Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Nobody panic. That is just an old unit texture left over from when units were more colorful. It can easily be replaced. Item number 151 on the todo list.
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On the flip side, the more money in reserve, the bigger your plans can be.
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Capturing buildings (round 2)
Mythos_Ruler replied to wraitii's topic in Game Development & Technical Discussion
I prefer the simplest things here (from a gameplay pov, not necessarily implementation). Instead of auto-attacking buildings (when enemy units aren't around), your units would gather around the building and play their "capturing" animations (as if attacking) and slowly drain the loyalty until it is theirs. As far as training the enemy troops from their own captured building, I'd prefer that to not happen right away. Maybe some kind of extra cost (like a technology or something). I think the easiest thing though would be that if you capture a barracks, then you train your own barracks units. -
Civ: Macedonians (Macedones, Seleucids, Ptolemies)
Mythos_Ruler replied to Mythos_Ruler's topic in Game Modification
For now, both "Library" and "Lighthouse" structures are slated as special structures for the Macedonians. If we add the Ptolemies, they would obviously then go to the Ptolemies instead. -
http://www.youtube.com/watch?v=stUpOY4zvko
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There needs to be a way to counter it, so the distance must be relatively short.
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After other discussion, some modifications and clarifications: Units emerge back at the shed (not at the end point). The undermine costs wood, based on length. There is a maximum and minimum distance for the tunnel (you can't just tunnel all the way across the map). Cannot cross water (it would flood, duh!). Whether you can see the tunnel creeping across the ground or not is a matter open for discussion. Perhaps the digging player can see it so they can see the progress, while the enemy players cannot. The enemy players just see the shed and think "Oh no, a sap point... need to destroy it asap!"
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I meant the sculptural reliefs in the architectural references you have provided.
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Yeah, "scimitar" will not be used. That was a very old description I made for a different game when I was much more ignorant. Question: Would any of these reliefs have been painted? (like the Greeks and Romans painted their sculpture)
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I vote for boldness and big things and pushing boundaries.
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There's one badlands rock variation where the large flat rock has stretched textures.
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Perhaps a set of cheats that are outlandish, and a set of cheats that is more mundane. So, for instance, the outlandish cheats would include giant lizards, fighter planes, dragons, etc., while the mundane cheats are the resource cheats and giving the player special units and stuff like that. There would be a check box option for both types (you can allow both, either, or neither).
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Thats pretty great, and I agree with you. But such decisions are based on consensus, so some more discussion might take place.
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That would actually be a cool unit for the Mauryans. There are no other female warriors in the game, except Boudicca, a hero(ine), so they would make an excellent addition. Problem is, we'd have to wait for new female body meshes and skeleton and animations.
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Hi om_rahul! Yeah, the best help you could give is references, names/Sanskrit words, research, etc. If you have the time and resources.
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Excellent reference images. It would be great if someone could translate the Russian for each image into English.
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I like this much better than having to figure out a way to make "sea walls" work. It also reminds me of . I agree with others that there never really were "sea walls" but rather walls built upon jetties or along the shore. I think we should allow walls to be built into shallows so that we can properly close off a beach to enemy units. Right now, it is impossible to build walls out far enough to do this.
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New Sound Manager svn patch
Mythos_Ruler replied to stwf's topic in Game Development & Technical Discussion
The new OpenAL solution gives me sound, but the sound is bad. Music sounds low quality. -
New Sound Manager svn patch
Mythos_Ruler replied to stwf's topic in Game Development & Technical Discussion
That makes sound work. No crash. Though, the music doesn't sound as impressive as before and a lot of the sound effects don't seem to have the right volume (selections, etc.). But that may just be that the volumes, gains, etc. need adjusted. -
Perhaps a good fishing boat reference there too.
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Double-Clicking the control group icon does the same thing.
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New Sound Manager svn patch
Mythos_Ruler replied to stwf's topic in Game Development & Technical Discussion
Here's my crash logs with your new exe. (attached) And here's my debug view. I see some interesting stuff @ 0.017. Hopefully that will give a clue. 00000001 0.00000000 [5716] HRT: activating HPET failed: Unknown error (-100022, 0xFFFFFFFFFFFE794A) 00000002 0.00008222 [5716] HRT: using name=TSC freq=3013000000.000000 00000003 0.00010975 [5716] HRT: counter=TSC freq=3.013e+009 res=3.31895e-010 bits=64 00000004 0.00238656 [5716] Cache: 200 (total: 4096) MiB 00000005 0.00342219 [5716] TIMER| InitVfs: 1.65926 ms 00000006 0.01748266 [5716] Sound: AlcInit failed, m_Device=00000000 m_Context=002E0041 dev_name=DirectSound Software err=40964 00000007 0.01900790 [5716] TIMER| InitScripting: 1.40089 ms 00000008 0.02905294 [5716] TIMER| CONFIG_Init: 9.93925 ms 00000009 0.86245048 [5716] TIMER| RunHardwareDetection: 152.487 ms 00000010 0.90543211 [5716] TIMER| write_sys_info: 42.774 ms 00000011 0.91040635 [5716] TIMER| InitRenderer: 2.91257 ms 00000012 0.91851026 [5716] TIMER| ps_console: 7.85572 ms 00000013 0.92047417 [5716] TIMER| ps_lang_hotkeys: 1.4695 ms 00000014 0.92313898 [5716] TIMER| common/setup.xml: 1.89479 ms 00000015 0.92347807 [5716] TIMER| common/styles.xml: 251.545 us 00000016 0.92822576 [5716] TIMER| common/sprite1.xml: 4.40176 ms 00000017 0.93247020 [5716] TIMER| common/init.xml: 4.3218 ms 00000018 0.95497704 [5716] TIMER| common/common_sprites.xml: 5.64724 ms 00000019 0.96148133 [5716] TIMER| common/common_styles.xml: 932.473 us 00000020 0.96769816 [5716] TIMER| pregame/sprites.xml: 1.56915 ms 00000021 0.97372603 [5716] TIMER| pregame/styles.xml: 305.046 us 00000022 0.98445505 [5716] TIMER| pregame/mainmenu.xml: 16.5553 ms 00000023 0.98551005 [5716] TIMER| common/global.xml: 932.863 us 00000024 3.69197679 [5716] TIMER| common/setup.xml: 1.25239 ms 00000025 3.69211984 [5716] TIMER| common/styles.xml: 77.1447 us 00000026 3.69634271 [5716] TIMER| common/sprite1.xml: 4.1719 ms 00000027 3.70164704 [5716] TIMER| common/common_sprites.xml: 5.23867 ms 00000028 3.70242739 [5716] TIMER| common/common_styles.xml: 725.674 us 00000029 3.70328999 [5716] TIMER| gamesetup/setup.xml: 765.488 us 00000030 3.70359135 [5716] TIMER| gamesetup/sprites.xml: 219.982 us 00000031 3.70388818 [5716] TIMER| gamesetup/styles.xml: 227.649 us 00000032 3.73344040 [5716] TIMER| gamesetup/gamesetup.xml: 29.4381 ms 00000033 5.93690300 [5716] TIMER| common/setup.xml: 1.29832 ms 00000034 5.93708086 [5716] TIMER| common/styles.xml: 83.6731 us 00000035 5.94127846 [5716] TIMER| common/sprite1.xml: 4.1436 ms 00000036 5.94493437 [5716] TIMER| common/init.xml: 3.41919 ms 00000037 5.95016098 [5716] TIMER| common/common_sprites.xml: 5.13439 ms 00000038 5.95093536 [5716] TIMER| common/common_styles.xml: 721.271 us 00000039 5.95158291 [5716] TIMER| loading/styles.xml: 555.666 us 00000040 5.95258665 [5716] TIMER| loading/sprites.xml: 912.476 us 00000041 5.95574808 [5716] TIMER| loading/loading.xml: 3.02516 ms 00000042 5.95643091 [5716] TIMER| common/global.xml: 602.102 us 00000043 7.98464346 [5716] TIMER| common/setup.xml: 1.26647 ms 00000044 7.98483181 [5716] TIMER| common/styles.xml: 84.8228 us 00000045 7.98894644 [5716] TIMER| common/sprite1.xml: 4.06409 ms 00000046 7.98937941 [5716] TIMER| common/icon_sprites.xml: 342.229 us 00000047 7.99454451 [5716] TIMER| common/common_sprites.xml: 5.0938 ms 00000048 7.99530697 [5716] TIMER| common/common_styles.xml: 714.556 us 00000049 8.00291348 [5716] TIMER| session/sprites.xml: 7.48635 ms 00000050 8.00382805 [5716] TIMER| session/styles.xml: 806.438 us 00000051 8.13015652 [5716] TIMER| session/session.xml: 126.222 ms 00000052 8.13261604 [5716] TIMER| common/global.xml: 2.32609 ms 00000053 8.20497799 [5716] sound item could not be loaded to loop: audio/ambient/dayscape/day_temperate_gen_03.ogg 00000054 8.24750137 [5716] GAME STARTED, ALL INIT COMPLETE 00000055 11.29394436 [5716] ERROR: error loading sound: pathname=audio/interface/select/building/sel_civ_center.ogg, error=No error reported here 00000056 11.46889496 [5716] unknown(0): Much to our regret we must report the program has encountered an error. 00000057 11.46889496 [5716] 00000058 11.46889496 [5716] Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. 00000059 11.46889496 [5716] 00000060 11.46889496 [5716] Details: unhandled exception (Access violation reading 0x00000000) 00000061 11.46889496 [5716] crash.zip -
Flaming kettles for Greek 'monuments'
Mythos_Ruler replied to azayrahmad's topic in General Discussion
I believe this would easily snuff out while in flight. Though, I am no expert!