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Everything posted by Radagast.
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Hey Kay. You surprised us greatly. I would be able to donate 5 euro a month one year long if our pathfinder probs get fixed, but I think it's a bad idea to pay devs directly (it was incredible big pressure for RedFox, our last paid developer). Instead I would prefer a reward for each milestone: For example: - finish the speedier new short+long range pathfinder 50€. - Alternatively if someone comes up with performance fixes for the current non-uniform pathfinder (which allows roads, but there are workaround thus we should really go Philip's route) - loyalty + conversion of units / besieging buildings (10€) - walkable bridges (10€) (extension: all buildings' roofs walkable? or even walkable meshes but that should give more reward?) - walkable walls (5€ for Sander for the awesome current prop rework + 10€ for the next one who makes it possible that units really can walk ontop of walls. - improve renderer 5€ - improve performance significantly at any point (depending on the significance 2..20€). and so on. This way, noone is required to do anything and noone will have to bear the full community + team expectation pressure like it happened with RedFox. I'm sure Philip won't mind reinforcement since Philip + Sander are needed at several frontiers, historic_bruno is busy with Saving + loading games and other issues, leper is busy with the Mod Configurator, Josh is into the GUI code, wraitii into the Renderer, trompetin into the Atlas Editor, and lost RedFox in one of our recent not-so-lucky battles (the kickstarter). Others I don't know. Perhaps there are more C++ developers I don't know yet. If we introduce a reward system, then I will donate each month my 5€. In addition to my 5€ we might use the kickstarter income but I'm not sure how the general plan is and I don't want to interfere. It's only an idea.
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Thanks for the input, I will create variants with both blue/white and red/white stripes. Was the headband + snake silver or gold? I know often gold is used but it may have been silver instead like with the Roman standardbearers. Though I think even historical magazines like GEO used gold and then we best also use gold?
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Crown okay, it's not really good and I feel like the golden or silver (which color did it have?) snake is too big too. Pharao Head (beard) TODO Pharao Face Texture (currently Cleopatra)TODO
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Great you modeled the house. If the textures are CC-BY-SA, CC-BY, CC-0 or comparable then we can create the xml and commit it.
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If I could commit it it would improve. Have changed the colors to a lighter blue. If I knew how to break lines then I would have done it already. As always trial and error is cumbersome and costs too much time. I will grep for it and check the GUI reference, then I'll leave it to someone else who feels like randomly adding attributes to the GUI objects that overflow would be fun.
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I wonder if we should include the version number in the Mod Folder Name (1st column)? Otherwise we needed to somehow add the version number to the depedency column too. It looks easiest to simply check if the foldername matches (when checking dependencies). Enabling and removing an enabled mod works too. When selecting a row from the upper list of available mods, and clicking Enable, then the mod appears in the bottom list, where the order might be specified. Changing the order of the enabled mods also works, but the GUI lists are not yet updated.
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We will tackle this list of Zophim upside down: http://www.wildfiregames.com/forum/index.php?showtopic=18458&p=291582
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"The unique contribution of the Minoan civilization to European architecture is possibly most evident in the great palace structures of the major Minoan centres of Knossos, Phaistos, Malia and Zakros. Perhaps influenced by Egypt and the Near East and evolving through the monumental tombs of the preceding period, these magnificent buildings, constructed from c. 2000 BCE to c. 1500 BCE, were so complex and ahead to such a degree of the architectural standards at that time that, at Knossos at least, they may even have been the original source of the Labyrinth myth, such would have been their effect on the casual visitor." (Mark Cartwright) Another good source http://www.ancient-greece.org/architecture/minoan-archi.html "The word 'labyrinth’ comes from the Greek 'labyrinthos’ and describes any maze-like structure. Etymologically the word is linked to the Minoan 'labrys' for 'double axe', the symbol of the Minoan mother goddess of Crete." (Joshua Mark)
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Will the Minoans be a mini faction or are they worth creating the full set? Our team is small. That civilizations/factions went fully extinct (being conquered or by natural catastrophes or whatever) and intermangled really makes what we try to achieve a tremendous effort. If Minoans did not exist for a long enough period would you mind if we reduced them to their most significant/distinguishable buildings?
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As Stan already mentioned Enrique + Mythos_Ruler already experimented with seeding animations. I think we can expect more at some point. Desert is when the texture shows a desert . Therefore I think texture based productivity is pretty awesome + flexible. If maps could be a bit bigger, then trading via rivers would be more important (as reaching the sea might be difficult). Then you would fight for control of - rivers (water resource, trade, quickly reach the sea via ship, ..) - hilltops (higher range for ranged units, higher vision range which once was planned but for now is no longer as performance influence is uncertain.) - terrain (for farmland, ...) - wells/oasis (water resource => fertilizing fields). Climate dependent crop types (at least visuals) would indeed be awesome. Should it be automatic and therefore visual only or should we let you decide, i.e. toggle the farm's harvest type (aka 'rotating crop type', e.g. this summer corn.maize, next time corn.wheat, ... )? It can be questioned if we avoid introducing a new building for each crop-sub-type to relieve the art department.
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You are correct, it's missing. I think leper already has it on the C++ side but I forgot it. To have the version in a separate GUI field (instead of label/name or description) would definitely ease dependency checking. I'm still struggling to get the test data to show up. Without this data I can't really fully debug all the other buttons/functionality.
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thx. I somehow tried to make clear which buttons operate on which list. (that's why I placed them such that they always stretch over the whole list, a bit weird. let's try alternatives.) perhaps I should color the buttons differently. Or simply use arrows for up and down (which would not need translations). Also the sort by would be better if a click on the heading would initiate the sort after this certain column. Though I still not found a way to do that. We might have to live with the sort by dropdown.
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Technical Triggers discussion
Radagast. replied to sanderd17's topic in Game Development & Technical Discussion
Looks dynamic + really flexible. Great the ticket is already committed. Currently in victory.diff we return true in the requirements check, so that is a general victory condition? I.e. if that hero reaches that hilltop/coordinates, then the game is won? Other than the GUI list for choosing the victory condition, Is there a difference to triggering/starting a conversation with a unit if e.g. a certain hero reaches a certain hilltop/coordinates? Can we reuse such closely related triggers for both a victory condition and sparking a common action/event (like the conversation above). Best I study your trigger examples. -
Great. This is a list we can tackle.
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RookeloosNL, your ideas sound interesting and I enjoyed reading them - though I fear another resource would make players angry. My position is to make the slaves capturable and Niek's proposal sounds impressive. Bearing goods and assisting units, e.g. repairing machines, is what slaves indeed should be able do if we wanted to circumvent the fact that captured enemy champions could only fight once captured. Champions only could fight as we can't exchange whole templates which is not possible per tech-research yet too and might never be (but don't worry it's not really needed too as actor exchange on tech research is just as powerful and Sander already added that). As to my knowledge it's possible to modify template values but it's not possible to add capability to gather to champions per tech research. Please tell me if I'm wrong. It might well be that deactivating and activating such capabilities is possible. I also like the upkeep cost, though I would prefer to have those for other units too. Perhaps we can somehow involve your market idea for trading slaves.
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'terrain bonus' already exists. There are those farmfield textures where you have better harvest. Not only increases the field's output per harvester, it also dimishes as you might extract too much of it. Should we ever have an option (and the willingness to handle the micro) to rotate fruit types on fields then this effect could be stopped. (though I don't know if it's significant enough to be worth the trouble and we currently can still put away some field-workers to make the field recover again). It might well be that I'm mixing it up with a 'how it's planned' aka ticket. http://trac.wildfiregames.com/ticket/1318/
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I now can see what I missed in the last model: The top planks and posts were missing. Also the upper level features windows and no doors and there is no chance to walk around the upper level. Am I right, if I state that the upgraded building (not epoch-upgraded but village to city-phase in this case) will simply add another level in the main building (or add this walkaround of the upper level) and add more garden props? Perhaps even changing the road that leads through the garden from dust to stony? (i.e. a texture change, in this context I wonder if adding a texture for each phase makes sense. For each epoch of course it makes sense as differences are significant enough. The question here is rather if it makes sense for advancing phases too (e.g. for changing the road or roof texture).)
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The 'design flaws' always get fixed. If you question that then look into the commit logs and you'll see. It just takes some time and then Michael will come up with something for that ranged cavalry issue which surely is an issue. To me it looks strongly as if the limiting factor for open source projects is time. We should allow the team to think a bit about such forum discussions before claiming noone wants to fix it. There are not many features left for Part 1, so there's no need to be worried, balancing improvements will happen and it's a continuous never-perfect process. The tower issue might be removed with Sander's breakthrough as props could be attackable by ranged units. (i.e. units garrisoned in the tower could die from arrow fire). The easiest way to really balance is realism. And isn't high pierce armor realistic? What would people say if they could take down a tower with one archer? For me that would have been it. The goal is strategy in historical context. Strategy itself can vary immensely. Therefore if we allow for realistic strategy, then variety will follow. (having units climb a ladder to storm a tower or wall would be a fantastic addition too.)
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It's already there: loot . (a bit rude to 'terminate' your slaves but possible) Trade could indeed be added as separate feature: OnOwnershipChanged --> Conversion --> Capturing --> Buy/Sell (Trade Units: mercenaries / slaves)
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awesome, trompetin made it happen: copy + paste of selected entities. he mentioned on IRC it's working even from one map to another (open Atlas twice). see the link in sander's post.