.5</Rate> <MaxAmount>500</MaxAmount> </Fattening> <Decaying> <DecaysWhenDeadOnly /> <Rate>0.5</Rate> </Decaying> <RegenInterval>500</RegenInterval> </Regeneration> </a:example>
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Anything, for now just sheep cause I'm testing it but it could apply to literally anything. Could work, What do you have in mind.
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I started working on a feature that allows sheep to gain more food over time, and make animal's food decay over time, when being left out (rotting) I was wondering if that's something you guys would like to see in the game which would have a positive impact, or if you think that's better for a mod. @borg- @wowgetoffyourcellphone @Nescio @Hannibal_Barca https://code.wildfiregames.com/D1718
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Mod Downloads Page (mod.io) In-Game
Stan` replied to wowgetoffyourcellphone's topic in Game Modification
I'm not sure but I believe the reasons we don't have images is because of security reasons... @Itms will know more.