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feneur

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Everything posted by feneur

  1. Cool I'm sure you could easily get the number of tris down if you built it anew, but nice to see in either case
  2. Breaking waves against the shore would be nice to have, probably can wait though as I imagine it will take quite some work. I think there might be some sprites for it already though from Michael's static experiments some years ago. I think footprints have been mentioned as well as something that could/should be done with particles.
  3. Some nice ones My favorite was the one with all the acronyms...
  4. It's in the slightly wrong forum, but don't worry, I've moved it As for the errors I don't know how much help I can be, hopefully someone else will be able to help you soon. Just reading the first error it seems like you either doesn't have FAM installed or it's something wrong with the installation. Could be a false positive though, so hopefully someone else with more knowledge of the code will be able to shed more light on it soon.
  5. Yeah, there is the actor variations system that isn't yet implemented for the current simulation system (or at least not fully, it seems to work to some degree as the different models/textures are displayed and not just one, it's the "remembering which variation is used for this actor/entity" that obviously isn't implemented yet).
  6. See Michael's reply for what might be the likely cause in this case. To change buildings/units to a different player quicker (it's not exactly all that quick when you have hundreds of units) you can use the 1-8 + 0 keys (i.e. every number key but the number nine, and the normal number keys above the letters not the numerical keyboard) to change the player to the corresponding number. Gaia is 0. To do it quicker, and if you want to change all units a player own you should be able to open the map XML file in a text editor and do a search and replace to replace for example "<Player>1</Player>" with "<Player>2</Player>". (Gaia is <Player>0</Player>)
  7. Just realized bigger objects (objects consisting of many individual actors) make the silhouette appear on themselves: Now that could be desired behaviour, but imho it isn't. It's a bit confusing, and can be ugly as well.
  8. Just played around a bit with the random maps, the system seems to work great as far as I can see, well done (And I who thought the next release might be a "bug fix and small features release" this is going to be one of the best so far, with Iberians, Random maps, decals, unit silhouettes, and we're still not all that close to release ) When it comes to the actual random map scripts I found a few things which can be improved though: All maps are square rather than round. Most maps could probably do with a little more resources. Cantabrian Highlands: I didn't find any metal on the map. There were settlements on the map, they will of course be useful later once territories are implemented, but at the moment... (Should just be to comment out that part of the RMS for now) Latium: I might be wrong, but I imagine there aren't all that many palm trees in Italy. NE Badlands: No metal here either as far as I could see. In other words, the RMSs themselves are still in need of fixes, but the system works fine as far as I can tell. It holds a lot of promise, so keep up the good work, and thanks for getting it working (+integrated with the game)
  9. They are in: binaries\data\mods\public\simulation\ai (if you're running a release though the files will be in a public.zip file in the mods/public directory, so in that case you'll have to extract that file to that directory, most ZIP/Unzip programs should have an option to e.g. "Extract here" which should get all the content in the right place. I'll leave it to one of the programmers to say what's best in terms of whether or not to keep the zip file, and whether it's better to just extract the needed directory or to extract it all, but there should be no harm in doing that, and I think the extracted files should have priority over the ones in the zip file, so there should be no problem leaving it after you've extracted the contents.). EDIT: Oh, you've found them I'll let the above remain though in case someone else doesn't know where to find them
  10. feneur

    Bugs

    The ship garrisoning shouldn't really be seen as implemented yet, currently they're just using the same system as the buildings. Eventually there should be a system where the unit/units and the boat/boats go to the place that's closest to them both and there the units are unloaded. And similarly with the unloading, you should be able to click on a place on the shore and the ship should go as close to that point as possible and then unload the units (as long as it can get close enough). It may be a while though as focus is on other things, we mainly just gave them the garrisoning system of the buildings so you can play on island maps.
  11. Hello L, and welcome to the forums. Glad you enjoy the game so far. We're looking forward to the requests, we can't promise we'll implement everything, and some things might already be thought of, but it's always good to hear what actual players think
  12. feneur

    Bugs

    I might be missing something obvious here, but what does UDLR mean? a. Though there are also variations of each unit type (as in variations in how they look to avoid making the game monotonous) the alternative versions you describe are because citizen soldiers will later have the ability to "level up" as they get more experience fighting, going from the basic units which are ok fighters and good workers to elite units which are good fighters, but less adept at working.b. They are displayed in overlays, hitpoints when you hover your mouse over the health bar, attack stats when you hover over the sword-and-shield icon etc. Unless I misunderstand what you mean by gather points they are already implemented. Just right-click with one or more buildings selected and units created/ungarrisoned from that building will move to where the flag is set. (It isn't mentioned in the documentation though, just added it to the hotkeys page.)
  13. I'm not 100% sure as I'm not one of the programmers, but it sounds likely that aken64 not loading might be at least a part of the problem yeah.
  14. feneur

    Bugs

    That would not be accurate if you got more resources while moving the mouse to a place where you wanted to build etc, so I think there are more reasons to do things the way we currently do than to change it. You can also see how much a building will cost when hovering over the icon, so there's no need to click on the button just to see if you have enough. Greying out stuff should imho be for things you cannot yet do, due to having to research a technology or similar long term issues, not having enough resources is much more temporary. They can hunt chicken, so I guess your point is more "I want all units to hunt chicken in the same way"? There's of course some value in that opinion, but I think it's a good thing that they hunt animals a bit differently. That way there's room for some strategy/micromanagement, but without being something that really puts you at a huge disadvantage if you don't do things in the most optimal way. In Alpha 4 Hellenes and Celts are the only civilizations included, and all maps are scenarios, in scenarios you'll most likely never be able to change from one civilization to another as the look/story/etc of the scenario might be dependent on the civilization. After random maps are implemented you'll be able to change civilization before starting a game however. If you just want to quit directly you can use Alt+F4 For many of the others: A lot of these are things we are aware of, but in some cases we have not been able to do anything about them at the moment (due to not having an animator for example) or we have prioritized other things. All-in-all it's good to get people's opinion, and to know what things are noticed, and some times it's things we haven't noticed/thought about, so don't hesitate posting them. Thanks, and welcome to the forums. The only things which are guaranteed to come in Alpha 5 are the Iberian faction and hopefully some better AI (as well as decals since those are already implemented), one or more of the other things may come, but none of them are guaranteed. Just something to be aware of so no one gets disappointed if their favourite feature isn't implemented in the next release
  15. That sounds like a start at convincing me something like this might be a good idea =) I think it can use some more discussion before we decide anything though
  16. Welcome to the forums! Here's a document which outlines some of the best first steps to starting programming for the game: http://trac.wildfiregames.com/wiki/GettingStartedProgrammers
  17. The current plan is something like: trade between a player's own markets give a basic amount of resource (when territories are implemented you'll only be able to build one market per territory, so this will be another reason making players expand ), trade between a player's market and another player's market gives a bigger amount of resources.
  18. What role do you envision healing/healers to play if we use Lifepoints rather than Hitpoints? Also, in general one unit is meant to represent more than one unit, which makes hitpoints more realistic, I guess most people don't see them as anything but one unit though, so that's just a pretty minor point in favour of the old system in that respect. One case where I think something like the lifepoints would be really nice would be for rams attacking gates as that's something that could potentially take just a few hits, but where slowly tearing through hitpoints doesn't seem all that realistic. Speaking of being realistic, a problem I see with this kind of system is that as far as I know "one shot kills" were extremely rare, but that could be averted by giving all units at least a few Lifepoints and by the maths, so that's probably not a problem
  19. Sounds good, I'll make those changes, and write some more text to make it harder for you to read through it all =) (That's not my motivation of course, but if nothing else it's easier to comment on something that exists/easier to improve on something that's there )
  20. If nothing else you might take that as a reason to win quicker Seriously though, where would new resources be placed? In the middle of your city? That would not be too good, having trees appearing where your units are supposed to walk or your next building should go. Far away from your city? Wouldn't there already be resources there as you haven't expanded there yet, if not you'll most likely at least have a Mill there, and how would the "tree placing algorithm" know the difference? Where it's only one building? That might be a scout tower overlooking a good access route to your enemy which might then be blocked if more trees are added. If only around mills, then you might get trees where you don't want them. If only near mills which are far away from other buildings it may be a mill you built to gather metal or stone which could risk getting blocked by trees. The only resource I realistically see being renewable would be animals, but I don't think it's worth spending the time implementing renewable resources just for food which is something you should be able to get from farms by that time in any case.
  21. Intended, they're meant to represent professional soldiers. Not implemented yet. The current AI is more of a test AI than anything else, expect better AIs to come in Alpha 5 and future releases. There will be a system of priorities, as well as unit stances (aggressive, defensive etc), that will help solve this and similar situations. Most units are/will be only either melee or ranged. To make the units garrison inside a building when you right-click, press and hold the Ctrl key before right-clicking. I'm guessing you mean that civic centres should have the ability to garrison units? They can, they do not fire at enemies at the moment though.
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