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Spahbod

WFG Retired
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Everything posted by Spahbod

  1. I like them too. But I think we should only make such previews for scenarios. Random maps, are "random" maps. We can show them a single river for "Rivers" random map but undoubtedly he could guess that the map is somehow related to rivers. They would probably want to know the whole layout of the map to see if they want to play it or not. I agree with you. Nearly all of the games that have such an option place the preview in the top of the screen.
  2. Those screenshots can simply be changed, I'm not going to use any Iberians in the screenshots and the point of that image is to show the map's general look not the details. Also an auto generated image will be a lot more work for programmers.
  3. Minimap needs to be generated. Also what is the problem with the current image?
  4. Manually. I created a folder in session/icons/ called "mappreview" and placed the files there. There is a "nopreview.png" there that works as placeholder for maps that don't have a preview yet (which meant all maps except aegean sea). So that when someone creates a new random map and didn't make the screenshot, the game won't break. Edit: The name of the preview image is defined in the map's JSON file.
  5. No. It is just a pre-generated image taken by atlas. Pre-generated of course.
  6. Well, I think everyone (including me) wants such a preview. So I added it. The programming side of the thing for random maps is completed and it won't be difficult to do the same for scenarios. The only things that remain are art related. As you can see in the screenshot, it is horribly ugly. It would be nice if someone from art department makes a good texture for around the preview so that it doesn't look so odd. Also I'm waiting for suggestions about the size/placement.
  7. Can't AI use pathfinding? In the end, we probably need it if we are going to add naval support.
  8. Well, I have never played Death Canyon. But I'm going to use more angled suns from now on.
  9. I fixed them in 11897. Although two more errors appeared. Thanks. Thank you for your report. It seems last minute changes always end up in disaster. Fixed them in 11899.
  10. Well, does that bug occur in this one too? http://spahbod.persiangig.com/0%20A.D./Canyon.png
  11. Completely agree. And what AI is doing is defending itself and as far as i know, it has all the rights to do that. It has a good economy so it builds as much forts as it likes.
  12. Actually 16. There are 7 more random maps in Alpha 10.
  13. Well, part of it is because Parthian army was completely cavalry based. We want huns to be our horse lords in part 2. Sassanid strategy was based on heavy horses, archers and elephants. Parthian strategy was just based on cavalry (especially mounted archers). Having Parthians as a major faction in part 2 and not having Sassanids would be like having Numidians in part 1 and not having Carthage.
  14. As far as I can see, the terrain doesn't cast any shadow. It will enhance the look of the game especially in the maps with many hills. So, why don't we implement this?
  15. The current problem with large maps is that larger maps take more cpu process for pathfinding and ai. Graphic details are not a real issue as we only render the part of the game that is in the player field of view. Fortunately both ai and pathfinding are being optimized so that you can play larger maps without lag. This falls to the are of map makers. But we want the map to be "playable" first and then "beautiful". Perhaps you can make some maps and help us in this field? While your ideas are not bad, they don't fit with the concept of our game. This is a real-time strategy game. We don't want to add much concepts of city building to it.
  16. Sassanids will be better for part 2 because of both timeline (Rome was split after the establishment of sassanid empire) and general faction differences (we are going to have a hunnic horse-faction as far as i remember). Parthians can be a minor faction for campaigns and scenarios.
  17. This wall won't work for some of the random maps. The ones with "natural" barriers like bodies of sea and cliffs (e.g. archipelago, cantabrian highlands, etc.). For those maps, some towers would suffice. Or it'd be a pain to create different shapes of walls for every random map.
  18. 1: I mean your hill and forest codes are complex enough to cause strange bugs like these. I use a combination of both rmgen functions and my own codes but I try to write my codes in a way to generate content very similar to rmgen functions in structure so that it doesn't cause such errors. One of the best examples of such a thing is Snowflake Searocks. But there are two solutions for a problem like the one you have. Completely use rmgen functions (which doesn't have the flexibility and beauty of the current system) or completely use your own hardcoded ones (like what is done in the current Latium map but is very hard and time consuming). 2: The whole code is like that. I tried working on some tickets and found such refactoring very common. In fact it is much worse in the code because it uses functions to send values into main engine (C++ one) and vice verse. For a simple patch like "set trading goods for all selected traders" I had to scan 5 different files until I found two appreciate ones.
  19. Really strange. But answer this first: Did you add the hill tiles into clHill? You don't do this right now and this can be the reason avoidClasses didn't work. I think all of these are caused by your hardcoded map generation. That's why I think you should create your own random map generation library based on some "areas" that have a chance of having trees/special terrain/ etc. I personally use paintClass() instead of TileClassPainter(). It seems it is buggy. Use paintClass() instead and you may find out that avoidClasses works for the first part.
  20. First of all, how are you defining x and z? And second: coherence and smoothness should be floats to ints. use 1.0 instead of 1. I had the same problem before. pathWidth is not technically correct. Size parameter defines the area of placer not it's width. But your overall code should work. What do you want to do exactly? I should see your complete code this time. Could you show it to me in PM?
  21. Well, according to this, none of the current maps should work.
  22. I already have written the Persian and Greek "campaigns" in Farsi. It starts from the Cyrus's rebellion against Medes and ends in the battle of Lade and capture of some greek city states. The Greek campaign starts right after that from the battle of Marathon to the conquest of India by Alexander.
  23. Odd thing is: I don't use getAngle in the map. Do other random maps work? I updated my library.js file and the map still works. So the problem should be with Math.js. The problem is: I really can't figure out what is causing this problem. Nowhere in the whole rmgen I can't find a usage of those "changed" Math.js functions. Edit: Just tested it and it isn't Math.js too. Very wired.
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