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WFG Retired
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Everything posted by Chakakhan

  1. Ok, so we need to figure out how to build those in one of the upcoming Alphas! I love that look.
  2. It has been discussed and I am hoping we have them as well! Not sure if a decision has been made either way on this.
  3. Yes, the wall system will be completely redesigned and re-implemented. Some form of click and drag is most probably how we will do it.
  4. This sounds like a good idea. I was thinking about when AoE2 came out and Town Centers were overpowered and people started using them as offensive weapons. Buildings became overpowered and folks were calling it AgeOfBuildings or something like that
  5. Well if we are going to make houses count towards dynamic territories (not sure where we are at on that), then it might make sense to limit the number you can build. So it will be nice to have that option at least. As long as all those values are stored where they can easily be tweaked we should be fine. We might come up with some really fun unique types of combat tweaking those combinations. I am excited by the number of options we will be able to tweak!
  6. I think this a reasonable compromise in terms of matching up with the path finder. This looks really good!
  7. Lexa, looks like you are off to a good start! I checked out your code page, very nice.
  8. Are the territory effect wieghting values going to be attached to the individual buildings?
  9. Hi Sylvain, Sounds like interesting stuff. Looking forward to seeing how it is going. Please post updates regularly and join us in IRC. Cheers!
  10. Heres a good post from Philip describing lots of thoughts about current and possible future implementation details: http://www.wildfiregames.com/forum/index.php?showtopic=13042&view=findpost&p=216739&hl=pathing&fromsearch=1 Here is one I wrote that give a top down view of it: http://www.wildfiregames.com/forum/index.php?showtopic=14883&view=findpost&p=221439&hl=pathfinding&fromsearch=1
  11. I had problems with the delayload on opengl and taking them out solved the problem, but it really shouldn't require that. Delayload is just a lazy load mechanism and this kind of problem probably indicates a dependency issue of some type. I will run the dependency walker app on it when I get home and see if that shows some problems. So a short term fix is to remove the delayload on opengl, but we should dig a little deeper and fix the root problem. EDIT: Ok, so everything is working fine for me with VS2010 Ultimate on Win XP 32. I just checked out the latest and did a complete rebuild. No errors, no problems at all. I ran depends and saw nothing unusual either (which I wouldn't expect since it is all working fine for me).
  12. Ok, I agree it's probably feature creep, but we should definitely add functionality for this in version 2!
  13. I love the dynamic borders! I also liked the previous territory concept, but if forced to choose I would pick dynamic borders.
  14. I just wanted to clarify, my comments about balance were in general. I think a lot of it has to do with little things like inconsistent unit behavior (UnitAI.js), sometimes inconsistent pathing, the way ranged and non-ranged units interact, etc. Nothing too major, just lots of tweaks! It will be a lot easier to clean up the balance issues at the unit level when the core stuff is a little more consistent. I second the game speed increase by the way!
  15. Totally agree, but I can imagine lots of different play styles where having decay would be interesting (plus it supports your desired behavior for territories). I can think of some cool scenarios where it would be cool.
  16. It would be nice to have a decay factor of some time that could be set to zero to eliminate decay and different values would change the rate of decay.
  17. This looks good to me. I like the more expensive tiles implementation as well.
  18. Yea, this obviously needs some balancing
  19. The quality of graphics drivers varies considerably and there are some known problem cases, so it is always helpful to know the driver versions as well as the os version. If a driver doesn't implement one OpenGL feature it can really kill performance. There is also usually some adjustments that can fix the performance. Always a challenge getting good consistent performance with 3D graphics! Anyway, if you are having long pauses, that is most probably game play code and not just graphical stuff. We still have lots of optimization to do on the gameplay side of things (AI, pathing, etc).
  20. Ah, now I understand what you are saying. So yea, no fixed territories, territories are dynamic.
  21. Links aren't working for me... (the ones on the site are broken as well)
  22. Hi Lord, We don't have general triggers up and running at the moment. We hope to add these soon. You can take a look at the AI scripts and see how they send out messages at the start of the game and get an idea for what the scripting interfaces look like if you are interested. I haven't done much script implementation work, so I don't know if there is any good documentation out there. I did a quick search and most of it looks pretty outdated. If you do some research and figure some things out please feel free to update the Wiki. Let me know if you have any more specific questions and I will try to get you an answer.
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