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jonbaer

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Everything posted by jonbaer

  1. How hard / difficult would it be to create a template_unit_support for thieves which would be market traders that had one way deduction from an enemies resource? I am trying to determine if this is something which could be completely accomplished outside of the game engine itself (in simulation .js) before attempting. What I think is mainly missing is the ability to be a non-detectible entity, for example one to be used for spying as well (to open the fog of war, etc), so you can not cloak the player color so they are not detected. What I could picture is having an entity like that + the enemy does not realize they are attackable until they hover over them. In this way a thief or spy would be uncovered. I am mainly trying to understand if these 2 entity types would be programmable in the current state or requires alot more development in the engine itself. I can't remember offhand how they worked in AoE but I remember they gave LOS (spying) ...
  2. Just updating and saw it, thanks. BTW it seems you do a bulk update once a week (from git copy) should I be using an SVN copy? Are there plans to move to Github from SVN/Trac or should one just really follow was is laid out @ http://trac.wildfiregames.com/wiki/SubmittingPatches (sorry would have followed this)
  3. I actually have a patch that will set game speed on -autostart but I was also trying to figure out how to accomplish this w/ hotkeys, something like: <object hotkey="speed5"><action on="Press">Engine.SetSimRate(5);</action></object> It would seem like this would be possible. +1 for hot keying speeds. Edit: attached a small working mod for #4 (POC) ... 0ad-speed-mod.zip Edit: also adding the -autostart patch, was rather interesting watching this situation unfold as a test ... pyrogenesis -autostart="random/continent" -autostart-speed=1000 -autostart-ai=1:petra -autostart-ai=2:petra -autostart-aidiff=1:0 -autostart-aidiff=2:5 0ad-autostart-speed.patch
  4. I agree, just don't know what else there is (yet), I was able to wrap it in setTimeout(updateDiplomacyStats, 100); so I can see ally stats in realtime now. I think it would be great to figure out a way to get elements of Charts package (https://github.com/0ADMods/summary-charts) into Diplomacy for basic monitoring. I am just playing around but what I wanted to do eventually was to have AI swap out A/N/E on it's own.
  5. I was able to push the popCount/popLimit and resourcesCount in for my allies on the Diplomacy window, but I realize what the real problem here is, on calling GetSimState() or pulling up the diplomacy window you don't want the game (state) to pause and this does not reflect realtime stats, so since I have no dug deeper into what that is about it might be a harder thing to do than I expected.
  6. On the diplomacy screen it would be nice to see your allies resource counts and population, is this a topic which has come up before or something in the works? I could not locate any material about it, it would seem that the underpinnings of getting the data is already there(?) ...
  7. What I ended up using for now ... 0ad-autostart-team.patch
  8. Hi, While doing some AI testing, I can't figure out if it's possible to assign teams via -autostart (via pyrogensis command line), there does not seem to be a way, did I overlook something? Thanks.
  9. Hi, I am curious to know, currently if you start pyrogensis with ./pyrogenesis -editor -mod="customAI" for testing AI development or just playing around and you assign a civ to your AI the editor doesn't seem to reload the mod (ie reload your AI tweaks). I have a feeling I am missing something because I would assume designers tweak templates this way or do I need to rerun pyrogensis every time for testing. It would be ideal if I could run it in Atlas and on the simulation reset the AI .js files would reload, am I missing something or would this be a feature request? Thanks.
  10. I think the capture is great, especially when it relates to capture on the opponents siege units (for example when they come with rams, and you can change the game w/ a single capture of those), but a few things I wish the capture had: - On some captures you should be able to transfer the wealth of those items, I wish the drops were more distinct to that individual drop, so you can capture the resources. This would change the dynamics and planning because some would be more valuable than others (it would be nice to have visual cues to this but understand it would be hard to do). - Capture on structures should automatically convert opponents to your side, another thing I realize may be difficult to do.
  11. I have been playing the git copy for a while and will help test the RC version. This is a great mod, I wanted to create one called Three Kingdoms (w/ either China or Korea). The only small thing I noticed was that AI was set to "aegis" on Guilin (probably a typo) ... will post back any issues here.
  12. Hi, I don't know if this was discussed elsewhere, I read about the forthcoming mod w/ "shipyards" but while watching a documentary on the Punic Wars I saw that ships were stored away and just wondering if it is on the map to where they could be almost garrison to the docks from which they came somehow ... The only one downside I can see is that there would need to be some visual cues to opponents in that the dock would need to reflect somehow how large of a navy is being held up by stored ships. Does this make sense?
  13. Hi, Was playing a naval map + after ~ hour of play this error message came aboard (first time in a long time), was able to screenshot it but could not figure out how to prevent it from showing and still play (since it lagged the game down a bit), is there a way to do that? Thanks. I don't know if the trace is helpful or not just pasting it here in case, if any additional info needed let me know. Mac, latest version.
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