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sanderd17
WFG Retired-
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Everything posted by sanderd17
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Sorry, now I see it. That file had been deleted in the past, and you're using two different versions of 0AD through each other. The data seems to have version 13-1, while the build is version 13-2. The data and the software should be from the same date before it can work.
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Are you sure you didn't apply any patches? There shouldn't be a simulation/components/interfaces/TechnologyTemplateManager.js file. So if you can just delete that, it should work. But I do wonder how it got there.
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quantumstate has moderator rights on his own And the work on NAT would certainly be appreciated. If you can do it, you're welcome.
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Further AI development
sanderd17 replied to wraitii's topic in Game Development & Technical Discussion
We wait until Wraitii is back from holidays. For now, the AI only uses one field, but because the number of workers per field has been limited, they never produce enough food to do something. A quick fix is to go to simulation/ai/qbot-wc/economy.js, and delete the condition around line 130 (keeping only the line that has the comment "5 workers per field max"). It doesn't fix everything, but it's a dirty hack to at least make the AI do something. -
Would gods have something visible? Or would they just be re-named technologies that you can "pray to" (=research).
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If someone wants to try out that pike brush, here it is: http://trac.wildfire...com/ticket/2059 See the screenshot to compare bumps made with the regular tool, and bumps with the new one (same settings otherwise) There is even an other possibility: paint regular terrain, and have an "entity fill" button. So you can fill a certain terrain type with certain entities (either only one patch, or all patches of the same terrain type). As most of the time, you want trees over a forestfloor type terrain, I think this would work pretty well. @fxSanya, your implementation would be simple to do, but hard to use. You can't let the number of entities depend on the speed the cursor moves (unless you add them really slowly).
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i'll do the simple one first. maybe I'll understand the brush code by then, and can also work on some forest brush. Btw, how do you see the interface of the forest brush? How would you like to select your entit(y/ies), or select the density of the bush? should the forest become double as dense when you go over it twice?
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Very nice music. I love it. Someone from the art department will probably come by soon. About the license, you do understand the consequences of the license, and agree to release your music under it? When you license it as CC-BY-CA those pieces of music will be free forever. Free to distribute, free to modify and even free to use in a commercial project (although we're not commercial). But on two conditions that your name (or nickname) is mentioned by whoever uses it, and that all modifications by others are under the same, free, license.
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The main changes list will be released together with the A14 release (or if you make one yourself, you can share it with us, so we don't have to read all changesets ourselves )
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No, that's a bit very optimistic. End of august looks more plausible (if there are no unexpected problems).
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Further AI development
sanderd17 replied to wraitii's topic in Game Development & Technical Discussion
Some changes in the code (like limiting the number of workers on a field) broke aegis economics (they only make one field, so never gather enough food). It should be fixed for next release. -
Further AI development
sanderd17 replied to wraitii's topic in Game Development & Technical Discussion
http://trac.wildfiregames.com/wiki/GameDataPaths http://trac.wildfiregames.com/wiki/Logging -
No, they won't, only the houses are modelled for now, not even the units. The artists were too occupied with designing the blacksmiths.
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Oh, how handy I'm rubbish at icon design though, so if someone could design an icon for "creating a peak", that would be great.
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I've been thinking about a "peak" elevation brush. When you press that brush, it keeps the center height of the brush, and the height on the edges or your brush, but modifies all heights in between towards a straight line between the centre point and the edges. But I just can't find where the mathematical behaviour of the brushes is defined.
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Editing Suggestion: History of the Iberians
sanderd17 replied to NorahAura's topic in Help & Feedback
I should probably have checked before letting you write it down, but the text seems to have been fixed about 8 months ago: http://trac.wildfiregames.com/changeset/12952/ps/trunk/binaries/data/mods/public/civs/iber.json So it should already be in the most recent version. What version are you using? -
Editing Suggestion: History of the Iberians
sanderd17 replied to NorahAura's topic in Help & Feedback
Also see IRC log, around 15:00: http://irclogs.wildfiregames.com/2013-08-09-QuakeNet-%230ad.log -
The Big Eyecandy Progress List
sanderd17 replied to idanwin's topic in Eyecandy, custom projects and misc.
Nice. Some points of criticism though: The sides and the top of the table should have different textures. Look at the front view, nobody can will place pieces of wood like that, the colours match too exactly The roof should probably 'hang' a little. Now it's a bit too flat Some props are missing. Like an extra solid wood block (you can't work with meat on planks, you need something solid to work on), and some knifes would also do good Don't be afraid to get more polies, even little eyecandy objects already in game have more polies (like the buried barrels already have 92 tris, and that's a lot smaller than a butcher's rack). -
Hello/Hallo! Hoosier122 here/hier...
sanderd17 replied to hoosier122's topic in Introductions & Off-Topic Discussion
Most references are gathered in a single thread (see http://www.wildfiregames.com/forum/index.php?showtopic=16960 for the Ptolemies). The text is more used to decide what is to be modelled, not how it will look. Making sure it fits the location/time is of course the responsibility of the documentation gatherer. The artist making the art based on the documentation will make sure the spirit is ok. And about the history descriptions, you're right, some are just guessed, basically because not a lot of info can be found on it. If you can find more info to make the descriptions better, please do. -
I used parts of the technology code (for broadcasting the changes), and did the rest from the component itself.
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It looks like non-stacking auras works now. Every aura gets a key (which depends on the template name and name of the aura). If the keys are the same, the values should be the same too, so it's only applied once. If the keys are different, the auras are stacked. I also implemented formation based auras, although it's funny a formation only exists as long as the units are walking. So it can't be used for attack modifications.
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Hello/Hallo! Hoosier122 here/hier...
sanderd17 replied to hoosier122's topic in Introductions & Off-Topic Discussion
In that case, you can maybe help with reference work gathering. A new faction is being designed now, and thus far, only the houses some shields are made. So there are still references needed for all other buildings (and units if possible). See this list: http://trac.wildfiregames.com/wiki/Civ%3A_Ptolemies The most difficult about gathering these is that they should have an open license (which allows to created derived CC-BY-SA art). Work without open license is also ok, but can only be used as inspiration. Or did I misunderstand that quality you have? You can also help with testing patches. A lot of patches are awaiting review (see http://trac.wildfiregames.com/report/15), so even applying it and telling "it works", or "it doesn't work in this or that case" would be a help. And I thought you were Dutch/Flemish when reading the title -
What do you mean with "Shouldn't stack"? I understand that, if there are 2 females around one citizensoldier, that soldier would only get the bonus once, but OTOH, what if there is a female around, and a hero with a different but similar aura? Do you want to remove the "Auras" component and extend the technology component to make range and formation based techs possible?
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I'm working on implementing auras, but there are still a lot of heroes without aura defined (see the list I made here: http://trac.wildfire...com/ticket/2048). The current implementation allows altering the template statistics (f.e. hack attack value) of certain classes of units (f.e. all cavalry) in a certain range of the unit with an aura, of certain player classes (f.e. self, or all enemies). This means some things are not seen as an aura with the current code. F.e.: Reducing the cost of a unit (a queued unit isn't in range of the unit with the aura) Altering stats of all units on the field (again, this has no range definition) The second one could still be done with an infinite range, so if it's wanted, I could add it. But the first one is more difficult, as you pay before the unit is in the world, so it's even outside an infinite range. IMO, these things should be technologies which are automatically unlocked by the hero, or which can be unlocked after you made the hero. I'd like to discuss how you guys see it. Next to that, as there are so many heroes with undefined auras left, I'd like to invite everyone to give suggestions about auras. Preferable they have something to do with the history of the hero (and some nice dramatic names for in the tooltip). LIST I'll maintain a list of proposed auras here, and propose some myself too. Cart: Hamilcar: The ability to buy peace from his enemies. All enemy units in range fight less hard, -2 attack. Cart: Hannibal: Tactical master in the alps. All ranged units get 20 elevation advantage