Jump to content

anotherone

Community Members
  • Posts

    21
  • Joined

  • Last visited

Everything posted by anotherone

  1. Where is it? Under binaries/system/sim_log, I see three directories. Two of them have older commands.txts. One has a blank commands.txt.
  2. Petra still had over 100 workers after the attack. I killed the game with a CTRL-C, so there is no commands.txt
  3. If you have both human and AI teammates, a menu should send chat messages, too, so, for example, if the AI can' t send resources, the human could.
  4. I was playing on Treasure Islands with Petra vs Petra. The AI was great for some time, until the other bot attacked with some triremes and some troops. My side (blue) killed all the attacking units, but then they just started idling. BUG? Even with its bugs, Petra is awesome!
  5. I was allied with Petra at the time. Where can it be increased?
  6. Roman swordsmen are among the best (especially champions). Use the testudo formation to go up against structures. Roman siege equipment is also among the best. They can also research a tech that allows organic units to regain health slowly, which is very helpful.
  7. Version 2 WIP: I know they did not invade by sea, but it would be much more fun if they did. Maybe I'll do one of the actual invasion.
  8. Also, is there an easy way to build walls in Atlas without having to place each section by hand?
  9. Where were the famous triple walls located, anyway? Somewhere along the coast? It is pretty hard to see on the pictures. Also, where should the Romans be placed? On an offshore island? Can you set units to be garrisoned inside ships in Atlas?
  10. How would a bot recieve chat messages using the JS API? I know the bots can talk, but can they recieve messages yet? Something like API.onTeamChatSent=function(str){/* code here */};, maybe? It should be a pretty simple addition to a bot if that is possible. I suppose so, but this would require a little more code than the chat option (correct me if I'm wrong). However, human team members might not see the requests then unless the menu also chats.
  11. I started making the map on a whim, so there is little historical accuracy. I admit, that there is no harbor yet... I will make a second version of this map to make it more complete.
  12. A map I made. Rome attacks Carthage. The End. Please give any feedback/advice. Carthage_Rome.xml Carthage_Rome.xml
  13. Looks great. Nice bridges. However, the land seems a bit bare. Maybe add some fauna/flora?
  14. Currently, humans and bots have almost no way to work as a team. Maybe if the human typed something like "I am attacking Purple", the AI might find that it has enough men for an attack and say "I will join". This would require some basic natural-language processing to recognize some simple statements. I came up with a list of some statements that should be looked for: "Can I have <NUMBER> <RESOURCE>?" - The AI will check if it has at least 2*NUMBER, and then tribute it if it does "Help me attack <PLAYER>?" - AI will attack PLAYER if possible "Help me!" - AI will help defend the player's base "Get off my land!" - AI will stop building Likewise, the AI could do the same and ask the human for help. Please give me your feedback and insight into implementation of this feature.
  15. Maybe the whole letter naming thing will have to come to an end with 'Q' if we can't think up of anything... Maybe Roman numerals for the Alphas after this? Alpha XVII?
  16. Petra likes to build civ. centers very near my under-construction civ. center. This leads to competition to see who can build their civ. center the fastest, especiallly on maps where the players start out near each other (team oasis). Maybe add a filter to not allow civ. centers to be build within a certain radius of another civ. center that is under construction.
  17. If we choose to implement this, how would it be done? Perhaps the act of building the bridge should change the internal representation of the map for the pathfinder. The representation seen by the renderer would stay the same. Then, models for the bridge could be placed. Could this be done?
  18. IMO, units that cannot be garrisonned on ships should not be allowed to cross bridges, or they can only cross stone bridges.] If this is feasible, it should also prevent units from crossing the bridge. I agree. This is infeasible, as it would allow units to be both over and under the bridge at the same time. Well, maybe this won't happen after all...
  19. Following up on http://www.wildfiregames.com/forum/index.php?showtopic=17825&hl=%2Bbuildable+%2Bbridges#entry278708 If we are to implement buildable bridges, I have some general ideas: - There will be two types of bridges - wood and stone. - They should be implemented similar to walls, with sections and towers (maybe?) for the stone ones. - When a bridge section with units on it is destroyed, the units drown. - Wooden bridges have less weight capacity than stone ones (might need a weight property for units now) - Stone bridge sections could upgrade to drawbridges to allow ships to pass - Bridge sections can be built from ships with units garrisoned aboard, or from adjacent sections or land - Maximum length for wooden bridges is greater than for stone bridges (no typo) - Stone bridges will be able to cross a deeper depth than wooden ones - Bridges needn't be over water - Bridges over land (a canyon, say) will look different from water bridges My first post, so take it easy
×
×
  • Create New...