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FeXoR

WFG Retired
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Everything posted by FeXoR

  1. OK, thx. My main concerns as "features" for the game is indeed "attack move" and a "non formation" formation that just gives the player given order to all selected units. All other things really improving gameplay are mainly optimization and improvements for me.
  2. I miss the "attack move" order in that lists.
  3. My favorite water settings (My hardware can't handle all turned "true", too): waterbinormals = true waternormals = true waterrealdepth = false waterfoam = false watercoastalwaves = false waterrefraction = true waterreflection = true watershadows = false shadows = true
  4. Flash is propretary anyway so why would we use it? Linux has no support for it by default...
  5. Yes, that's what I thought ^^. VLC is not entirely legal. Hm, perhaps XBMC Media Center? It can be compiled with encrypted DVD support (AFAIK the legal issue of VLC) but it's optional so a version without libdvdcss could be legal and GPL licensed. That seams to be the only option I can see in http://en.wikipedia.org/wiki/Comparison_of_video_player_software
  6. Yes, something like that. Or bring the VLC Media Player with the CD that is also available for any OS officially supported by 0 A.D. and GPL/LGPL.licensed.
  7. .avi is just a container, not a codec. But there should be a format supported by all OSs by default. But I doubt it's one of the listed ones ^^. If that old video codecs are considered good enough for the pretty high resolution videos BrynnOfCastlegate made is another question then. EDIT: But I'm wrong! For example XVid is an MPEG-4 codec that should be supported by any OS. Some others are supported as well. "Natively" seams to mean that a codec is available for that OS though. This might still include the need of a download. Not sure. http://en.wikipedia...._system_support
  8. Windows doesn't come with flash/real/divX player plug-in AFAIK. For most formats the default video player on windows (the illness MS Media Player) needs to download the codec... and so needs an internet connection. Most GNU/Linux systems don't come with players for proprietary codecs at all due to their lack of freedom (like free to change). Oh, wait, vlc! (is this legal???). I have no information about macOS...
  9. I really like this! Great work! EDIT: OK, perhaps after a bit of rescaling like Mythos_Ruler suggests.
  10. It's quite unlikely that PPL without a decent internet connection have video playback support for their web browsers ^^.
  11. If a person does not have access to the internet he would get 0AD with a CD. Would it not be OK having the videos on the CD (without carrying the ability to play them ingame but perhaps an open source video player for all supported OSs)? If PPL download it they obviously have a decent internet connection. For those cases links ingame would be nice (much easier to realize).
  12. This concerns "victory/defeat condition" not diplomacy. I'm not sure I get this right but it seams something like "game settings" are mixed in here. My description is purely for an AI player that has the same possibilities as a human player in a game where diplomacy is enabled. This is independent of diplomacy as well. This would be a possible game setting that indeed does interfere with diplomacy. But implementing this befor diplomacy works would be quide pointless ^^. This would be a possible "victory/defeat condition". Nothing to do with diplomacy. Easy! Fist make it work, then make it have difficulty settings. Edit: Since hard AIs are likely to cheat they will have more resources and units in total so the effect of a non-cheating human player will be quite low (see the "scaling" part close to the end of the first post). It "naturally" scales with the difficulty settings and does not need to be further tweaked. Please try to stay close to the topic
  13. I had some ideas for how AIs may act depending on diplomacy. Since I found no exactly fitting topic I'll start a new one. I hope that's OK. Otherwise feel free to join this with an older topic like: http://www.wildfireg...showtopic=14070 http://www.wildfireg...showtopic=16484 http://www.wildfireg...showtopic=16665 http://www.wildfireg...showtopic=15313 http://www.wildfireg...showtopic=15150 A rough description of how AIs could react to player interaction dependent on diplomacy: -- General: - The AIs store "favor points" for each other player starting with 0. - The AI focuses attacking the player with the least favor. - The AI offers a "peace treaty" to the player with the most favor. -- Depending on time: - If the sum of an AIs favor for all other players is > 0 each players favor increases over time. - If the sum of an AIs favor for all other players is < 0 each players favor decreases over time. (Additionally the values absolute could drop over time by e.g. 1/10 each 10 seconds to simulate "forgetting"/"forgiving") -- Depending on kills: - Favor decreases for a player if that player kills an entity of the AI - Favor increases in an AI for a player if that player kills enemy entities (not owned by that player) inside the AIs teritory. -- Depending on tributes: - A player gains favor for an AI if he gives tributes to that AI. Reaction if a player offers an AI a "peace treaty": - The AI sends that player a message telling him how much tribute that player has to provide to reach the "first rank" in the favor list (perhaps only if his favor is > 0, otherwise the player has to "guess" how much tribute is needed). Reaction on best favor change: - The AI tells the former ally how much tribute it will cost him to keep this alliance (tribute depends on how far the "new" high favor player is apart in terms of favor). - If the former ally does not react in a current amount of time (e.g. 1 min) he cancels his old alliance and offers a "peace treaty" to the new highest favor player. Reaction on a peace offer denied by an other AI: - Decide if the value of the requested tribute is worth it and pay it if it's worth it (see below). Problems and further questions: -- Scaling: - Time (press average to 0): Indeed this could be instant: A favor value has changed -> for all players: favor - sumOfFavorOfAllPlayers / numOfOtherPlayers OR it could depend on time indeed: Every 10 seconds: for all players: favor - sumOfFavorOfAllPlayers / numOfOtherPlayers / 10 - Time (forget/forgive): See above. - Kills: The amount of favor gained/lost by kills should depend on the actual population of the AI e.g. 100 / (actual population + 1). - Tributes: The value in favor of a resource type should depend on the AIs needs. So it could be: resourceAmountGivenOfA Type / (AIsActualAmountOfThatResource + 1/3 * amountOfThatResourceInsideTheAIsTeritory). -- Determine the worth of a players alliance: - That should depend (easiest) on the players actual population (and maybe the territory he has claimed and perhaps on the amount of resources he has). Most fitting would be the total worth of a player (sum of the resources all his entities costs + his actual resources, NOTE: For this to work well entities resource costs would need to be balanced and they are far from being balanced right now!).
  14. The right time is when you have enough resources to go to town age because you can't produce fast enough in your Civil Centre to get rid of all your food and wood, the right units are mass skirmishers chopping wood before attacking and the 10-20 females (for a faster start later working on farms) aren't to speak of (in sense of resources) when it comes to a possible counter attack. No enemy will be able to have siege engines at the time you overwhelm him with 100-150 skirmishers. Until now there's no way to beat this IMO but it cannot be done with all civs since not all civs have citizen soldiers only costing food and wood with gather capacity. That does not mean I'm against user friendly input. I just can't see a "best" way how it should work. And before that is clear I don't think it's worth to implement (until someone just does it, that's fine too).
  15. There's still the problem that it is better to garrison units adding arrows to buildings with an attack and maneuver females around such offensively enhances structures where the enemy is then killed with minimal cost of the lost units for you - as long as you can't garrison all units you have and that's pretty unlikely. Of cause females can be garrisoned in buildings without an attack (like barracks or temples) without loosing offensive capability of buildings.
  16. I agree on that, too. Just wanted to say clearly I miss triggers and that their absence makes many things painful and ugly to implement (especially but not exclusively RMGEN and AI), that I'm willing to work hard to contribute to triggers IF the team decides now is the time to do it and that I dream of the day they'll be up and running. Nothing more, nothing less ^^.
  17. I like your work, too. And I don't think it's exclusively manual OR video OR interactive tutorial. But I'd love to have triggers (and with trigger based random map generation access to all the entity attributes for that ^^).
  18. Yes! Thats why I said it seams to be a graphic card issue. Mine does not seam to have not enough ?whatever? to enable it all. But it looks great with many settings. ("waterreflection = true" and "waternormals = true" seams vital).
  19. Yes, I did it again and I don't have any modified files (not in the game directory nor in the cache). The "superfancywater = false" came from my old local.cfg I emptied now. I emptied the cache as well. Still the same. I now see in the default.cfg: waternormals = true waterrealdepth = true waterfoam = false watercoastalwaves = false waterrefraction = true waterreflection = true watershadows = false Guess that are the new settings. What to change? EDIT: Works with only "waternormals = false" changed. Works with settings as above but "waterrealdepth = false", too. Same with "waterrefraction = false"... And with "waterreflection = false". Conclusion: So if I turn ANY ONE false additionally to the ones set false by default it works (and the look depend on what's turned off). So it seams to work properly and is a graphic card issue. Sorry for me crying out ^^. But... what's the least needed? Testing...
  20. Such a mirror never "burned" ships. So such a structure should not deal any damage to be historically accurate. By its glare it might reduce the maneuverability of enemy ships in its range though.
  21. With the newest patch in Atlas the water surface is just black even with "superfancywater = false" (with shadows). Informative files: system_info.txt mainlog.html interestinglog.html Same in the game itself: mainlog.html interestinglog.html Sorry, but this is not acceptable. It must be possible to turn it off.
  22. Me too. So if anyone starts implementing triggers count me in! Having triggers before 0AD part 2 is still my dream.
  23. Thx. Glad someone from the AI side said it first ^^. I was about to say the same thing. Still I can (even if only until AIs manage it) write a function that removes all entities outside the playable map area (though this would include all actors as well). That function could be added to any problematic map (but is not called by lats say exportMap(), so optional). The functions would overlap in their need with removing trees when walls are placed anyway. Will AIs be able to avoid trying to chop trees surrounded by other trees or inside a building, too? EDIT: Should be this code (not tested yet, may have the shift like in deep_forest.js):
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