NoMolester
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Everything posted by NoMolester
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Back again, wanted to say hi once more :)
NoMolester replied to Kyriakos's topic in Game Modification
Excelent stuff *¬* -
Sure, why not. Are you willing to play as a guild with us and perhaps video our matches and upload them to youtube and do some other stuff?
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No, i didn't. I'm new to this community. Very interesting that link O.O perhapps with that i could do some more descent stuff but still, don't expect me to make the "units on walls" mod in one night and single handedly. I'm a fresh programmer, not perverted yet in the evil ways of the good old fashioned C generation.
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Well , I think that, before start thinking in ways to improve pathfinding gameplay (roads and stuff), we should solve our current pathfinding problems. That is a huge problem if we can't have a descent fog of war without pathfinding mayhem. I wish i could help but i have NO IDEA how to solve those problems nor i have any suggestions for it; so the only thing i can do is to wish the best for the programers involved.
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No. ¿Tú ya sabes modear el juego? (Have you got experience modding this game?)
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so i guess the answer is no Y.Y
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Well, i'm a programer, but i'm young, i'm just 24 y/o so i don't have too much experience i could tweak something here and there but don't expect me to even understand the whole code (let alone to successfuly modify it). But if enogh people have programming and designing skills and want to make a mod i could help in any way i can, but for doing a mod we would need a really special and well focused community of moders not just "some guys that speak spanish".
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It would be an Atlas-only unit for scenario design not available in the normal game like the elvens hip hidden in Atlas.
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But just for scenario design. Through my life in the aok and EE communities i have seen planty of zombie scenarios in all ages, from stone to future age. Is a popular theme and it only needs one unit (with 4 or 5 skins) to please all that people that likes to make z scenarios.
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Oh, now i understand. I am thinking in studing a masters in AI perhaps in o year, i like all this pathfinding stuff is very interesting. The long algorithm takes in account all the non visible terrain? I mean, if there could be black fog of war and how does the algorithm would work with it?
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I changed it for happy, i dont like happy chats, i prefer the sad ones, thats what i ment Anyway, is anyone of the people that speak spanish interested in at least forming a team to play together vs other players? I like to play online with other players and forming teams, In aok i was member of a team/guild and we challendged other teams and it was fun.
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Why are you using two different algorithms, i supose that the long range doesnt need all the processing and exactitude that the short one needs so you made two of them to waste less processing ppower in the long walks? And how does the computer knows which one to use, with a minimum distance? And how are you going to solve the ship problem (i did notice it when i was playing)? And what possible solutions do you have for an hipothethic road implementations?
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Well, but we could do other stuff apart from playing the game, we could make screenshots with captions in spanish, speak in spanish just for fun, translate the game (i think that would require som sort of permission and interaction with the staff and perhaps some advanced knoledge of the game's documentation, so im not quite sure about this), talking about the game in spanish, make videos about the game for youtube in spanish, or just show off that you are part of a spanish community and make fun of those who are not part of it.
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Well, they could make them too, with stones and sticks and sickles.
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I am from Mexico, Lion from Central America and the french guy from France, the israelian from Israel and the others from Spain. I think we will have some problems logging in at the same time. What do we do to overcome the timing problem and where can we chat? Any one knows some page, software or smthng where we can assembly-chat and create a channel? i have micro so micro support would be good too, not cam chat because that is happy and i'm ugly. We should start by giving us a name either we become a community or just a guild, I suggest: "NoMolester and his doods" perhaps "NoMolester and his dudes" would be more accuerate or even in spanish "NoMolester y su Pandilla". We could play together and do spanish stuff but we need to be logged in at the same time and have a better way of communication. The israelian will have some problems to communicate with us because he is like 10 hours away from the latin-americans. The europeans and the latin americans are 6-7 hours away from each others and the israelian and the europeans are 3 hours away from each other. What civs do you like to use in your matches? I use Rome and Persia. We could make teams of 2 people to fight against other dudes.
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Hello, i want to know how many people that play 0 ad speak spanish. Say "yo". If there is enough people we could make a spanish community and play together and make a game translation and stuff. If not, we could make at least a small guild and play versus other doods. ...yo.
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what? i didn't understand. >.< what riots
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Back again, wanted to say hi once more :)
NoMolester replied to Kyriakos's topic in Game Modification
So that is civ 3? i don't remember civ 3 having those graphics. Are you going to implement them on 0 ad? -
darn O.o What kind of algorithms are you using for the pathfinding.
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Eärendil!!!
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Back again, wanted to say hi once more :)
NoMolester replied to Kyriakos's topic in Game Modification
Woooah, what is this, some sort of civ like game? link? -
Lol, b*tch fight. http://alliandgenine.com/wp-content/uploads/2012/05/FRIENDS-FIGHTING.jpg
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Scenario editor: -ZOMBIES!! Make some zombie units, about 5 or 6 models and skins. Make them slow (about 80% the speed of a foot man), big LOS so they can detect your units easily, nedium-high melee attack and lots of HP. You may make the unit that is killed by a zombie to become a zombie too (and change its player color to the zombie's player color).
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You could give weights to the squares of the terrain grid, if they have a road on the square you give them less weight, when a unit tries to go from point a to point b they will calculate the number of weights in the possible paths and follow the one that requires less weight. And so they will always try to follow the road.