mimo
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Everything posted by mimo
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or in A18, press the i key while selecting them, you will select only idle units.
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There are several AI levels of difficulty. Have you tried them ?
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But why do you have a full (and old) copy of the simulation/helpers directory in your mod ? The version of InitGame.js there is quite old and certainly not fully compatible with svn. That is looking for troubles
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Strange because your skirmisher replacement happen later than in vanilla game. But anyway, as it may be a useful feature to have, I've just commited a fix in http://trac.wildfiregames.com/changeset/16029
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Trying to run your mod, it seems that you have changed the way the default skirmish entities are replaced by the specific civ ones. This is now done after petra has been initialised, while it was done (and is better to be done) before. That's supported by the fact that your problem happens only with skirmishes maps.
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why should it be increasing regularly ? multiplying by 0.33 is dividing the rate by 3 which is a huge decrease, while multiplying by 1.66 is still a "reasonnable" increase. Futhermore, the patch has other ways to make the level easier (as decreasing the size of armies when attacking) which I think is the way to go instead of further reducing the gather rates. But I would say that the minimum I was expecting when implementing this new level that you asked for would be that you test it and give argumented impressions about the difficulty instead of repeating the same sentence about regular intervals in trac and here.
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Corral trickle food
mimo replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
I don't know if you already did something analoguous, but in my patch I also added <EjectHealth>0.7</EjectHealth> for the corral as corrals should not protect (too much) sheeps for enemy raids. -
Corral trickle food
mimo replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
I had two patches fully functionnal, so you should find what you need there: - either using the garrison approach (corral.diff patch) - or using the corral and corralSupply component (corral-v4.diff patch) -
Thanks for the saved game, but that's not enough. Your warning seems to indicate something in the gui, and I don't know how to reproduce it. Reloading your game works and I do not see any problems. So can you summarize what you were doing ? were you doing anything special ? did it happen just after loading the saved game or did you play quite some time before it happening ? and any other info which may be useful.
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thanks lion for the report. This should be fixed in http://trac.wildfiregames.com/changeset/15999
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Is there something you do not understand in for example comment #3 ? this kind of report is completely useless.
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added in http://trac.wildfiregames.com/changeset/15990 . let me know if the difficulty is now adequate.
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Troop Behavior - Don't Attack the Buildings and Ignore Enemies!
mimo replied to graywalker's topic in General Discussion
When you want to go to a point and attack all enemies (units or structures) on your route, you may use the attack-move order : CTRL+ right-click If you want to only target units on your route, CTRL+ Q + right-click See http://trac.wildfiregames.com/wiki/HotKeys -
Can you be more explicit on your "new" problem ? is it only when playing a saved game ? if yes, please attach it here. If it is only the usual lag when playing, this is a known problem and this thread is not the place to discuss it.
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Not a very helpful report Please answer the following questions when reporting a problem: what kind of map was it (land or naval) ? does it happen when saving or when loading ? if when loading, attach the saved game, and any other info which can be useful. For your error gameboy, it does not look connected with the serialization of ai games. Are you sure you did a clean install ? And are you on windows ? I think an autobuild is needed there.
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since latest svn, ai should be able to deal with saved games and this has been implemented in Petra. It is now in debug phase , so everybody is encouraged to test it and report bugs either here or on trac.
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I also like to play zoomed out, and I agree that, in some maps, the level of distance fog is a bit annoying and I'd like to be able to reduce it.
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yeah, but then it becomes purely rethorical :-) my point was that we can imagine ways to have pairs without being tied up to the end of the game by our early choice.
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Why do you say that the pair A/B would be a hard exclusion of one of them ? we can also think of duplication of pairs: for example a same pair would be available in phase 1 and 3 (with increased cost in the later phase). Thus you have a strategic choice to do for your start game development, but are not fully tied by this initial choice as the other tech will be available again later. In addition, this kind of pair would have some "realistic" aspect: different civs may invest in different techs, but because of spying or trade, all tech start to propagate to every civs.
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In svn, there were some changes in simulation/components/GuiInterface.js, so you should update the mod to make it work properly with svn (although it should seem ok as long as you only have AI players). Otherwise, I use it from time to time to test Petra, and it is quite useful, thanks.
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That's already what is done in the AI levels: the economy development of the AI is mainly driven by the gathering rate, and it is reduced for the AI in easy levels (0.5 for sandbox and 0.66 for easy level). So as I said in comment 25, if there is a demand for it, we could add a very-easy level with the gathering rate of 0.5 (or even smaller).
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I've just tried with a dummy AI as a mod, and this works. Can you double-check that your svn version is sane, i.e. if just running "/usr/games/0ad -quickstart -autostart="scenarios/Arcadia 02" -mod=public -mod=charts" does not give the same problem.
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Tech/Structure Tree Visualisation
mimo replied to s0600204's topic in Game Development & Technical Discussion
Yes, that's very nice, and I agree with the previous comments about adding the effect of the techs. There is also an inconsistency: the civ center should appear on phase 1 (as it gives you the possibility to go to phase 2) and because you not only show tech, but also production units. -
Adding a very-easy level which would have the same economic handicap as the sandbox, but with the ability to attack, would be a possibility for A18. But, have you tried this sandbox level on A17: it should help improving your economic management and attack strategies as you don't have to care for an attack from the AI.
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about the point of AI being too hard, you can change the AI level. On which level do you play ? You may try the sandbox one (where the AI will not attack you) or the easy one (the AI gather resources slowly than normal)