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bb_

WFG Programming Team
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Posts posted by bb_

  1. 1 hour ago, wowgetoffyourcellphone said:

    And "malus" just mean "bad" in Latin. Otherwise, no use in Englisch.

     

    Bonus = a plus, a advantage

    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".

  2. 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).

     

     

    • Like 3
  3. 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

    • Like 2
  4. 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.

    • Like 2
  5. 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!

    • Like 5
  6. @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)).

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