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sanderd17

WFG Retired
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Everything posted by sanderd17

  1. I think that one of the goals is to have a quite generic AI, without hard-coded expectations. This isn't 100% possible, but it's something that can be aimed for.
  2. As LordGood knows, fields are hard to model
  3. There's a planned improvement to let them shoot while moving. 30 catapults means they take 150 population. In a default game, that's a lot. That player won't have many archers left to defend the catapults. And catapults are easy to take down. Just attack them with melee troops, the catapults will fire at those melee troops, and kill themselves. Forts are already limited in maximum number you can build and minimum distance from each other. I think the territory gain is only good. Yes, that'd be nice.
  4. The Pause/Break key? See the top right in this layout: http://www.bristol.ac.uk/it-services/learning/documentation/keyboard-1/keyboard-r1-6.gif
  5. Adding hotkeys to do stuff isn't very hard. The harder part is setting up a hotkey schema that's fast for advanced players, and not too hard to learn. Currently, you can save camera locations, and jump to them (F5 to F8, see the manual). Jumping to buildings is not as easy, as not all civs have the same sorts of buildings. So you might end up with many unused keys in some civs. The same counts for building creation. It's the first time I hear this complaint. Normally (in the default stances), attacked units either go to their attacker, or flee (in the case of females). So it is noticeable. The minimap also pings when your units are attacked (going from white to player colour), so you can click there to see it. There is a sound for phase upgrade (and for general technology researches), though it's a generic sound, and there should be a different sound in the future (when we have an active sound artist again). The main visible thing is territory increasement. Certainly visible when you've build some buildings on the territory border (which most players do). Thanks for your interest.
  6. Yes, you need extra dependencies to build the game. Certainly if you build with the --with-xxx flags (read the comments on the wiki for that). But those missing dependencies wouldn't crash the update-workspaces script so early. It looks indeed like the permissions are wrong, try to run it as "bash ./update-workspaces.sh", or fix the permissions. Also, don't ever use sudo to compile something. Unless you want us to break your computer.
  7. The process for publishing mods is under development (currently making a mod manager, which will be expanded to mod downloader in the future). As for learning to mod, our wiki has a lot of info: http://trac.wildfiregames.com/wiki (though also some outdated info). But you can also look at existing modding projects, like the mods by CoM: https://github.com/0ADMods
  8. Hi. We're currently looking into a server move. So anything you propose probably wouldn't happen before that server move. The main people caring for the website are MishFTW and Implodedok. The developers you see around here just code for the game, and aren't involved in website development or maintenance.
  9. Ah, that's a range mismatch issue. The default arrow is fired through the UnitAI, which uses the footprint to calculate the distance to something. That's because it's also used for melee units, and we want those to gather around the footprint, and because you only have one target per unit. The additional arrows are fired by the BuildingAI, that only checks the center-to-center distance, which is faster to calculate is you can have hundreds of targets you need to test for. So if you aim your ship for big targets, it will only go until the footprint is in range, and not until the center of the target is in range. Due to the code design, this is somewhat hard to fix without duplicating lots of functions.
  10. It's all done in XML, which just requires you to copy-paste from somewhere, and adapt it a bit. Also, we want unique abilities per hero. There's no use to have 3 heroes, if they're equally strong in all circumstances. If you mean the quinquereme, you need to garrison ballistas in it to increase fire power (as the tooltip says). If you mean the other ships, it can be a bug.
  11. TDB = To Be Done / To Be Determined / To Be Designed / ... In short, they have none. We mainly need to find something they were good at (more than just "good at war"), and find a matching stat change for it. If you have ideas, you can always suggest them. Though I'm not sure who will take care of those things anymore. Normally Mythos_Ruler did all those little design things, but he's gone now. I guess it would help if you could suggest and implement them, so we only have to commit them
  12. Not all units add attack to buildings. That's settable per building. But normally, every ranged unit and every infantry unit adds arrows to the building. So a ballista in a fortress adds arrows (it's ranged), a swordsman adds arrows to a fortress (it's infantry). The main category that isn't included are the melee cavalry units. The most notable exception to this general rule are the quinqueremes. There only ballistas add arrows (or rocks) to the fire rate. The number of arrows per unit added can also differ per building. Like in the defense tower, you have a tech that adds 1.4 arrows instead of 1 arrow per garrisoned soldier there (if I remember the numbers correctly). The range, and the strength of one arrow is fixed per building. Having all this info inside one tooltip (classes that count, number of arrows they add, ...) used too much space. So we opted to just show the rate after garrisonning. The auras indeed are mostly working. Except those of the new civs (Ptolemies and Seleucids) might be missing in our latest release (and might have quite un-specific tooltips). And they're not very powerful as I just implemented them as examples. Hoping some balancer would come by and make them interesting enough to use, but not overpowered. I prefer underpowered auras over overpowered stuff. As they're very civ-specific, and overpowered auras would just give a big advantage to one civ, and make the entire game unbalanced. When they're underpowered, they're just not used. We're also looking into a way to visualise the range auras. There's an example visualisation for the Athen temple, but it requires GLSL to be seen.
  13. Is there a reason why you want to keep track of this manually? Instead of letting git do the work for you (in other words, just link to it)?
  14. What happens in the main game? In the map editor, the framrate is lowered when you're not actively doing stuff on the map. So if you're not zooming or panning, you won't see the particles move a lot (though they should get rendered). EDIT. Just heard it's apparently a new bug. Particles seem to be only visible when (0,0,0) (that's one of the dark corners of the map), is inside the current view. So indeed if you zoom out enough.
  15. I'm sure yelling at people always helps to get them to work on something. That said, you don't have to wait for us to do something. It's open-source. So you can just grab the code, and make improvements on your own. I wouldn't expect too much help from the team though, not after the above post.
  16. I can't find a DAE in your zip. And it's always nice to post screenshots to judge art stuff.
  17. Quinqueremes used to have no garrison multiplier at all, resulting in the ship to be way weaker than a garrisoned trireme. So that made no sense at all. I improved the code to allow catapults to add fire power to quinqueremes. But as I'm a bad balancer, I usually make my stuff underpowered. By making it underpowered, it's not that bad when it gets added to the released game without further balancing. Players just won't use it. Overpowering is way worse, as not every faction has a quinquereme, so it would cause imbalance. So currently, a ship with 10 catapults is about as strong as 5 catapults on the ground. But the garrison multiplier is at your disposal for better balancing in the meantime.
  18. We want to wait with multithreading until the interfaces are designed well. Both things scheduled for multiple threads: the AI interface and the pathfinder interface, are scheduled for rewrite. Though so far, they've both been designed with multithreading in mind. So the AI API is designed to never touch the simulation data, and only get a copy of the simulation data every turn. And the pathfinder is designed to be able to only return a path the next turn, so it can also run in a separate thread (or multiple threads). And turns can only advance when every component (simulation, AI, pathfinder, ...) is done. As developing something that doesn't run in the main thread is hard work, we certainly want to wait with running the pathfinder and the AI in a separate thread. And if threading gets implemented, there should be settings or compiler flags to disable it for sure.
  19. I'm not in the jury, but I'd say no. As the maps are requested as separate files in a zip (and not as a mod), it would make installing and reviewing the maps a lot harder. This could change in the next contest though, as we should make installing and distributing mods easier.
  20. With an Intel Pentium (not even an i3) and an integrated graphical card, it's bound to be slow. And we'll never be able to fix the lag for the pentium processor. The only thing we could do is making a low-quality mod for those processors. Where the textures are a lot less precise, trees have less tris (maybe single pyramids for pines), the water has no waves, ... You can start with disabling all graphical options possible. Hoping that will make it a bit faster, but it probably won't be enough.
  21. Is this solved meanwhile? Or should I take a look at it. Is there a ticket linked?
  22. Torrents are only handy for Windows users. As they're the only group where lots of people need to download it from a source we provide directly. For Linux, the different package managers take over the distribution. As there are lots of download helpers that allow pausing and resuming of downloads, or even parallel downloads from different servers, I don't see the need to invest resources into getting more people to seed the torrent.
  23. They were only planned as bonus for quinqueremes. So that's why I wondered.
  24. Where did you see this phrase fit triremes?
  25. First of all, you should try with Petra. The maps are meant for A17, so Petra will be the default ai there, and aegis might even be removed. If Petra also doesn't attack, you can open the developer overlay (ALD+D), enable the "Switch perspective", and switch to the ai player. Then you'll see what's happening. If the ai has no resources, you'll see it, if the ai can't build something, you'll see a lot of messages telling it's an invalid location to build stuff.
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