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quantumstate

WFG Retired
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Everything posted by quantumstate

  1. This was due to the AI sending bad stuff to the serialization code. It is fixed by revision 11198.
  2. I managed to reproduce this by switching stance instead of formation. This is a pretty serious bug since it is an instant teleport.
  3. Since the loot will have several different types of resources it is going to look really messy if we start displaying where the unit dies, so I think Mythos' suggestion would work best.
  4. I think it would be good to have some visual indication of loot being collected. It is really indiscoverable currently.
  5. Yes, javascript does work in this way, with an || if the LHS is true then the RHS will not be executed and similarly with && if the LHS is false the RHS won't be evaluated. The first code if (!unit || !unit.position() ){ that wraitii posted should work in an identical way though.
  6. I have just committed a change which should give a fairly large speed increase for the qBot code. It speeds up the reassignidleworkers code significantly which was the slowest bit of qBot in late game causing some lag spikes. If you find the game starting to lag then I would find it helpful if you could give me some details on what is being slow since real life testing is always good (I mainly do AI vs AI). To do this press F11 and start hitting numbers to get into the details, qBot is under Sim Update->AI Script, just watching the numbers and telling me roughly what is taking longest and what proportion of the total qBot time it is would be great (approxmations are fine).
  7. I don't know what OS you are using but I will guess windows. Notepad++ is pretty decent.
  8. This depends on what you want to change with our mod. If you want to create entirely new units you will need 3D modeling tools and skills. Blender is the best suited open source program for this, several team members use it. It is possible to make limited changes by reskinning the models, this means you just change the texture while keeping the shape exactly the same. This won't give as good results or be as flexible as the 3D modeling approach though. This can be done using any bitmap editor (e.g. Photoshop, GIMP). Bother of these require good art skills to make good looking results though. The other part of creating units is defining the data files. This can be done fairly simply by modifying the units xml documents with any text editor you like. Also there is an actor editor which helps a bit with defining some data files, but I don't know much about this. With practice you will improve your art skills, also if you can find good references then you can basically trace over them which makes modeling significantly easier, be careful with copyright though, copying directly from an image without permission will break copyright laws.
  9. I think that it is planned that a healer will automatically start healing any units within range, this isn't implemented in the current version of the patch though.
  10. This is reasonable but this should be made very clear, probably with a warning popping up if you pick then on a naval map. Also playing with random civs is pretty common so the random civ selector would also need to be aware of this.
  11. (fcxSayna mentioned the solution on irc) This error is caused because something has changed in the game engine where the js file load order is defined. Previously the _init,js file loaded first so it included the common-api. Now filenames starting with capital letters take priority, for some reason, so Marilyn.js gets loaded before _init.js causing the error. The temporary solution is to rename Marilyn.js to marilyn.js. The more permanent solution is to have a proper load order defined some some config file. If you are trying to compare with qBot it is probably best to test vs svn, otherwise you are always testing against an old version so any improvements will not get taken into account.
  12. This sounds interesting I shall have to do some testing myself. Just to check, you are testing against svn?
  13. It is possible to sell it, but it is not possible to prevent people from freely redistributing it. So someone could buy it and then offer it for free to everyone else.
  14. Some types of infinite supply are very realistic. Like farms which produce food pretty much forever if you manage them correctly. Similarly trade is effectively infinite, new trees grow, metal mines have years worth of resources. The game generally has a confused timescale, since in real life training soldiers would take large amounts of time, of course we are missing children etc. It is just not possible to make a fun rts with realism imposed for these things (at least there has never been an rts which comes close). Infinite resources with too rapid a gather rate are generally bad because they break gameplay balance. I don't see the problem with slower infinite resources.
  15. Can you tell me which version of the game this was? In Alpha 8 there was a bug in the attack code which might have caused this, it sent qBot's army into the corner of the map. qBot doesn't know hwo to use siege but it should occasionally build it. Sometimes it gets stuck due to pathfinding issues and then qBot can't work out that it is stuck so leaves it there.
  16. No, this makes arrows get fired at a random spot near the target. Then, when the arrow lands, it tests whether it hit the target and if so causes damage, it is possible for the arrow to hit a different unit than the one it was fired at. Also it provides the option of splash damage so now siege units can cause damage to all units near where the projectile lands.
  17. The top video had a link to some decent references. See http://www.youtube.com/playlist?list=6F0A629072D3326A
  18. I have made a patch for this functionality and attached it to the ticket at http://trac.wildfiregames.com/ticket/18
  19. F2 is the correct key. It should give a message in the top left corner of your screen telling you where it has saved the screenshot.
  20. Starcraft 2 has all buildings locked to a grid system (confusingly this grid is at 45 degrees to how the graphics are drawn). This is pretty different from 0AD where buildings can be placed however you like. I am not sure quite how an optional grid system would work for 0AD.
  21. Healers aren't implemented yet. What you can do is garrison your units in a building and they will slowly heal. If you garrison them in a temple then they will heal faster.
  22. I can't reproduce this and I have manually searched for celt_cavalry_spearmanand there are no references in any of the maps with current svn. You could try clearing your game cache, though that shouldn't be an issue. Also check that the svn update didn't have any errors.
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