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WhiteTreePaladin

WFG Retired
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Posts posted by WhiteTreePaladin

  1. Just some clarification :)

    The game, 0 A.D., covers the time period from roughly 500 B.C to A.D. 500.

    Pyrogenesis is just the game engine, not a game in itself.

    Atlas is the scenario editor, so it doesn't have a time period.

  2. There are no ages in our game. We have phases which are not researched like "ages." I believe our phases are: Village, Town, and City. They are not implemented though, so there is nothing to try out yet related to that.

  3. Terrain texturing- Fix the texture tesselation glitch , it looks weird and its annoying.
    We're aware of this, but it probably will be awhile before it's fixed...

    One feature I would like to see added under "Misc Hacks" (which will have to be renamed at some point :) ) is the ability to turn on the "red impassable" overlay part of the pathfinder. It would make it much easier to make mountains knowing what is passable and what is not.

  4. I've noticed something interesting (It's a problem Michael mentioned earlier.)

    If there are both advanced and elite units on a map, the elite units will have the same stats as the advanced version. The elite version will have the correct icon though - which is referenced in the elite template.

    On the Latium map, there are only elite (and basic if you train them) units available. They both have the correct stats there.

  5. I have to take credit for the farm bug... :) It's already been fixed, and should be in the next version. (I was trying to consolidate things and I ended up only allowing units to gather resources not owned by the player. Since you can gather from enemy farms, it encourages cooperative play. :) )

    There is no player AI yet - we are focusing on multi-player first. (Units will not even attack nearby enemies yet.)

  6. Umm, there are lots of "TODOs" in the code. I think ResourceDropsite.js is dependent on the Auras.js component (which is not yet implemented either). The dropsite is a resource center building that allows units to gather resources a certain distance away. Right now you can gather resources anywhere on the map because the dropsite isn't implemented. I don't think the dropsite will control the aspects you want to change. ResourceGatherer.js would be more likely to have relevant information, but it will likely not be a good place to try to fix it. When we get the basic AI (not the same as a "computer player") working, I think it will be much easier to fix it.

  7. Really, this should apply to all resources, not just fields. I think this is related to the basic AI (like auto-attacking nearby enemies). We are planning on redoing the existing AI code which will probably fix this (or at least provide the base for fixing it). Still, feel free to experiment and see what you can do.

    1) I cant seem to find out the the places where the resources definition is there
    If you're on Windows, then the gameplay components are located here: C:\0ad\binaries\data\mods\public\simulation\components. You will see ResourceDropsite.js, ResourceGatherer.js, ResourceSupply.js, etc. However, I think the fix will likely need to be done in the basic AI code which I'm not familiar with.
    2) Also i am unable to find the Vilage women ....where actions are defined??
    This should also apply to soldiers that can gather, so I don't think you'll need anything specific to a villager. However, just in case you want to take a look, the XML unit templates are found here: C:\0ad\binaries\data\mods\public\simulation\templates\units.

    [edit]

    I misread your post. I though you were referring to units continuing to gather a specific resource automatically. It appears you are actually asking how to get units to farm a field immediately after building it, not to search for other fields if the current one is exhausted. However, both seem AI related.

  8. Ah, I think I remember you. Been awhile since I've been over there at AoK Heaven.

    I don't think there is much other then some plans and concept art for TLA. It was put on hold due to no one having time to work on it. I do think something more generic would probably be much safer and still allow individual users to make LOTR scenarios. It might work better as a mod. (Remember, 0 A.D. will let you change just about anything). By the way, I don't think that contacting Christopher Tolkien will due any good at all.

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