bb_
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Posts posted by bb_
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Yes:
1 Make a account on trac and do it yourself.
2 Ask someone with has a trac account (me) to change it and PM the changes to me (or make a pastebin and PM link)
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Don't put the file in 0ad/mods/mod but make a new folder in 0ad/mods (rise_of_the_east or so) and put the zip + json in that folder (so in 0ad/mods/rise_of_the_east).
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@Lion.Kanzen in current svn some new building are added. Two of them (persian hall and briton crannog) have a placeholder icon which is a bit confusing as the same icon is used for another building for the same civ. It would be nice if those building could have a new icon.
Hope to see some nice icons
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Thanks for the log, can you also upload the commands.txt from the match (the best would be the one from the host), see http://trac.wildfiregames.com/wiki/GameDataPaths where to find them.
Also, did any human player rejoin the match, since rejoining with AI is not implemented yet and so will crash?
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Besides the lobby, you can also host and join a game via direct IP. Use the Multiplayer --> Host/Join option in the main menu for this. The people who join will need to enter the hosts IP. So give only your friends the IP and let them join.
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Perhaps see that link in his signature
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Be very welcome here . We always like to have more hands coming in.
If you want to work on the AI (and you are free to do so), there are some tickets in the trac see: http://trac.wildfiregames.com/query?status=!closed&component=AI
Also besides the forums, feel free to join us on IRC for any question you might have. Since most devs are not reading forums too often, IRC is the best way to ask code related questions. Probably mimo will be there to answer questions related to AI (he is most familiar with that code).
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Another (planned) way to make walls less powerfull is disallowing arrows to go trough wall, which they currently do. This will have the effect that towers/fortress/cc behind the wall cannot shoot at any champs/siege close to the wall. So attacking walls will then become easier.
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Another way to nerf walls is making them passable for organic units using some ladders or anchors to climb them and capture ones the are on top and garrison is death.
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49 minutes ago, AtlasMapper said:
How can you fully simulate a match ? I've tried to set up AI bots only on skirmish maps, but one need at least one human player, isn't it ?
In single player yes, (though you can setup a match between you and AI's and just resign and DON'T quit afterwards: the AI's will play on).
In multiplayer you can do it from gamesetup (so multiplayer --> host game). Unassign yourself there and set AI in your place and then just start the game. The AI will fight now.
btw, with such questions you are probably faster helped in IRC
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For officers read some ideas here.
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20 minutes ago, PlayerOne said:
- Is that significantly rewarded in the summary of my game points?
The kill/death ratio is not directly in the main game score, still the military score is and that includes all killed entity. So the more you kill the higher score will be.
23 minutes ago, PlayerOne said:is or could that kill rate data used to trigger the enemies AI to try another strategy? (if there is a thinkable)
The main problem here is that the AI has no good fighting strategy (it just rushes in and attacks after destroying a building the closest building, which can be strategical irrelevant, like houses or farms). First that need to be improved to start swapping between strategy.
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First of all welcome to you and your friends
Of course it is possible to contribute to this project. With programming tickets in the trac it's just grab a ticket and start working on it (you can also assign the ticket to yourself). When u are finished upload a patch/diff and do the other things explained in the "submitting patches" page.
After downloading source you will need to build the game yourself: see the build instruction on trac for how to do that.
If you have any other questions about programming or the game itself feel free to join us and ask in IRC (most programmers don't read forums too often).
Good luck at programming!
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The time frame for 0ad (part one) is 500 BC to 1AD, (second part 1 AD to 500 AD). Further it's 0ad, so a period which does not exist. Because of this anything in the period of 500 BC to 500 AD can be in game.
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It's probably your OS firewall, try google something like "disable firewall at {your OS}".
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@Dade: you found the ingame structree?
The percentage after the hack/pierce/ crush armour-value shows how much health is absorbed by the armour. The rest of the attack will be declined as health. The calculation is like: health_decline = attack_type * 0.9 ^ Armour_type, and added up for all types, hack pierce crush.A sheet of actual damage would be way to complicated since there are too many unit combinations (the number of combinations is 2 ^ (units_number - 1)).
What word to use for negative effects
in General Discussion
Posted
The basic meaning of "bonus" in latin is "good" and it does not mean "advantage" in Latin, that is only what english (and other languages) made it.
In Latin malus is the exact oposite of bonus, so for that reason malus seems a logical choice.
Malus (and bonus) have also some more meanings (in Latin) than only "bad" or "good": malus also means "damaging", "defective", untrustworthy, meaningless and disadvantageous. I see enough meanings in here to vote for "malus".