sanderd17
WFG Retired-
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Everything posted by sanderd17
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Or wait until the packages are build again.
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LordGood has been asked a few times to completely remodel some structures he made. Recently, with some Ptolemaic structures, they were even completely finished, and added to the game already. Anyway, I do agree it's a bit too soft. You can do more with that footprint, like the wall in the Persian and Mauryan barracks. I, and probably many others, thought adding props would fix it, because it's hard to judge a bare building. But apparently, it stays too dull, so coming up with some new concepts might be better. But thank you for working on this, I can't model, so I'm grateful for all contributed art. Edit: that tower version actually isn't too bad, if it would resemble the style of the fortress towers a bit better. It makes the building a lot more interesting.
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Ugh, I broke it again? Will fix it tomorrow.
- 1 reply
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- test_GuiInterface.js
- SVN 14424
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If someone wants to update the economy tutorial (determining by what time which feature should be made/which action performed), that's very welcome too. If it's updated, we could make it more prominent again.
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I have read it has something to do with the gloox version (the library we use to connect). The ubuntu version would be too old to work. In our own copy, we have a more recent version of the code to build against, and it will probably have to be used for the ubuntu binary too.
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You can't wait until the AI attacks. You need to make a small army, as fast as possible, and disturb the economy of the AI. You need to micromanage this as good as you can. The AI is rather stupid, if you come to the base, and run away again, it will only send a few soldiers after you, so you can kill those easily. Meanwhile, you also need to work on your own economy, so you can produce more units faster, and send reinforcements to your small army harassing the AI. Also, don't let anything idle around. The less resources you have left, the better. Every unit producing building should produce units as fast as it can. Any worker should either be gathering or building, don't let them run too far either, build more dropsites.
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Our units are quite modular, this is the example of the legionairre: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/actors/units/romans/champion_unit_4_imp_legion.xml As you see, the shield, sword and helmet are defined separately, so you can just replace them with weapons you get from other units, like a spear. You will also have to change the attack animation though, as else, the unit will attack with a spear, but with the animation of a sword.
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Is it me you're taking about? I don't recall we ever played. Anyway, if rushing is so successful, you should do it too And there's a civ very suited against rushing: the Iberians.
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What's the point of hosting games 24/7 if a game can only start when there are enough members, while now everyone can host his own game. It's not like a game where you can join in the middle of the action.
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Sighvatr: neither are lions, or wolves. In fact, they all need an improved unitAI.
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How do you see official servers? What should such a server do?
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Imo they shouldn't attack at all, naval warfare is already hard to balance, so we can leave all dangerous animals out. And if it attacks, it should only attack regular units near the shore.
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Fixed it: http://trac.wildfiregames.com/changeset/14406 Thanks for reporting.
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Thanks for mentioning it (sorry it's my fault). But going back is not needed. The game should run well, even with broken tests. I'll look into fixing the tests in a few moments.
- 2 replies
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- test_GuiInterface.js
- svn 14401
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Can you try to register again under a new username? If the username came through, but the password was wrong, you won't be able to register that username a second time.
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Two new maps (Hadrian's Wall, East & Iron Age Hillfort)
sanderd17 replied to DanielUK's topic in Scenario Design/Map making
We have no triggers yet, it's a planned feature, but nobody is working on it yet. So it is expected this feature won't be included for a few more years. Your maps look very good though. -
The plan was to use a different chatroom for the different versions, so people using svn can't start a game with people using the release version. Still, all the players with svn would be on the same room, even the ones who didn't update it, which could cause some problems.
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How do I set up their own Lobby Server?
sanderd17 replied to gameboy's topic in Game Development & Technical Discussion
You can't use the wildfiregames.com domain if you don't own it, or don't get premission from the owner. So either a domain you rent somewhere, or the "localhost" domain, which is your own computer. (in that case, only you and friends in your house will be able to access your lobby). -
As in, you need to update it every day (or every hour) when there are new features. Nothing special is required when we just released a new version, you just need the regular updates.
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Carnage Castles - « How I met your trebuchets »
sanderd17 replied to ProvencalLeGaullois's topic in Game Modification
Yes, the new pathfinder will use a 1x1 square to navigate on, so obstruction can be a lot more precise. Currently, it uses 4x4 squares. So the placement and rotation of your gate really defines which units can pass if it's not very wide. -
I don't know Turkish, but for translation, I'd point you to transifex: https://www.transifex.com/projects/p/0ad/language/tr/ There are at least a few Turkish people active with the translation.
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can you press F11 to see the profiler, and check where the lag is happening? Is it renderer, or simulation, or something else?
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Carnage Castles - « How I met your trebuchets »
sanderd17 replied to ProvencalLeGaullois's topic in Game Modification
For performance, and edge cases, it's best to make the gaps in the gates at least as wide as the palissade gate gap in the main game. As the gaps are rounded per tile, you can run into problems otherwise. -
newcivs, if we would know, we would tell it. The general estimate is that every new version should only take some months. But there has been no discussion on what features are wanted. Personally, I'd like to work a bit more on formations (and really get fighting with formations working), but I don't know if that will work in one release. Apart from that, the ptolemaic faction will probably be enhanced a bit more, and maybe some selucid buildings. But nothing is fixed.
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Shader programming: where to start?
sanderd17 replied to niektb's topic in Game Development & Technical Discussion
For such questions, it's best to come on the #0ad-dev irc channel on Quakenet. People like Philip and historicbruno probably know everything about it.