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sanderd17

WFG Retired
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Everything posted by sanderd17

  1. The carthagians have this. And the ptolemies too.
  2. That won't make any difference to the running, it will just make it visually a bit better. The balling up in one mass should be fixed in SVN now.
  3. Only for the props that are modified to use it. Like the fields have 64 independent plant props that adjust to the terrain. Some other buildings (like the persian stables) have less noticeable props that adjust to the terrain.
  4. The foundations only act as obstacles once the construction started. And as they have les armour, they can be destroyed with a single arrow. So I don't really see a problem.
  5. Btw, I forgot to mention, you only need to clean workspaces if a source file (a file not in the binaries directory) is deleted, update workspaces after a clean, or when a source file is added. And make clean if something went wrong. So for most updates, you only need the actual make command. Stopping at the stage that gives you problems will also make the log a bit readable. as it will stop after a big fail, and not execute the other scripts.
  6. And is there something that doesn't work?
  7. If you can make each tent a separate prop, making them adjust to the terrain is only a few edits in the actor file. Of course, it's up to you if you want it or not.
  8. If you think there's no value in attacking foundations, then don't do it. I also don't attack houses as there's very little value in it. And I don't know how you can use it as a scouting tool. Foundations have no vision range.
  9. Adding territory now requires a much bigger investment than without it. You have to build a CC first (500w + 500s + 500m), and then you need to defend it with fortresses to defend your resources there. Whereas without territory, you could just defend it with fortresses, but the defense wouldn't be very effective, as the opponent can just build a fortress next to it. Btw, it's quite easy to disable it. Just get rid of all mentions of "TerritoryInfluence", "TerritoryDecay" and set the BuildRestrictions Territory flag to "neutral".
  10. If you play against human players, they will normally attack your resources, so the workers can't do their job any more. While aegis just comes in from the front. Btw, if you want less resources, try the wasteland map. But Aegis is quite bad at that map.
  11. Warnings while compiling can always be ignored if you didn't change any code. Most of those warnings come from 3rd party libraries anyway.
  12. Sorry, I may be mistaken, I didn't notice this post was in the bronze age mod.
  13. Hmm can you post a screenshot of what you mean? I can build all structures for the egyptians.
  14. mounting would work for chariots and/or elephants I think, as those units can have an initial attack plus some added attack for mounted units.
  15. AI's only have the same powers as normal users, so they can't set the health of a random unit to zero. There are some small exceptions though, like the AI can produce champion units from the barracks before it reached city phase. But that should be solved in the future. Modifying direct data isn't possible due to possible Out-Of-Sync problems. When playing on a network, not all computers are equally fast, so one AI could have calculated something different than an other AI, or execute it on a different time, which causes different games for both players. This way, we just give an update to the AI every turn (200ms + lag) and require the AI to finish calculating before the next turn. So all the changes can be flushed at once. Btw, for the specific case of setting hitpoints to zero, there should be some kill command.
  16. You should try warn(uneval(variable)) to see what it contains. To test if it exists, an if(variable) is enough. As long as there isn't written to a variable, the value it contains is "undefined", which translates to false in the if clause.
  17. What would your advantage be when you upgrade your second cc? Currently, you upgrade to the different phases to get access to more buildings, units and technologies. But if you already have access to them, upgrading doesn't help a lot. For the cavalry, while it would maybe look nice, I think it's a bit difficult to handle. Too much micro management.
  18. I'm not an animator, so I can't tell a lot about it. But the team uses blender for animation. And they can add or modify animations, if they would have to originals. It's like modifying a file is easier if you have the original, not just a print of it. But Enrique is busy with animations now. First creating animations for units that have none (like the elephants, and the tiger), and then recreating the animations for units that already have animations.
  19. We've had this suggestion a few times, but it's hard to do as we have some problems with our animations. If we want to add a new animation, we have to redo all animations for that unit, as the originals are lost. And it requires some programming work too.
  20. Oh, I thought the "can't find" meant "isn't written"
  21. The continious damage is planned for the fire ship, and Josh wants to implement it. But I don't think the manned vs unmanned thing is planned. And as a mod is for experimenting, it'd be nice if we can do this in a mod to test.
  22. Looks possible to do, but I'll have to think on how to do it in a decent way for a mod.
  23. Do you run it in CLI? Can you show us the output from there as a start?
  24. For Windows, you never need to compile. As compiling on Windows isn't easy, we do it for you when it's needed. For other OS, if all changes were in the binaries directory, you don't need to compile it again, if there were changes to other directories, you need to compile it.
  25. It only works if you set the waypoint on the dropsite before the building is finished, after the building is finished, you have to put it directly on a resource.
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