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Itms

WFG Programming Team
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Everything posted by Itms

  1. I would agree. What about "Bully"? (same verbe tense as Pierce, Crush, Hack) I don't think so. Some units could be good at 'intimidating', especially when it comes to houses and civil buildings, without having a large strike power (and that would add more variety of course)
  2. Had to revert the technology changes because there are problems with Unicode See #3262 for more information.
  3. I did what I could in this commit I may have made mistakes on accentuation (because, y'know, accents ) and I tried to be consistent (all χ go kh instead of ch, η is ē and not è nor i, etc.). It doesn't seem to be possible to add carets (^) to o macrons (ō) which I used to transcribe ω. So either I shamelessly replaced ῶ by ώ either I ignored the accent. Please report any mistake I could have made
  4. Hi Fabricius, you're correct indeed. I think I remember somebody already reporting that mistake (unless it was for Spartan women, can't remember). I'm going to go through the Greek names and see what can be fixed I'll keep you updated!
  5. I originally disliked this topic because there's no point in talking about 0BC if we can't see what it is (understand, play it). Now I also dislike it because people think they understand thermodynamics, which is a field even more prone to stupid interpretations than quantum physics is.
  6. You should pay attention to using the good terms for converting/capturing: the former is for units, the latter for buildings. This should hopefully be enough to avoid confusion in the discussions! Only capturing is implemented, not converting, so your request doesn't (yet) make sense. (And sorry for nitpicking )
  7. Hello av93, the pathfinding development is coming along. When it's in better shape I will make a public announcement to make players test it, to fix possible bugs before inclusion to the game. If you don't have news, it doesn't mean it is stalled, it just means trying it right now would be a tad disappointing!
  8. Before the issues are addressed they need to be reported! The construction bug and AI bug are linked to the pathfinder and it is being replaced, so just stay updated The visibility bug is unknown to me though, could you send the commands.txt corresponding to that game? See . Thanks in advance!
  9. Not all red water causes are fixed atm, see #2692 where a patch is awaiting for review. When it's committed it would be nice to see if it fixes your reproducible test case.
  10. Thanks for having anwsered niektb Indeed the new pathfinder is there on GitHub, pull requests and comments are welcome! Thanks for your will to contribute.
  11. sanderd17 summed up what I basically wanted to say; I'd like to add my two cents: - I really like the idea of having workshops, but indeed they would be useless the way you see them. What I imagine would be a bit different. You could have a building called Workshop, and once it's finished you can choose one bonus, that costs a little amount of one resource regularly, and grants a bonus. You can toggle off the bonus to save your resources, or to choose another one. For instance, you could have the "Improved axe" bonus that costs metal and boosts gathering wood from trees; or "Improved military food" that costs food and gives your soldiers a stronger attack (or stronger morale once conversion works). What do you think? - Civ bonus based on god choices would be interesting but they should remain realistic and not involve surnatural powers; so I don't see many possibilites (more morale, friendship easier with AI players, maybe?)
  12. Did you test modifying the min range to a non-zero value, e.g. 0.1? If it works, the 0 value is the problem, else the bug is about modifying the min range.
  13. The entire source can be browsed in our bugtracker, and here is the file where Fixed are defined: http://trac.wildfiregames.com/browser/ps/trunk/source/maths/Fixed.h The 'fixed' type we use is defined line 334: typedef CFixed<i32, (i32)0x7fffffff, 32, 15, 16, 65536> CFixed_15_16;typedef CFixed_15_16 fixed;
  14. Actually it was ready to release at the end of last week but we had to fix two last-last minute bugs that made us repackage the game twice (and packaging takes hours, plus we have to coordinate the packaging to be able to upload the RCs, in a word it takes days). Currently the RC3 is available here: http://releases.wildfiregames.com/rc/0.0.18-rc3/ If nobody finds a bug in it we can release, everything else is ready. We're really sorry for the time it takes, we're also a bit tired of waiting because we can't push modifications to the game during the meantime!
  15. If we don't have time to officially release and you still want to give A18 a try, the RCs are there and working.
  16. But if the building is destroyed the effect disappears too, right?
  17. - I've looked at the license for this engine, but I just want to clarify: Is it possible and legal to publish a game using this engine commercially, say using Steam as a platform? The conditions seem to imply that I can so long as the source code is made freely available, but I just want to make sure I am not misunderstanding. You must take a look at the LICENSE.txt file and, for each part of the code, read the corresponding license and see if you can. I think you can't for some though. --------------------- For your other questions, most are possible to add in a mod. If possible, I indicate what amount of work it would need IMO: - Is is possible to slow the turn rate on units such as chariots and siege weapons? I'm not really a fan of such high turn speeds, and seeing as my game will involve more vehicles I'd like to change that. I notice birds taking their time to turn and bank smooth and slowly, so I imaging it's at least possible in this engine. Very easy - Are projectile weapons such as flamethrowers or a steady beam possible? I image workarounds by just having an extremely fast rate of fire, though I imagine the issue of the firing unit cycling through its fire animation very quickly coming up as a result. Rather difficult, might be necessary to tweak the engine a bit, but might be possible without - Is it possible to build structures in different ways other then a civilian? For instance, I select a building and it has an option to add another building adjacent to it? Rather easy - Is it possible to require a structure be in the proximity of another structure in order to build? The best example I can think of are Protoss Pylons from Starcraft. I imagine it might be possible in this engine seeing as you can only build inside territory and other buildings such as mills seem to have area of effect buffs on nearby farms. Already in the game, but you will need engine changes to see the range effects, which is planned - Is it possible for a civilian or builder unit to actually "build" other mobile units instead of bases? For instance say I wanted a civilian to build a spearman instead of a house, would there be any issues in the engine doing that? Easy - Is it possible for a building to change the texture of the ground around itself within a certain radius when it is built? No, the engine can't do that for now - Is it possible for a structure to periodically spawn units, gather-able resources, or other entities without player input? Very easy - Can the engine support more then its four current resources? If not, is it possible for the string descriptions of each resource to appear differently depending on your faction? For example to faction A the Food Resource appears as "Food" in text, while to faction B it appears as "Energy". Very difficult, but no problem with the engine (problem is the resources are really hardcoded in the 0 A.D. vanilla mod) - Can structures slowly generate resources? I notice that the corral currently in game says it is capable of doing so as long as sheep are garrisoned, though it seems that feature is currently disabled. Is there a way to enable it, and if so without needing sheep or other units? Already in the game, there is a wonder which does that - Can map based/NPC factions with AI exist separate of playable factions? For instance one map could have a nest of wild creatures that create a handful of units and gather some resources, but otherwise doesn't expand past their initial base. Rather easy, see the map A Silent Day in Gaul (not in the main game yet) ------------------ We have a semi-official community of modders in the community, so I suggest you contact them for more information. Some people from it will probably stop by this thread and say hello Welcome to the community! Looking forward to your contribution
  18. The fix is ready, I just have to profile performance to check there is no problem with it. So it will hopefully be fixed later today.
  19. No, this is not wanted behaviour at all, don't worry! Sorry for the inconvenience, I will fix that asap. Replying to some opinions above, the current system (once the bug is fixed) can lead to some weirdness, see ticket #2710.
  20. This is not a compile error, IntelliSense is the syntax analyzer of Visual Studio.
  21. That's a really interesting possibility, too!
  22. Well, as a good example for the current discussion (which is quite out of topic ), you have fogging which was a big feature. However, I had to work on fogging performance until this very week. Including "big" features is nice, having them really working is both necessary and difficult! Back to the topic: I'd like to propose Rododactylos, which is the Homeric epithet associated with Eos, the Dawn, and which literally means "rosy-fingered". I think it suits the release which is a performance update, with a more swift gameplay, so the image of the flower is fine (see also previous release, Quercus ), and the dawn can be related to future new features in A19, and also to the beta that is getting closer. Thoughts?
  23. I can't get these errors, did you do anything special to trigger these?
  24. It is fixed in r16281! Sorry for the inconvenience!
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