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Spahbod

WFG Retired
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Everything posted by Spahbod

  1. There is a "trick" that can increase the performance. Add some cliffs in the forest heavy areas and fill the borders with trees. Increase the distance between trees and don't add them to the top of the hills. Players won't be able to see the top of the cliffs and thus do not notice that there isn't any forest.
  2. Better. Maybe you can create tiny oases near players so that those forests would look more real. It is going to be a hard map. Add some extra dirt/dune terrain in batches like in most maps.
  3. We want the function to be simple to use for new scripters. Also it is better to have a unified formation for all random maps.
  4. This function is already present in SVN version of the game. It now looks like this: function createStartingPlayerEntities(fx, fz, playerid, civEntities, BUILDING_ANGlE) { var uDist = 6; var uSpace = 2; placeObject(fx, fz, civEntities[0].Template, playerid, BUILDING_ANGlE); for (var j = 1; j < civEntities.length; ++j) { var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); for (var numberofentities = 0; numberofentities < count; numberofentities++) { var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); placeObject(ux, uz, civEntities[j].Template, playerid, (j % 2 - 1) * PI + uAngle); } } }
  5. Nice one although it is not very playable. Maybe add a small spring near each player for more wood? Also the terrain could use more "dune" textures. Maybe add some roads as we now have paths?
  6. Translate: 1:Heavily armored Persian footmen 2:Swordsmen 3:Golden Immortals 4:(House of) Suren's highborn cavalry 5:Karmanian "Azadan" (A rank of cavalry in Sassanian army) Although there are some mis-spellings (Like Frasdârân which must actually be Frašdârân), their work is overall very good.
  7. Nice play. I liked your way of building a fort near the enemy base. You're right. I had the same problem yesterday. The whole system is not balanced though. But in this case, the shape of the map makes the matter worse. I'll try to find a way to fix this.
  8. So do the last changes you want. Also starting player units now use a different code for generation. You can fix this if you have access to SVN version of the game. But if you don't, I can do it for you.
  9. I created an onager's texture based on zebras some times ago. Then found that we already have a separate donkey model. But of course they could be a very good addition to the game.
  10. mmayfield, I think everyone agrees that your map is a very good one and it is one of the planned original random map scripts. Do you want it to be included in next alpha as an official map? Of course we will give credits.
  11. I removed the duplicated codes from the scripts and added them into rmgen libraries. @Michael I changed the nile map. I also added those "reeds" to the map. But they looked ugly for small and tiny maps and I used a smaller one which is still ugly. Can you make a smaller version of these? Perhaps 2/3 of the current one's width and length?
  12. This is one of the things I'm going to fix for sure. It is really boring to do a change in 8 different files (not mentioning the high chance of mistakes) and it is making the files harder to read. Fixed. I'll commit it after I organized the duplicated codes. Thanks. There is a ticket closely related to the first suggestion. But it isn't very important and I think we won't be seeing this feature in any alpha version. For the second one, michael once had an idea of having a different sort of maps called "generic".
  13. I'm going to gather last updates of all of my random maps into a file for alpha 9. But there is something to consider. I tweaked the formation of starting units for random maps into a more tidy one. I want to know your opinion about it should I implement it into all random maps (Including the existing ones) or not so that I'll upload a full pack of old and new random maps.
  14. Thanks and yes, I have some plans for Alpha 10. Especially if historic-brunno's path system is implemented. It is so just by chance. There could be more resources in the eastern bank where that single player is located. But I personally like a little "inbalance" in random maps.
  15. Although I couldn't reproduce the bug, I changed the map.
  16. Mythos, you made me do it today. My best map ever: Updated the map. Shallows are removed. River now flows South-North. And many other changes. Unfortunately, new path algorithm will not make it to Alpha-9 as it can cause unusual game crashes.
  17. Unfortunately no. For that we need to know where the river "ends". But because of the random map shape, we can't be sure where it does.
  18. I have some plans to do it myself. But I'm working on a new path algorithm designed for rivers.
  19. There are hostile neutrals in the game. Just add some gaia soldiers. They'll fight everyone they encounter.
  20. You can expand your bases near trading posts so you can defend them easily.
  21. What's the size of the map? Also qBot lags a little more than jBot.
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