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niektb

WFG Retired
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Everything posted by niektb

  1. If you're content with a more powerful but older card, go with the GTS250. Don't go however with the gt9500. I had the gt9400 before upgrading to a GTS450 and that one wasn't to fast (though it was able to run games like Medieval II total war (which is a more demanding gaming then 0 AD)
  2. The Asus 210 won't do much good, it's afwully slow. De GT610 however will get 0 A.D playable. I myself am running the game at a 610M with all effects enabled about 60~70fps at a 1366x768 resolution. However you'd better get a card with enough performance at Full HD, say at least this one: http://www.asus.com/Graphics_Cards/GT6401GD5L/
  3. Perhaps the mayor can calc the favored gathering rates. The group then should automatically determine how to achieve these rates for example by checking available technologies, check which resources to gather (and also bushes vs farms etc) and finally check whether the storehouse is effectively placed and if not than build a better placed one. The third point should also be kept in mind whilst deciding the second.
  4. It might perhaps be possible to implement streaming maps? (If that would be possible then virtually every map size should be possible with each map linked up to the other)
  5. Well, I was thinking on what part is managed by what part: Is it managed by the Mayor which resource to gather or is that decided by the group. So how is your AI biased? Emphasized on as much as possible done by the groups or is everything mostly done by the mayor.
  6. That's a good question, and I think it depends on the tasks you want to assign to a group and what's done by the Mayor (that was the way you called the ruling part). So you should perhaps give us a outlined schematic in which you explain the roles being taken.
  7. I guess I did (and still do) not fully understand how you would like to manage the project. What I namely did is creating a organization (Council of Modders) with the possibility of creating repo's of which Millennium A.D. is already one. (So the project is still called the old way, the organization behind is only different.) But okay, I will be patient. Should you BTW create a list+form which people can use to apply?
  8. Mine is slightly different and a little more extended : (Only my RTS games are of course listed) Age of Empires Age of Empires: Rise of Rome Age of Empires II: Age of Kings Age of Empires II: The Conquerors Rise of Nations Rise of Nations: Thrones & Patriots Age of Empires 3 Age of Empires 3: The War Chiefs Age of Empires 3: The Asian Dynasties 0 A.D. - Empires Ascendant American Conquest: Three Centuries of War American Conquest: Fight Back American Conquest: Divided Nations Medieval Total War Rome Total War Medieval II Total War Empire Total War Napoleon Total War Stronghold: Deluxe Edition Stronghold: Crusaders Stronghold 2 Stronghold 3 Praetorians Empire Earth Empire Earth: The Art of Conquest Knights & Merchants Lionheart: Kings Crusade Robin Hood: Legend of Sherwood Settlers II Settlers IV Settlers V Settlers VII Glory of the Roman Empire Widelands
  9. The only thing that bugs me right now is that an army of healers could easily counter a supply shortage. Haven't thought of how solving that, though. I'll think of that later.
  10. Researchers are always welcome. Besides I think you should have the svn version of the game. I think you could do template modding (editing stats and actor relations) (=very easy to learn) and balancing+playtesting?
  11. Maybe we could look at FeXor's realistic terrain demo and extend the functionality? Otherwise, there are plenty of terrain texturing algorithms: https://www.google.nl/url?sa=t&source=web&rct=j&ei=JwkJU8faHsWb1AXfjoDQBw&url=http://www.cosc.canterbury.ac.nz/research/reports/HonsReps/2008/hons_0801.pdf&cd=2&ved=0CDAQFjAB&usg=AFQjCNE-8jA34eftFuryvo4yOoDsOYIwsA&sig2=lm8cAFM3OZ1llxjWMejJ1g
  12. I've setup (or actually changed an existing) a general github organisation for our purposes. https://github.com/CouncilofModders Apart from that: I want Millennium A.D. to be part of the Council's projects.
  13. I need some thoughts on the best way to implement supplies. First a question: Should the stats be restored (in case of hitpoints) if the unit moves into a supply range, or should the unit keep the degenerated values unless he is being healed by a healer? Currently I see two ways of implementing supplies: 1. All units (at least all unit who are going to be dependent on supplies) receive a initial degeneration value of hitpoints. This is being prevented by moving the unit in own/ally territory or a supply range (from supply carts etc.) pros: relatively easy to implement I guess. cons: Not really flexible: only possible to change hitpoints, 2. No initial degeneration value. Units receive a decay effect when they move out of own/ally territory into neutral/enemy. pros: flexible: not only hitpoints can be changed, also armor/attack and other unit stats. cons: Hard to create a degeneration effect and harder to implement. Other than that: How do I create a new tag in a XML-file (okay, that is not so hard) and make sure that it gets readed in the JS-script(That is my actual question)? A stated above supply carts will be created, possible extensions might include limiting the amount of supply a cart can offer (the rate is determined by the amount of supply requiring soldiers in range) and create supply lines by creating additional units who are capable of gathering supplies at certain buildings/places and then moving it to the supply cart. It also enables some additional strategic features in battle. (think of your soldiers destroying the other cart and that way making sure that the stats of the enemies' soldiers are lowered and therefore get easily beaten if there is no other supply giver available. In case of supply lines it is also needed to watch your rear and intercept eventual raiders trying to starve your army)
  14. Hi everyone, I just wondered: Are there features planned for importing terrain textures generated by programs like World Machine, Geosculpt etc.? Regards, Niektb
  15. niektb

    Two issues

    Windows 8.1, 64-bit.
  16. Wouldn't be more than logical, would it?
  17. No, they are not really (well, perhaps a little bit) comparable with Celtic entrenchments. These Viking Fortresses all followed a standard design, made by Harald Bluetooth. That is what makes them unique. Regarding giants. Hm, I do not really like becoming a bit a fantasy game. Besides: we do already have Berserkers. And what do you mean by raiding becoming part of this mod? (You will get loot from killing and destroying if you meant that.)
  18. niektb

    Two issues

    Hm, I just tested it and everything worked fine. (I'm running a GT610M with the latest video drivers) ChangeDisplaySettings failed with status=-1Location: wsdl.cpp:440 (SDL_SetVideoMode) I did however get this error when I return from standby and the game was in full-screen mode when I entered it. Windowed mode and standby works fine.
  19. Can't we contract him to work on 0 A.D.? (Even though I am sure that, if he ever would, he first wants to finish Banished)
  20. I should have added a link: http://www.shiningrocksoftware.com/game/
  21. This week I noticed there is a new RTS around: Banished. This is a city-building strategy game en looks pretty awesome. Unfortunately it's not free.
  22. @Hephaestion: Could you get a copy of the uppermost models? Jarl's Hold Class: Civic Center, Fortress I suppose using a resized version of this one, with less buildings and less walls: We can re-use the longhouse but with stone foundations as an addition.
  23. These were indeed the ones I was looking for:
  24. Why? we do already have a subforum. (Game modifications)
  25. Seen this? http://trac.wildfiregames.com/wiki/BasicAnimationImplementation
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