sanderd17
WFG Retired-
Posts
2.225 -
Joined
-
Last visited
-
Days Won
77
Everything posted by sanderd17
-
Yes, that's all possible. Though quite some work. But if you don't need to take AI support into account, it should be doable.
-
Triggers can execute regular commands that players can also give to their units. But triggers have the extra advantage that they can also alter the simulation directly, even in ways that wouldn't be allowed by player commands (f.e. spawning units directly, altering the health of units, ...) So yes, you can make your entire AI with triggers, but you have to watch out that the map is still balanced. EDIT: I do have to warn you that triggers are to be experimented with, so if you go for that route, you should expect to test quite a few things out.
-
The initial behaviour is aggressive for all units, but the AI likes to set its units to defensive unless it's attacking or gets attacked. Changing the stance is possible through trigger scripts, but it's quite likely that the AI will change it back to defensive rather soon. Maybe you should develop your map to work with triggers instead of relying on the AI?
-
SVN for dummies: purpose of multiple builds (-j3)?
sanderd17 replied to Finchj's topic in Help & Feedback
The -j flag just specifies the number of parallel build processes you can run. So it just makes the build process faster. But the resulting binary will be exactly the same. In other words, it doesn't say anything about the number of processes the game will use. And yes, we currently don't really support multiple cores. We only use separate thread for small tasks like IO, that would otherwise stall the game for a bit. -
@Lion.Kanzen, thanks for tagging him. Apparently tagging doesn't work from the phone website. But yes, I meant @fcxSanya. @Prince-Moth, as he's tagged now, he will get a notification and likely take a look here.
-
Which error? Perhaps you can show it to @fcxSanja
-
We translate the game on Transifex, and the Russian translation is pretty complete (only some of the recent strings aren't translated yet, but they'll certainly get translated by the time we release the next version). https://www.transifex.com/wildfire-games/0ad/
-
There is still a significant amount of users that use either 1024x768 (5.6%), but also 1280x800 (7.8%) and 1280x1024 (7.1%), unless we need to update our data. I also have the feeling that we've had this discussion before.
-
I’m a Voice Actor and I offer mi voice to the project.
sanderd17 replied to XFZenoriath's topic in General Discussion
Latin is pretty complete, but AFAIK, we have no voices for Persian yet. And we still need the other languages (Celtic, Carthaginian or Phoenician, Iberian, and perhaps some others). -
I’m a Voice Actor and I offer mi voice to the project.
sanderd17 replied to XFZenoriath's topic in General Discussion
We're not yet doing cutscenes with voiceovers, so we don't need a lot of voices. The voices that we do need are sentences pronounced by units in an ancient language. So that will ask some effort from your side to try to pronounce that language. If you like to try that, it would be very welcome though. -
Known Problems (Please read before posting)
sanderd17 replied to quantumstate's topic in Help & Feedback
@Ghost16, this is not a bug, but intended behaviour. You should actively maintain buildings in neutral territories (either by garrisioning them, or recapturing them). -
Probably the bug where changing the language doesn't create the settings file. The easiest workaround is to first go to the settings, change something random, save the setting, and then you can change the language.
-
The game normally uses 100% CPU, and just renders more frames when you have a faster CPU. So that's normal, but your CPU temperature should depend on the cooling you have. Normally a CPU shouldn't have any issues with running at 100% (as long as you didn't overclock it). If you have temperature issues, it might be best to look at your cooling (f.e. open up your computer and dust it out).
-
It's only a proposal so far. I don't know if everyone will agree with the naming schema I proposed (or if people will propose better naming schemas).
-
Ah, thanks for the hint @stanislas69, I merged the threads now.
-
As far as I know, only the names of the bones matter. Of the names are the same, it should give the same movement. This seems quite doable for the legs, and also for the spine. Perhaps the shoulder is a bit more difficult.
-
I'm not an artist, but I think it's best to reuse armatures as much as possible. At least the game was made to allow such reusage (by having separate skeleton definitions). Naming the bones the same in the pig as in the boar would allow you to reuse the actual animation normally. It is possible however that the boar skeleton isn't good enough to current standards, and that you would like to redo both at once.
-
Those should be the phonetics of the names. Both because we can't render hieroglyphs yet (at least not without a workaround; we'd need to be able to render the second Unicode plane, which is hard with the UTF-16 encoding, so we first need to bring the entire engine to UTF-8 encoding), and because they're somewhat pronounceable now.
-
The names are as correct as possible, but there's no guarantee ofc. Some civs have not a lot of written documents, which makes it hard to find plausible names. You'll also see that not all buildings have historic names yet. Some just have a question mark.
-
Is it useless at this time to create mods?
sanderd17 replied to wowgetoffyourcellphone's topic in Game Modification
@stanislas69, we're talking about an intermediate solution here: showing a button to a webpage that has a list of mods. To improve moddability further, the first thing we need to do is make an installer: the player downloads the mod from that page, opens it with 0 A.D. and the mod gets installed. Instead of manually following a process of unzipping and copying files. Only after that, the in-game gui can be expanded to allow downloads directly from the game. That button can get included against by the next release (if the modders want to make and maintain such a page on our wiki), the other tasks will cost too much work to be included in the next release. -
Is it useless at this time to create mods?
sanderd17 replied to wowgetoffyourcellphone's topic in Game Modification
We certainly won't write a complete html engine in the game (even including one as a dependency would already be a big job). At most, we can generate a gui from data in the mod.json, even for mods that aren't downloaded yet. And a webpage could also be generated from that data. -
It is possible to play MP against multiple AIs, but we have some issues with performance, and the more players you make, the more units there will be on the map, and the more lag there will be. 2 players vs 2 AI should probably work though. And it's also possible to put stuff in beforehand, though it's not guaranteed that the AI will make good use of it, and quite often, it's hard to balance a map like that.
-
Is it useless at this time to create mods?
sanderd17 replied to wowgetoffyourcellphone's topic in Game Modification
We already have such buttons to "Translate the game" or "Report a bug". That's why I know such a button would be easy -
Is it useless at this time to create mods?
sanderd17 replied to wowgetoffyourcellphone's topic in Game Modification
Sure, we can start with having a wiki page where everyone can put his mods. If someone here starts such a page, it should be easy to add a button linking to it. -
[Random Maps] Placement of thing
sanderd17 replied to wowgetoffyourcellphone's topic in Scenario Design/Map making
You always need to find a good compromise between a balanced map and a good looking one. When the mines are placed right next to the CC, you're making it more balanced. When you place then further, on random terrain, there's a chance the mines can be placed there due to the terrain, or even cause the mines to be not reachable directly. Thus causing a real imbalance. In short, improvements are welcome, but it's not always as easy as it sounds.