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WFG Retired
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Everything posted by sanderd17

  1. @Lion.Kanzen, don't know why you tagged me here, I have no idea about these low-level things.
  2. The formation as a single attacking entity has seen an attempt to implement it in the past. And remains of that can still be seen throughout the code. But there were multiple strange side effects with routing and economy tasks. Combined with changes to the pathfinder. So that was kinda reverted to the old state, and is rather broken now. So working on that will be very difficult, and will require you to have a thorough knowledge on the entire codebase (routing, UnitAI, ...). Not something for a beginner to work on.
  3. Most of the things you mention are moddable. So you should brush up your JS instead of C++ (the mod code is written in JS). But you bring in some interesting points. Stances (of moods as you call them) need a better design. Currently, it's still rather unclear what a certain stance does. But having a default stance per building does sound useful and not too difficult to implement. The flee behavior will be a bit more difficult to implement gameplay wise, f.e. some player might not care about some workers, but wants to garrison a tower with archers. Then having females automatically garrison in the tower might make an annoying game. Having groups of units is already possible, just check the shortcuts mentioned in the in-game manual. I don't really see what you want with the stance for a group of units, but formations have seen a lot of attempts to fix them, and they're still not very good.
  4. Ah, if you still have your old computer, you can manually copy the login info from your old config to the new. See https://trac.wildfiregames.com/wiki/GameDataPaths on where to find it
  5. It saves a hash of the password that is used to log in. That way, your password is never stored on your computer and is never send over the Internet. If someone grabs the password hash in some way (f.e. via malware on your computer, or via listening on an unprotected connection), the only thing they can do is using that password hash to log in to the lobby. They cannot reconstruct the original password, so in case you reuse your password for other services, they won't be able to impersonate you there. Services that are able to tell you what your password is are inherently insecure (as opposed to services that can give you a new random password on request). We currently don't offer a way to reset a password (which will probably get implemented some time), but at least we're secure.
  6. Both Flickr and Wikipedia clearly list the license of the images (every image has a different license on that site). Normally, the license is pretty clear (it says CC-BY, CC-BY-SA, GPL, CC-0, CC-BY-NC, ...) in the license details. There are some we can use, and some we can't. In general, everything committed to the game should become CC-BY-SA, as we like to keep it simple. CC-0: This license doesn't put any restrictions on the file. So we can simply use it in game content that uses the CC-BY-SA license CC-BY: Requires attribution (the original author should be placed in the contributors file), but it can also be used in CC-BY-SA content, so it's fine to use this, but just remember the authors CC-BY-SA: This is the license we use for the game art. So it's fine to use files with this license, but again the original author should be attributed CC-BY-NC: This license limits commercial usage (NC stands for Non-Commercial). This isn't usable in the game as we don't want to limit commercial usage (f.e. ad-supported gameplay videos). CC-BY-ND: This license doesn't allow you to make derivations from it. So it's entirely unsuitable to base another piece of artwork on. GPL: This is an old art license, it's pretty similar to CC-BY-SA, but not compatible with it. There isn't a lot of art left with that license, and we just want to keep things simple (with a single license for all artwork), so files with this license shouldn't be used. Here's some more information about the CC licenses: https://creativecommons.org/licenses/ If you have doubts about a file, just put a link to it here, and we can give some advise.
  7. Well, only the lobby registration is locked. Nothing changed to the direct p2p configuration. I have no idea what can be wrong here.
  8. Did you try it like this? run the ifconfig command on a terminal on the host's computer That should show his local ip, normally starting with 192.168.0 or 192.168.1, remember it Start the game on the host computer, and go to Multiplayer -> Host game Start the game on the other computer(s), and go to Multiplayer -> Join game fill in the local ip address of the host in the client(s)
  9. Then you should use the local ip address of the host. On what OS is the host?
  10. Are you on the same network (in the same building), or on different networks? If you are on the same network, you need to use the local ip address of the host (which you can normally find in the network manager of the OS). If you're on different networks, you need the public ip address of the host (which you can get from https://www.whatismyip.com/ as I posted above). The host also needs to forward port 20595 in his routing configuration when you're on different networks.
  11. You can always join by IP address. Tell your friend hosting the game to go to https://www.whatismyip.com/ (or a similar service) and send you his ip-address In the game, go to Multiplayer -> join game, and fill in the ip-address of your friend there (when he is hosting the game). The default port is 20595, but I guess that default should already be there. Sadly, there's nobody we can trust for the moment, certainly not new people. But if your friends trust you, it's still possible to play against them. I hope you understand.
  12. In the game settings, you can set the victory condition to "conquest buildings". Then you'll only have to destroy all buildings to win. The regular "conquest" settings only defeats a player when there's no theoretical possibility to win anymore. So as long as there's a unit available that can either construct buildings or attack something, it's still possible to win, and the game isn't finished. It is indeed true that the AI will never surrender explicitly, and act a bit like an annoying player.
  13. Flash drives are way too expensive for their capacity. If you need a lot of storage space, the only option currently is magnetic storage. On my work laptop (which I'm only using for development purposes, no art, video or games), I'm already using 290 GB of my 1 TB available. And I'm only using that computer for about 6 months now. I know 1 TB SSD exists, but these are 5 to 10 times more expensive than the HDDs.
  14. The idea here is is that you automatically get the needed manning units when buying such a structure or mechanical unit. F.e. when you buy a fishing boat, it automatically gets equipped with one fisher, as otherwise it isn't useful. The same with a fortress, when you construct one, it gets equipped with something that represents the minimum amount of personnel to man it. This is to avoid unneeded micro managing, as realistically, fortresses that aren't manned at all should be immediately capturable, ships that aren't manned can't move or do anything else. How would you even man a ship that gets spawned in front of a dock? This is a clear case where gameplay aspects need to get preference over realism. And it's a consistent deviation from reality throughout the game. So I don't see a problem at all.
  15. What do you mean with animations? If you mean animations of the in-game units, they can easily be viewed in-game or in the map-editor (called Atlas). The entire source of the existing sound files and existing art (like models and animations) is also available online. The audio files f.e. can be found here: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/audio/, the audio is encoded in OGG, with additional XML files to define variations (like altering the pitch or volume randomly).
  16. I don't know if you noticed, but there are a lot more numbers in our screenshot ... Our attack/defense model is just a lot more complicated with a lot more different parameters, and players need to know that. It might be good to enlarge the area though, so there's no line wrapping
  17. And what about the reboot? Or perhaps even a re-installation?
  18. The directory can't be configured. But as you are on Linux, you can always use symbolic links https://www.cyberciti.biz/faq/creating-soft-link-or-symbolic-link/
  19. The error of the screenshot seems to be in the sound driver. Did you already try rebooting your system? And do you have sound via other applications? And are both errors from the same person? As they look different.
  20. The logs aren't very helpful, as the game crashes before any logging can happen with such null pointers. What could help would be a replay of the game, or if you know steps to reproduce it, that would help a lot more. Just wondering if the clients also crashed with a null pointer, or if they just lost connection to the server.
  21. Fishing boats are generally not strong or fast enough to kill whales (or you may need a complete fleet of fishing boats). But war ships are normally strong enough, but you still need a fishing boat afterwards to collect the food. Manning the war ships doesn't make a difference though, as the auto-arrows won't target the neutral whale. And there's also the issue with the infinite-chase bug, where the ship will stop to aim, and the whale will have moved out-of-range by the time the shot can be fired. So all-in-all it's generally not worth to hunt whales for the moment.
  22. Those icons mean the units (or buildings) are affected by an aura. Specifically by the aura caused by the unit or building you selected. F.e. if you select the temple, all units close enough to be in its healing aura will show the green plus. Details about the aura can be read by hovering the icon of the temple. Note that not all auras are range-based (some or global or even something else), and auras may also affect allies or enemies (in a good or bad way).
  23. Originally, the only way to set the resource type on traders was to set it per trader. A newly created trader was always spawned with a default resource type (metal IIRC), and every trader had to be clicked once to change its resource type. As a result, this was very unmanageable, as doing trading meant having to chase your traders all over the map to change their resources. Mimo then implemented better trader management by automatically assigning a new resource based on a global distribution. But that meant it was incompatible with the old way (or at least quite hard to combine the two approaches). Now the trade gives you a general expected distribution (the actual result still depends on a random selection), which is good enough for trading. If you want a more fine-grained control over the produced resources, you should use the resource-gathering units I guess.
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