Jump to content

FeXoR

WFG Retired
  • Posts

    1.426
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by FeXoR

  1. Yes, though a resignation should be noticed ofc. (And I'm honored you reserved a place for me in one of your lists)
  2. Yes, and while some PPL may like this (and thus it may be added) I don't (for me it's only distraction from the game) and want it silenced. Best to have an option that turns it off in general for the AI but a squelch command would be good for non-AI players also. (And I really hope that options will get stored in general so you don't have to reset them any time you start a new game) For me the chat is for information between the players concerning the game ...not for the "imaginary" leaders of the playing fractions to make "distracting politics" (that's what the "diplomacy" widget is for IMO). So for me "taunting" is a misuse of the chat.
  3. The commands.txt is needed (if the bug is unknown anyway) to debug this (see http://trac.wildfiregames.com/wiki/Debugging ). Sidenote: An AI doesn't have a keyboard and thus can't go "away from keyboard" (AFK). He just stops acting.
  4. In the first place I'd consider taunting bad manner. But if you really have to do this, plz also add an squelch/silence/ignore command that suppresses any massage from a given player... (IMO this is a game and not a "troll chat"...)
  5. Attributes just make the stats blurry because e.g. if (as in your example) "strength" grants "hitpoints", "strength" is meaningless and so we should use hitpoints... Heroes that are hard to kill and also can kill themselves are extremely unrealistic BTW in general. Historical "heroes" are made of luck, non-combat skills (like commanding armies, impressive speeches, political assertiveness, convincing argumentation, ..) and "historical", social or political glorification during and/or after their lifetime (In general they where not stronger, sturdier, more agile, just maybe more determined/clever/egocentric/ignorant or had other better than average - but not necessarily the best - mental/psychological abilities but in the first place they had luck to have their abilities and opinions fitting social reality at the given time enabling them to have a big impact back on it).
  6. Many types of stones are not "sunken" enough and thus "fly"/"reach out of the ground" on slopes also. (So in general we need to think of something to work on rough terrain, not only on flat ground and make it happen)
  7. "If a player leaves half way through a game": 1.) This player should gain a "leave" (statistic for his account, or a loose independent on the games outcome). 2.) (Since this might cause anger against the voting players - who didn't do anything wrong in the first place - it might be better to just skip this) A choice window could pop up asking if the game should end as a draw that only is accepted if all players of the "non-leaver-side(s)" accept it. For the mates of the leavers a "give up" choice could appear and, if accepted by all those players the game ends (if no draw accepted with victory for the non-leaver-side) 3.) The AI should take control over the left players faction if no draw was excepted and the leaver side didn't give up (so the game continues). If a player leaves in a game that's always a hard decision what to do. 1.) The player should be "punished" for not playing the game he "silently" accepted to play by joining it (counts for the player as leave/loose) and potentially destroying it for the remaining players. (An "unstable" connection sadly can't be an excuse here because that player should be considered responsible for his connection also) 2.) The remaining players should be as less effected by this as possible (which is quite hard) without taking the win from the "non-lever-sides" (though potentially from the leavers allies - not much to do about this). So the AI should not be an "extremely hard" one for example (In fact I think it should be voted upon by the "non-leaver-side(s)" which AI is put in place). In short: A leave, however caused, counts as "give up" (to prevent players avoiding a loose by plugging their connection). I'm not that sure if a satisfying solution for the remaining players can be achieved at all. Some examples: - The game just ends as a draw: Players can avoid loosing by plugging - A loose for the leaver, otherwise a draw: A 3 vs. 3 game lost would only count as one loose for the 3 players (So plugging is still a "rewarding" behavior) - A loose for the player and continue the game without an AI/with an AI voted upon by the non-leaver-side(s) could be used by conspiring players on opposing sides - A loose for the leaving players, continued game with a fixed AI: The outcome of the game (if undecided before) now depends on the strength of the players (If weaker than the AI the AI grands an advantage to the leavers mates, otherwise a disadvantage) ...and so on.
  8. That's the best way as is now, I agree. Still not very comfortable IMO. (E.g. the mappreview should be searched for in the path the map is in also)
  9. Well, for me (current SVN) it's "Documents\My Games\0ad\mods\user\maps\scenarios" (or "skirmish"). That's not a path easy to guess...
  10. May I ask what's wrong with "copy and paste"? (Not sure where Altas saves the maps ATM. Maybe it would help do add a link or a README.TXT to the folder the screenshot folder is in containing information about the paths (simple) modifications should go to)
  11. I agree. There should be another AI for the unmoded game if that turns out not to work as well (meaning the AI isn't as strong a player as it could be... what I expect).
  12. Prodigal Son: If you want players to test it might be a good idea to give a download link. (You don't seam to want that at the current stage but that would be the simplest way to make PPL test it and get feedback)
  13. It would be very helpful for mods if there where an AI that can play any faction no matter what mod is used (and so which units are available). An example for this would e.g. be Mega Glest (Also open source) where changing the units don't break the AI.
  14. IMO any units sight range should be greater than any units attack range (If a person can's see that far no one can attack that far... because he can't see the target).
  15. Paths are now painted. Some screensots: And the map: RealisticTerrainDemo2014-08-08.zip
  16. Proposal for the randomBiome overhaul: randombiome.zip @ Spahbod: We obviously have to find out what you though when you added e.g. '"12-13":Other miscellaneous terrain textures.' and find some more telling names. I'm not sure if I really whant to get involved in this but it would REALLY help if you don't ever dare to add something like this to a RMGEN lib... If it's not ready just keep it in your map and after it is suitable as a lib extract it to a lib... but PLZ not before! (Because otherwise it gets used and the change becomes a lot harder...) So if we find some telling names I will continue ^^. P.S.: IMO the tree actor should only be a temporary solution (This is cause by a bug in the unit and player AI and so it should be fixed there in the end). We really should stop "working around bugs" (no matter if caused in RMGen) so they are noted as those and get fixed.
  17. Proposal for map generation time loging. mapgen.zip P.S.: And sorry Spahbod for not doing that directly. (Referring to my laziness wasn't helpful at all, so sorry again.)
  18. Well, only for random maps ^^ And I may have to adjust it to fit the engines passability detection since it might be weird if units can walk on some parts of cliffs and can't on other parts. For now it's just for texture placing. (Still work in progress) Oh, and forgot to append the RMS: RealisticTerrainDemo2014-8-3.zip
  19. Why not use one function for all ranged attacks and one function for melee attacks? That way mass ranged units attacks would also be calculated faster.
  20. I'm working on a new random biome system. (I can't advise to do such thing because it's sooo boring...) However, I'm OK with the alpine biome so far. Input about the alpine biome, the hightmap in general and the random biome systems structure (so far, heavily work in progress, not used yet) very welcome. Some screenshots (sadly with very poor graphics settings ATM): Conclusion: - Cliff detection comes out quite nice - Stones placed on rough terrain are not sunken deep enough into the ground, so somehow "flying" (PLZ fix that) - Reachability of all trees are not guaranteed but I never encountered unreachable trees (However, I really think the unit AI should handle this)
  21. I would like to get to the program I start right away. No splash-screen/logo, intro, advertisement or intro video. This may be nice at the first start but it is annoying at the second (not to mention the 1000ths time) So as is is good ^^
  22. This is just barely related: Zooled "out": Zoomed "in": Best settings at revision 15473 for me: However, I can't get refraction to work though I know it worked at some point. (That was sooo cool ^^): Some picture from those days: http://www.wildfiregames.com/forum/index.php?showtopic=17642&page=4#entry287432 And for comparison at r15473 with the above settings: The next day... Found another glitch: Actual version with settings:
  23. wowgetoffyourcellphone: I'm not entirely sure but AFAIK it was only one person rude. In general I feel it's still a quite nice place to be. (And without meaning to offend anyone personally: IMO as communities grow, the mood converges towards the mood of society in general. So if this was a notably friendly (so above the average) community it will go towards a less friendly community (the average) just by becoming popular.) For me the game stutters at normal speed already so (without having tried yet) it'd likely be unplayable for me at 1.25 times the normal speed. (My hardware is about 10 years old though) I'm not really sure I get the point of this "balancing branch" at all... (If some PPL like it that's good, ofc.. but IMO it does not and should not dictate the way the project goes If we find some nice things on the path that's great ofc. Going toward just another fast paced/hectic RTS only won by purely/mainly offensive strategies would be a disaster though...)
  24. The random map generators wall builder supports any kind of entity and many geometrical shapes. So I was thinking about adding an urban map. However: What is CGS?
  25. I don't even know what problem you are facing. Please describe the changes you did (if any), in which order you did things and what exactly the malfunction is. Only like that it's likely (or even possible) to fix your problem.
×
×
  • Create New...