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ribez

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Posts posted by ribez

  1. i'm not a programmer, but only an enthusiast, so please forgive me if i say stupid things :blush:

    instead of improving the pathfinding algorithm, which, as you said, is a very hard thing, how hard is it to implement an algorithm which is not too much clever, but that can take advantage of parallel programming?

    http://software.intel.com/en-us/articles/the-secrets-of-parallel-pathfinding-on-modern-computer-hardware/

    http://cs.hood.edu/~xliu/566/curpros/cs566-miller-astar-06262010.pdf

    http://graphics.tudelft.nl/~rafa/myPapers/bidarra.MIG2011.pdf

  2. I keep on playing this game every time i get a chance to, and i think since the years it was started there has been great progress.

    Is there anyway there could be a thread in our forums that would give us fans a little information on what to expect on the next installment. We would really appreciate it, and it makes the wait much easier.

    Thank you

    Ps: I can't believe it has been already 6 years since i signed up here...

    hi, you can follow the ongoing tickets situation here and the changesets to the code here :)

  3. Hi guys,

    I hate to be a downer but I'm a bit disappointed by the fundraising campaign. Both Pledgies were explicitly set up to hire a full-time programmer in order to speed up development:

    It seems this is not quite what is happening though. It's not that I'm unhappy with Philip's work, not at all, and I do understand he is a busy man, it's just that we donated for a full-time month.

    i don't see the problem... the full month is made of a certain number of work days. Currently Philip have worked for 11 of these days. When he'll be able to dedicate a full day to the game, the days worked will be 12. Meanwhile he's continuing to code to improve the game in his free time:

    http://trac.wildfiregames.com/timeline

  4. Hi quantumstate, I wanted the map to be more like the Black Forest maps but I was getting issues when I created maps which are covered in many trees (Slow to generate and some JavaScript errors about running out of memory). I am thinking of re-naming the map until I can get something more like the originals. Any name suggestions are welcome :)

    "Silva obscura" or "Silva incognita", latin for dark forest or unknown forest :)

  5. Okay. Let me rephrase that.

    Wouldn't an hypothethical Etruscan faction...

    Etruscans-The-Civilization-of-the-Leopard-2.jpg

    Etruscans.jpg

    268_etruscan_model.jpg

    ...just look like the Greek one?

    ah, ok... :)

    well, maybe yes, aesthetically they were very similar. From the game point of view, they could have a bonus for mining

  6. in my last games practically i use my women only for farming, and use the market to buy metal/wood/stone only when needed. Probably the exchange rate should decrease more quickly and increase more slowly, to force players to search other mines/trees and use the market only when real needed.

    but i like the market: for me, it only needs to be tweaked.

    It would be pretty cool if we were able to define barter rates in the map files (like light data.) That way, we could have wood cost more in deserts, less in forest heavy maps, etc.

    nice idea (y)

  7. These are great! Thanks a ton, and you can potentially look forward to seeing some of your influence in game. :D

    thank you :)

    if needed, i can always reshoot these photos.

    Cool (y) Those seems really nice. I'm sure the artists will find them useful. Just as a formality, you are ok with WFG releasing the resulting textures under the CC-BY-SA license? ( http://creativecommo...nses/by-sa/3.0/ )

    sure... you can use them as you like... it's the least i can do for you :D

  8. some bugs for example the Elephants Fauna destroys buildings kills many military units XD, Fauna animations. more compatibilty with WIN 64X Multicore and Chipset video cards.

    more little GUI, replants farms, little things for now.

    +1 for more little GUI or, at least, the GUI should be split in two parts and occupy the angles of the screen.

    +1 also for replants farms

  9. - markets : they are really usefull, but we always have to go back to the market to buy missing ressources.

    With farms and sheeps, food is basically unlimitted. So we could have an option which would do : when food > N and any other ressource < n, then sell automatically food to buy the missing ressource. From the game I've played, N=3000 and n=500 would be fine as default, but the user could be able to tune it.

    in addition, this could help the AI. From the two games I've played, the AI is very strong at the beginning of the game, but fails lamentably in the end game if we've succeeded to resist its first assaults. I've the impression that it is because the AI does not deal well with missing ressources : this automated market could may-be help.

    totally agree with you about the market

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