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Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Atlas Scenario Editor
Mythos_Ruler replied to historic_bruno's topic in Game Development & Technical Discussion
Gotcha, it just needs to be more robust. Well, I can siphon out those redo/undo buttons from my mockup and commit them if desired. BTW: the new map resize feature is bloody brill. -
Atlas Scenario Editor
Mythos_Ruler replied to historic_bruno's topic in Game Development & Technical Discussion
Isn't the Undo/Redo functionality already there? Just needs buttons? -
Looks like an issue with the terrain decals.
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I actually have a pretty cool mockup for just such an editor. It's outdated--the tags have all been reorganized since I made the mockup--it would still be a good basis for the layout. All the editor would have to do is spit out XML files based on the values we put in the fields. It should probably ask you a few questions before you get started, like "Is this a Unit or a Building?" and give you options based on these answers.
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I have no problem with that. In fact I'd like gates to act just like in Age of Kings.
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You don't have to. Just put that tag (and new value) in your unit entity and it will overwrite the inherited value.
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A Piece Of Music For 0 A. D.
Mythos_Ruler replied to Sebovzeoueb's topic in Applications and Contributions
Very nice! I love it. Might be difficult to integrate it with Omri's music, unless you guys use the same music program. Others would have more input on this. -
Well, with inheritance, you only have to add the items in the unit entity that are different from the parent entities, which overwrites those things only. It means you don't have to have all 100 different tags in each entity.
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Right, but that's only at this stage of the game. In the finished game you will need to build a Barracks to gain access to military technologies to research and other troop-types you can't access at the Civic Centre. You want access to new troops types because in the finished game different types will have attack bonuses vs. other types. Also, when territories are implemented, you can only build 1 Civ Centre per territory, while you can build multiple Barracks. With Houses, I recommend we disable batch-training (doesn't make sense to train 10 women from one house). When we implement territories, you'll have a maximum number of houses you can build per territory, so you really can't "spam" them. As for Female Citizens (Women) themselves, they will eventually have an inspiration radius, true, but right now they are bonused in food gathering over their male citizen-soldier counterparts. And while the economic prowess of citizen-soldiers diminishes as they are promoted to higher ranks, Women maintain their economic prowess throughout the match.
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I moved this discussion to the development forum.
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If not complete stances implemented by the next Alpha, it would be nice to adjust the unit AI to stop them from pursuing enemy units out of auto-attack range and to make their auto-attack range perhaps half of vision range radius. This would eventually be labeled as "Defensive" stance. I added the STANCES discussion from the private Design forum to the public Development forum. http://www.wildfiregames.com/forum/index.php?showtopic=13725
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Build time is halved for 2 units over 1. Don't send just one guy to build a building, or it will take him forever. This is okay to me.
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Rather than have a dedicated scout unit, we could allow cavalry the option of being Scouts with a button in the UI.
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How about yours and allied units can pass, but enemies cannot? Simple.
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Do you have the SVN version or an Alpha version? I increased Trees to 200 Wood in the latest SVN version. That seems like the same ratio as in Age of Kings and AOM, IMHO. Barbarians (Celts, Iberians) have houses that give 5 pop. "Civilized" factions (Greeks, Romans, Persians, Carthage) have houses that are larger, cost a little more, and give 10 pop. I think we'll give the Imperial Romans in Part II the Insula.
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We'll probably adjust the build time of some buildings down (while increasing their cost slightly). Likewise we'll make batch training much more important by making the training time curve steeper for each +5 you include in the batch. Animals and hunting need looked at, I agree. Keep in mind though, that we will eventually have technologies that improve hunting a great deal. "Forward base" building will be null once we include territories in the game.
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binaries\data\mods\public\simulation\templates
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Well, to give some perspective, a Celt barracks costs less than 2 trees worth of Wood. Perhaps we can make buildings more expensive, while making units a bit cheaper.
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LOL, yeah, this is pretty much my strat as well.
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Military units are gatherers.
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I would like it if the Roman army camp and siege walls lost health over time to make them temporary.
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Right now the amount of Metal and Stone is vaguely optimized for an army of around 200-300. I'd venture to say we'll increase resource availability in the near future as we implement things like Walls and Technologies, which would otherwise be a significant drain on the player's treasury. Keep in mind we will have trade and bartering to augment the player's economy as well.
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Those are good specs for a laptop. Try running the game in "sandbox" mode by unassigning all the AI players on the selected map (try Median Oasis). If the game runs fine, then you know it's the AI and pathfinding that causes the lag. Both are not yet optimized.
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Salve, citizen!
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Horrible influences indeed. I think our current approach is ideal. I attempted to use the Battle for Middle Earth II map editor the other day and RAGE QUIT because it was so unintuitive. Same with the Rise&Fall editor (a game that does not work on Windows 7, blah!). I think what makes the direction our editor is heading in so good is that you are building it with end-users in mind (mainly). Whereas these other editors were designed to build the game world with as little work required in maintaining the editor as possible. Releasing them to the public was always an afterthought with many of these commercial developers.