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niektb

WFG Retired
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Posts posted by niektb

  1. Hi everyone,

    Lately I tried creating maps in Atlas, but I encountered some limitations:

    I created a heightmap in world machine but when I imported it, not changed. It turned out to be that something was changing but was barely visible. What I like to see are some sliders in which you can adjust the strength from the heightmap. Also it would be nice to import terrain textures (Or actually not the textures, but just the painting) and then replace them in Atlas with whatever texture you like.

    When I created elevation myself, the next problem occurred, It is not possible to select a slope to paint on, for example I wanted to paint some cliffs, but of course I do not want the cliffs' texture on flatlands.

    Any comments or should I create several tickets?

    Regards,

    Niek

    P.S. If needed, I'm able to upload some screenshots.

  2. It would be best to resize all the textures to 64x64 to use less vram, and thus preserving RAM. (It would be nice to implement that in the game itself, eg. resizing the textures before loading the map, instead of resizing them manually)

    Also I think we should simplify the menu's (without backgroundanimations, just a wallpaper.)

    Would it be an idea to create a map, using custom, ultra light, textures and without water etc. so, just a very basic map?

  3. Hi guys,

    I've just returned from my holiday and I've got a bunch of idea's for my upcoming AI.

    I decided to name it Brennus, derivated from the Galic leader who attacked Rome and almost conquered it.

    It relies heavily on scouting, so scouting is the key. Futhermore I'm going to make a dynamic strategic-tree.

    Using the information from the scouts, it detects key information about strength, troop types and so on, and then the AI determines (using the tree) the best way to behave.

    I decided to use APIv2 at startup, and later on I'll upgrade. (as soon as v3 is really, really stable)

    Roadmap:

    - Startup:

    First I want an AI that works in every aspect of the game. This one won't be released.

    - Scouting programming

    First the basic scouting routine.

    Second the ability to detect information about the enemy.

    - Tree design startup

    I start with some simple decisions and then work to advanced strategic battle-level.

    - Micromanagment

    After I've set up a simple AI, I'm going to implement all buildable / trainable stuff, getting a defence set up and some extra tree-decisions concerning balance of units.

    - Advanced functionality

    When all this works, I'm going to implement advanced functionality like all civs, more than 2 players, naval support and (vs human) psychological warfare based on Sun Tzu's
    Art of War
    .

    - Bugfixing.

    Note: This list is of course subject to changes.

    I would love to get some tips / suggestions / something else. If someone wants to coöperate just PM me. (I could use some help to finish it before alpha . :lol2: )

    Greets,

    Niek

  4. After updating and rebuilding the solution everything goes fine, though it gives a warning. Where do I find an error log?

    Hmm...

    When I'm scanning with JSHint through APIv3 I get several errors like the following:

    In Shared.js:

    - 356,9: 'for each' is only available in Mozilla JavaScript extensions (use moz option).

    In map-module.js:

    - 5,1: 'const' is only available in JavaScript 1.7.

    Is this known?

    P.S. How do I send in a patch? (I've fixed several typographic errors in APIv3 like missing semicolons etc.)

    Edit: patch attached. Wriattii's patch from APIv3 is also inside.

    APIv3.patch

  5. Okay, I downgraded my AI to v2 but now I get an comparable error, namely that _entities[id] is undefined at line 226 from base.js

    This is my current code:

    function NiBotAI(settings)
    {
    BaseAI.call(this, settings);
    this.turn = 0;
    }

    NiBotAI.prototype = new BaseAI();

    NiBotAI.prototype.OnUpdate = function() {
    if (this.gameFinished){
    return;
    }
    this.turn++;
    };

    What is wrong?

    Second question:

    Is there a way to reload scripts, so I don't have to reload the save game every time?

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