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svott

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Everything posted by svott

  1. I would not mix everything together. If there are special game modes for random maps, okay. But I would not add dynamical (or so called flexible) things to scenario or skrimish maps, because I think that every creator of a scenario/skrimish map had a particular plan/idea how the map should be played or what the challenge is. But, a modder should still have the possibility to create a special, good balanced scenario or skrimish map that is only playable in such a special game mode.
  2. Perhaps it make sense to use a different number of 'flags' on every map. I have some distribution algorithms in mind, but I don't think that a script would produce a nice distribution for all maps.
  3. hmmpf.. it does not work for me. Now I just edited the xml file. Who is next?
  4. I gave it a try.. not entirely happy about my work, but here is the current version if someone else will edit another part first (I won't have time to edit my part again in the next few hours/days) Question: Is there an easy way to delete particles (like the volcano smoke)? I want to change the location of the volcano. (I was evil and moved the border to the black-grid part slightly :P) Community_Map_svott.zip
  5. Perhaps I have some time at the weekend to add a snowy part
  6. But what is if a player starts with a lower amount of units in a special map/scenario? Then the opponent can see everything in the beginning. So, your simple solution is not a good solution imo.
  7. There is an option for it. Don't remember it right now. The best way is to ask such questions always in the IRC chat. There you will receive much faster a proper answer.
  8. Just check the binaries\system\readme.txt file for the autostart options
  9. " Sorry, we can't show this content because you do not have permission to see it. "
  10. Even a military boot (without extra soldiers on board) can be too dumb to kill a whale. Recently, I was really annoyed and thinking about changing the unit AI. What is the point of moving a bit closer to the whale so that the ship can shoot before the whale is out of shooting range again? Or move very close to animals which are not aggressive? It's the same with ranged cavalry in the beginning phase. Is that behaviour desired that way?
  11. @sphyrth http://trac.wildfiregames.com/ticket/3823 There is open ticket to solve the back to work bug
  12. svott

    R

    But I nobody wants to disable it, then it's not the best way to tell users that there is a reply feature.
  13. Nice work. However, the usable area around the Italian CC looks far too small in my eyes. I suggest to remove a bit of the Southern Alps and maybe add a walkable water path to Corsica and Sardinia. I know it reduces the realism, but a balanced gameplay is more important.
  14. What about a hot-key solution which allows you to attack your own building? It makes destroying of captured enemy buildings very costly (probably too costly) and you still can get rid of your own drop sides or whatever. And it's more realistic (I know that more realism does not mean better gameplay and more fun always)
  15. So many guys were confused about the capturing/destroying think. I think we really should improve the usability.
  16. I like your ideas! This reminds me of AOM, where you had the decision between two gods and therefore two different temple units (correct me if my memories are wrong) - just much deeper.
  17. new implementation: // A-B-A-B-..: // if the user only commands one patrol order, the patrol will be between // last position and the defined waypoint // A-B-C-..-A-B-..: // otherwise, the patrol is only between the given patrol commands and the // last position (position of the unit at the time of the first order) is // not included // -- this is a design decision because the order queue can be extended at // any time and this makes it difficult to estimate last walk back to the // origin position
  18. Well, and how exactly is the control?
  19. Use case: The user sends a unit (or a group of units) to a start point p1 of a patrol. While the unit(s) is moving, the user presses the patrol hotkey (or GUI button) to order a patrol between p1 and another point p2 When the unit reaches p1, it will automatically start with the patrol between p1 and p2 Also, a multi-point patrol can be ordered by pressing shift additionally. ______ That would be in my eyes pretty useful.
  20. So a patrol starts always from the current wayposition if the unit is not moving. If the unit is moving, the patrol starts at the end of the move. Both has the same implementation -> put it at the end of the queue!? EDIT: the Y key is used yet? I won't use P because it's on the other side of the keyboard And then shift+Y for queuing. But there will be no queuing by GUI button, because I don't know a good handling!?
  21. Hey guys, I was thinking about the right usability of a patrol. I have not played so many different games, so I am not sure which is a nice key + mouse combination for commanding a patrol. @Initial situation: A (group of) unit(s) is selected @Possibility 1: Just a simple patrol between 2 waypoints. control: press a hotkey or a gui button and select the second waypoint with a right click the first waypoint would be the current position advantage: simple usability disadvantage: very limited @Possibility 2: like 1, but you must select 2 waypoints for a patrol thus a bit more flexible @Possibility 3: Multi-point patrol I think it will be complicated to control it with a gui button because you have to uncheck it after finishing choosing patrol. But it would be easier just by using a hotkey. If the hotkey and the mouse button is pressed, the selected waypoint will be added to the queue Therefore, it is possible to create multi-waypoint patrol and also add additional points to the same patrol later What do you think? Do you have any nice experience with other games?
  22. Hey guys, I'd like to implement a patrol movement http://trac.wildfiregames.com/ticket/1720 But I think a small discussion about implementation details could be useful. I know that you can already queue movements/tasks for a unit by pressing the shift key. Hence, it should be not so elaborate to implement a patrol movement. I guess every unit has a FIFO queue as a data structure for planned movements!? So my suggestion is that a small piece of code checks whether the first (next) entry of the queue is equal to the last on. If yes, we have a patrol movement and the first entry should be appended to the end when this point is reached. Does somebody knows where that queue is implemented (before I spend too much time with searching ). _______ Additionally, I suggest visualising the entries of the queue in a different task. Otherwise, it would be very complicated to hit the first position again (probably a small tolerance range must be implemented to simply hitting the begin)
  23. Hey, I don't really like the random appearing treasures in the valley of "survival of the fittest". Is there a similar map without that? Just separated areas for each player and equal attacking gaia waves!?
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