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Posts posted by ribez
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sometimes i listen the 0 A.D. soundtrack on bandcamp
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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
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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:
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Map Updated. Fixed some minor problems. Also made the continent body look more random although it is overall circular. Look at this picture:
Just download it again from the first post to see.
cool... i like your effort to make your random maps less symmetric (i also seen the lake random map)
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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
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Okay. Let me rephrase that.
Wouldn't an hypothethical Etruscan faction...
...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
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Aren't they just Greeks with a funny language?
ehm... no!
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Yes, I'm afraid of it ...
=> but still I believe, 2) would be good, also now. In this way it wouldn't be only possible to make the AI weaker, it's also possible to make it stronger.
i think quantumstate, the creator of qBot, is implementing some changes to his AI that should permit this: see here and next post
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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
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also much things will be re-balanced, and the AI improved, so tell now what scenario is more difficult than others it's not very useful
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These are great! Thanks a ton, and you can potentially look forward to seeing some of your influence in game.
thank you
if needed, i can always reshoot these photos.
Cool 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
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Grabbing some texture photos for us would be awesome! CGTextures has a good guide for that: http://www.cgtexture...hootingtextures
ok... here are some examples:
and here are the photos i've shooted (67 MB)
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At most I would be able to do a block in animation for the time being. Not very good with animations but that does not mean I would not be willing to try.
Welcome,
if you want to contribute to the game with your skills, take a look here
http://www.wildfiregames.com/forum/index.php?showtopic=11297
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Grabbing some texture photos for us would be awesome! CGTextures has a good guide for that: http://www.cgtexture...hootingtextures
ok, i will try to shoot some photos in the next 2/3 days: it seems there will be bright days so they should be an ideal situation
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I think it would be good if the Summary screen showed a few more things:
AI name (qBot, et al.)
Date and Time
Map name
and maybe game version?
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I'll mention this to Enrique.
thanks... i live in a town, Fondi, that had the roman citizenship since 338 BC, and i see these type of walls everywere
i don't know how textures are made, but, if needed, i can shoot some photos
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Say:You do not have permission to view this attachment.
same here
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To add to this: Republican Rome faction, including brand new building set and all units.
hi Mythos, i'm just looking to the graphic works in ps/trunk/binaries/data/mods/public/art/textures/skins/structural/ about Rome.
Do you think to add some building with texture showing:
?
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you install in the correct public rar directory?
what your pc info?
i think Potter is talking about the files posted by Mythos_ruler
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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
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Hi,
this is the changeset that modified the FOV in the last Alpha:
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- 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
Progress reports on funded work
in Game Development & Technical Discussion
Posted
i'm not a programmer, but only an enthusiast, so please forgive me if i say stupid things
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