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FeXoR

WFG Retired
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Everything posted by FeXoR

  1. Oh, I thought where atlas stores it by default IS the 'proper location' And if it's not I can rename my post as it was called in the beginning: 'Where to put custom scenarios/random map scripts/AI s cripts?' I found this ticket and tried (in many ways) if that works but it doesn't seam so. And I can't find the code where it is set up??? Only 2 occurrences of 'scenario' searched 'case sensitive' but not 'whole word only' in the svn rep???
  2. Why not have the unit remember the ID of the given order's target? Would make more sense to me
  3. I perfectly agree! But historic_bruno said to a similar matter: Post
  4. After I installed the alpha9 the C:\Users\[user name]\AppData\Roaming\0ad\cache folder is empty. I added a ticket for that. It will frustrate users loosing their work and makes bad publicity. Edit: Renamed the post tough it's in the wrong place then. Hm, how to move it? Just to say it, the custom maps are to be placed in: Scenarios: %appdata%\0ad\cache\mods\public\maps\scenarios Random map scripts: %appdata%\0ad\cache\mods\public\maps\random This can be found here. I think it's a little hidden though. I suspected something like that and gladly saved my work before so no one was harmed here ^^
  5. Yes, I had the same idea. And .dep packaging can be automated quite well. So it doesn't require that much of maintenance. Indeed I think less than helping people in the forum with problems that would have not occurred if a .dep package would have been available.
  6. Yes, something like that often leads to piled up AI peasants at a single tree even if its in the middle of free space. AIs shouldn't send more then about 6 units to the same entity to gather there. That makes the game lag and prevents the AI from gathering anything.
  7. Well, but be careful with food sources that could be mistaken as wood resources. At least I don't like them.
  8. Indeed I think they where organized in a much different way other cultures where. Their leaders formed alliances and partnerships in trade, warfare and exchange of technology and there upraising depended much more on skill then on ancestry compared to other cultures. Their religion was not as uniform as it seams natural to us now. There where many cults and circles that could be called epistemic communities with different forms of believe, not necessarily having a personalized god to pray to and many different gods 'known'. So the 'celts' didn't in fact act all together like the romans with their centralized hierarchic structure. and so could be called 'unorganized'. This wasn't necessarily a bad thing, though. In history they at least managed to upraise again 800 years later as they took part in forming the later vikings with similar social structures. Today flat hirarchical structures, due to the high amount of wealth and social stability, are quite successful as can be seen in open source projects in general and this project specifically.
  9. New version with wall tower's 'drop points' inside the fortress. This version no longer grants starting resources (I don't think mines/trees/bushes inside fortresses are realistic). I will add food supplies like chicken in later versions though. wall_builder_pack2012-3-15.zip IMO iber walls, wall towers and wall gates have to be remodeled. This would enable the usage of wall towers instead of defense towers and so avoid the upkeep gain. If celt walls/wall towers would be redone also that would make civ specific fortress types unnecessary. ToDo: - Add 'cornerInHalf' and 'cornerOutHalf' wall element types with bending of PI/4 (45°). (Especially for celt gates to look better.) - Add 'placeWallToTarget' capability. - Add circular wall capability. - Add 'romanSiege' style. - Add 'fence' style. - Add 'road' style. Thanks! And to you Wijitmaker
  10. Thx, that means a lot to me. Perhaps I just had/have to get used to forum usage
  11. Some scenarios still have [civ]_scout_tower instead of [civ]_defense_tower. This should be fixed for the alpha 9 release I think I don't know how to fix that but I would do it of someone told me how to convert the .xml files to .pmp files if that is possible. Until then here's a list of maps to fix: - Savanna Ravine - Sicilia - Territory Demo
  12. Me too. Perhaps something like that could become an option in a player setup later in development. I think some things like setting default stances and formations require some sort of player setup anyway.
  13. I did but I didn't receive the e-mail with the validation code though it was yesterday. Changed my e-mail and resend the validation e-mail, but still got nothing. Neither in my in-box nor in spam...
  14. I can't. For that I'd need the permission TICKET_CREATE for the track system.
  15. There are some strange characters in line 58 in the 'license_lgpl-2.1.txt' in the main svn repository. not sure if this is meant to be.
  16. I think the function 'getTerrainTexture' in library.js within the rmgen directory is not working as meant. instead of "g_Map.getTerrain" it should read "g_Map.getTexture" I think.
  17. I think the scout looks better in front of the civil center with the females on the one side and the infantry on the other. I don't seam to able to upload a screen-shot (Why? How? In other posts it worked?) However I think it's understandable what I describe. Edit: Here's the screenshot: The code for that could look similar to: // Place starting entities placeObject(x, z, startEntities[0].Template, i+1, buildAngle); for (var typeIndex = 1; typeIndex < startEntities.length; typeIndex++) { var numUnits = (startEntities[typeIndex].Count !== undefined ? startEntities[typeIndex].Count : 1); for (var unitIndex = 0; unitIndex < numUnits; unitIndex++) { placeX = x + Math.pow(-1, typeIndex-1) * (3 + round(numUnits/2 + 1/4) - unitIndex); placeZ = z + Math.pow(-1, round(typeIndex/2 - 1/4)) * (4 - round(numUnits/2 - 1/4) + unitIndex); placeObject(placeX, placeZ, startEntities[typeIndex].Template, i+1, buildAngle); }; };
  18. Here's an update for svn version 11321. Added Rome and changed 'watch-tower' to 'defense_tower' in code and some outer watch towers to outposts. wall_builder_pack2012-3-12.zip Here's a screen-shot of the fortresses map. Fences and roman siege walls yet to come...
  19. OK. It worked in the command line: cd C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC vcvarsall.bat set WXWIN="C:\Users\fexor\dat\libs\wxWidgets\wxWidgets-2.9.3" cd C:\Users\fexor\dat\libs\wxWidgets\wxWidgets-2.9.3\build\msw nmake -f makefile.vc UNICODE=1 BUILD="debug" nmake -f makefile.vc UNICODE=1 BUILD="release" Atlas now runs (build in the gui). Still this problem is strange since not many ppl seam to have it. Plz let me know if any other solution is found. Maybe someone more into this should look this through and update the README.txt for the use of wxWidgets-2.9.3.
  20. I hadn't but installed now. Still the same even after reboot. Tryed the exe and build in 'C:\wxWidgets-2.9.3', still the same. I updated the system information in the OP. Perhaps I always try to compile for 64 bit but when trying to install VC++ 10 SP1 it sais: 'Microsoft Visual C++ Compilers 2010 Standard x86 - 10.0.40219' And in /docs/msw.install.txt it reads: 'Visual C++ Express Edition does not include 64-bit compilers.' And I found this: 'If you didn't use the installer, it is highly recommended that you do so by hand. You will need to setup WXWIN to the full location where you installed wxWidgets to (e.g. C:\wx\wx288).' Trying to reinstall wxWidgets-2.9.3 and compile in the installation dir... Still the same. I found a page descrybing the same problem but no solution was found: forums.wxwidgets.org Found 'In the 2010 edition, converting vanilla wxWidgets projects from .dsw to .vcxproj format is an operation that fails.'. Trying the solution found at coderomp ... Should I used SHARED = 0 or 1???
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