zoot
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Everything posted by zoot
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1. Foundations do not show up on the minimap. Having nearly lost, the enemy can build a foundation some silly place and remain nearly invisible and thus drag out the match needlessly. 2. Destroyed civ center foundations count towards civ centers destroyed in the match statistics:
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When you select a group of units including battering rams, you will often be able to set the stance of the whole group (e.g. to "Standground"). However, when you then later select just the battering rams, you will be unable to change their stance again (e.g. to "Aggresive") because they do not have the stance UI.
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Yep, that works. Can you do it for the production queue too?
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
When any of you experience these 'black' issues, can you please try disabling and enabling shadows (from "MENU -> Settings") and see if it makes any difference? It sounds a lot like issues I've had with the minimap when shadows are enabled. -
Show icons as red if not enough resources
zoot replied to howlingflute's topic in Game Development & Technical Discussion
Indeed, that was what I meant. Perhaps a check could be made when the button is clicked ("sufficient resources? if not, ignore click")? -
Show icons as red if not enough resources
zoot replied to howlingflute's topic in Game Development & Technical Discussion
I think there is a small bug/lack in this feature: if several buildings of the same type (e.g. fortress) is selected, the icon will not show as red if there aren't enough resources to build the given unit from all the selected buildings, even though that is what will happen if clicking the icon. Also, it would IMO be nice if in addition to turning the icon red, it actually disabled the button - it's annoying to Shift-click the icon 10 times, see it turn red, accidentally click it another time, and then get the "not enough resources" message and having to start all over. -
In a similar vein to this, it would be nice if generic names showed up in the tooltips of garrisoned units.
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For all the reasons that have been listed previously: - People seem to be having a lot of trouble making SVN accept patches from their Git repos. - SVN working copies don't carry their history around like Git working copies do, hence every time someone begins working from an SVN working copy, they break the Git side of the equation.
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Why retain SVN? Git can easily act as a 'blessed' repo.
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Welcome to the forum! Cool idea, but note that 0 A.D. covers the time period from 500 B.C. to 500 B.C. The Mosteiro de Santa Maria de Seiça seems to be from the Middle Ages, but of course it could always be part of a cool medieval mod.
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IMO units that are stuck should be given license to pass through obstructions to get out of the way.
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Is it a bug in a particular variant perhaps? The unit seems to have the same hair in both shots. quicksave-0008.0adsave.zip
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quicksave-0003.0adsave.txt
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I have encountered a similar issue, though in my case at least, it seems to have nothing to do with the terrain, but rather that a unit got stuck within the foundation (the piece of wall under construction). (I would have attached a savegame of the situation, but "You aren't permitted to upload this kind of file".)
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Civ: Macedonians (Macedones, Seleucids, Ptolemies)
zoot replied to Mythos_Ruler's topic in Game Modification
I wasn't making an argument - I was pointing out the flaws in yours -
Civ: Macedonians (Macedones, Seleucids, Ptolemies)
zoot replied to Mythos_Ruler's topic in Game Modification
Then I propose using the Lighthouse of Alexandria instead IMO, the lighthouse is the obvious choice for a wonder. The library would work well as a "special building". -
This bug is well-known, but I haven't seen it reported anywhere: Territory borders form weird 'islands' on steep terrain. This shot is from the map 'Miletus', but it happens everywhere.
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Red player's spearman decided to wear blue uniform into battle:
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The units in this screenshot were not findable with the "Find idle worker" button:
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Yes. I just can't speak to the performance, because I haven't tried it. That doesn't imply it's bad, though.
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Not yet, but this close to a release new builds are going in fairly frequently. You can check what is going into SVN here. At the moment, new builds usually have a log message saying "Manual build".
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Please see: http://trac.wildfiregames.com/wiki/GameDataPaths
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Sorry for sounding like a broken record, but - normal maps! It's designed to enhance that kind of features.
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Another advantage of Git is that it has no single points of failure. Say you decide to host the main branch on a Git server of your own on git.wildfiregames.com and set it up so it automatically pushes all commits to Github for backup purposes. If the main server on git.wildfiregames.com crashes, no problem - everyone just begin pushing to a branch on the Github mirror while the outage lasts. When the main server comes back up, Git can easily figure out how to merge all the intermediate commits back into the main branch. The same goes for build automation. Instead of having a single autobuilder set up, any trustworthy person can set up an autobuilder of their own and have it push the new builds to their repository. When the main autobuild is down, people can just begin using one of these secondary autobuilds until the outage is resolved.
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http://www.wildfiregames.com/forum/index.php?showtopic=16189