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Spahbod

WFG Retired
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Everything posted by Spahbod

  1. You can do that I think. Painters are only dependent on an array of points no matter the number/placement.
  2. Does anyone else has such a problem? I don't. Can you reproduce this? How many players are in your map?
  3. Well, we are going to pick "less known" names. Jerusalem is very well known. Why not the name of a battle in that timeframe like what we had in Alpha 7?
  4. Mathematically speaking, those are all correct. But they are much different from what we expect. Anyway, we won't need the angles themselves. We need their tan/sin values which are correct.
  5. Because a normal fortress cannot be built in enemy territory.
  6. Again this happened qBot doesn't train any military units after loosing all in a raid.
  7. you need to replace your existing wall_builder with the one on SVN or in the zip file.
  8. Can you attach your mainlog? this looks like an error as atlas is frozen. did you use the lastest svn version? did you copy the wall system in the zip into your rmgen directory? it is a modified version.
  9. In future ranged units will be going to have an additional melee attack for short ranges. Like age of empires 3.
  10. Much of the credit goes to FeXoR for his wall system. In this map you start in a fortress. There you have more starting units, some starting buildings and a bunch of resource piles. Unfortunately the gates don't work. So there is an open space in the walls. It'll be closed when gates are implemented. Enjoy and don't forget to comment. fortress.zip
  11. Currently engine only supports Latin characters. I checked arabic, hebrew and georgian with no success. They all turn into "????" in the game and in the cache files. We must do something for this.
  12. Two different seasons, late autumn and summer. May also add winter in which the gulf will be frozen. Waiting for your comments. Note:Needs last version of SVN. gulf_of_bothnia.zip
  13. Can't this be helpful during pledgies?
  14. Because it uses biome specific tree actors for the top of the hills. I added them into the file for this and any future "generic" map that may need them.
  15. Yeah. I was also thinking about that.
  16. Based on Micheal's tips, this is an open, ore rich map where you start near an oasis in a vast desert. Although it is against the design document, I'd prefer to have larger oases. The map seems very empty. Looking for your comments. saharan_oases.zip
  17. Sorry. It is not going to be released in Alpha 9.
  18. Newest (and probably last) version. Needs a modified randombiome.js which is included in the download. I liked it as it is both very random and playable. Added treasures to the center of the map. Fixed many issues. I'd be glad if someone posts a screenshot with high quality graphics. canyon.zip
  19. You reminded me of something very important. I haven't placed non-starting-point berries in any map.
  20. Updated the map. It now has less "dead" places.Greatly increased the quality. canyon.zip
  21. Are you sure? It works for me. Edit: It seems I uploaded an old version of the file. Will fixed it soon.
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