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feneur

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Everything posted by feneur

  1. Sounds splendid Looking forward to seeing it.
  2. Snow will probably not be properly included in part one as it would require a whole new set of textures for all buildings. And in other words, if/when snow is included it will require a whole new set of textures (maybe as an extra layer above the current, but still), so we shouldn't let thoughts of snow hinder anything now.
  3. Hmm, maybe we could remove the zoom capability from the normal - key (and only have it on the numpad - key) and have - as a "find idle everything that doesn't fit in the other categories" key (I.e. use it for healers, cavalry, and maybe trade units/ship and fishing boats). Wouldn't be the prettiest solution, but would at least remove the current issues, and avoid us having to create a ton of select idle ... buttons
  4. Just as a general comment, the developer tools are not meant to be balanced and part of normal gameplay, so glitches there are less likely to be fixed. In the final game you will only be able to have one hero alive at a time, this limit is not yet implemented so we made the decision to not make heroes available at all in this alpha as they are very overpowered and previously you could create a lot of them. Work on implementing the "only one hero alive" limit is underway, so unless any unforeseen errors are found you should be able to train heroes again in the next alpha
  5. Where should they show up then? They do have a gathering role, so imho it would be weird to only have them selectable via the idle military hotkey, but it does seem a bit superfluous to create a new shortcut key just for them
  6. A screenshot would be useful yeah. Can't confirm it either (using the 12726 revision, custom built, on Windows 7).
  7. If you don't get any errors it's hard for us to say what's wrong. It would probably be useful if you list the exact steps you are doing and what isn't working. Earlier you said that you could follow the instructions up to the update-workspaces.sh and then run into the error you posted above. After that you say that you "installed with patch", does that mean that you ran the update-workspaces.sh again? And without any errors? If so were you able to keep following the instructions on the http://trac.wildfiregames.com/wiki/BuildInstructions page afterwards without any errors?
  8. Why would you want to change that? I'll leave it to those with more knowledge about the history to comment on that, but from a purely aesthetic point of view that's great Looks both powerful and refined at the same time I really like the "progression" over the squarish crenelations on the Roman/Greek/Carthaginian towers/walls/fortresses, the triangles of the Persian ones, and the "stepped triangles" of this Mauryan fortress, so I would at least want to see that in a new design if you decide to change the overall layout
  9. As far as I understand it (note that I might have misunderstood some details, but I think not, if so Ben should correct me asap ) it should be possible to just create a building that would have a "rubble pile with resources" object as the actor that is created after the building is destroyed. (Seeing as there exists a model of a destroyed Greek temple which you can mine it should even be possible to do just using content that comes with the game You need to create your own XML files to tie them together of course, but apart from that.)
  10. Hmm, any actors (i.e. non-gameplay impacting entities) shouldn't be as much of an issue as entities. I would say that e.g. stones which doesn't have alphamaps could be used a lot more frequently though. Big maps will have to be worked more on anyway, so don't let that concern stop you from making the maps look good. And as far as I can tell the OOM issues are when generating the maps rather than playing on them? Speaking of that, would it help to have objects which consists of several smaller objects? If the issue is that there are too many objects for the game to go through in the RM generation phase that should help I would guess. Michael had some ideas for what I believe he called POGs (I think it was short for predefined object groupings or something similar) which would essentially be small "scenes" that a scenario designer/RMS scripter could include in his maps. That should work even for less ambitious things like a bunch of stones and grass objects.Hmm, did a quick look among old mockups and found the attached image, seems like POG is short for premade object groupings =) At least I wasn't too far off
  11. Well, apart from any recent changes which might have made this an issue it's intended for cavalry to gather more quickly than other units. Partly because it is their only non-military role, and partly because they are more expensive than other citizen soldiers.
  12. I think the "don't turn in place" restriction is mostly something we've hoped to have for the ships. Slowly turning would probably work fine in that case as well if it turns out to complicate things too much to do them otherwise. I would think that at least rowed ships could even move backwards though, but I'm not sure if that was practical with e.g. biremes/triremes/etc. (I doubt it would be possible to implement well since it might be hard for the pathfinder to know when the ship has to move backwards and when it can turn around etc )
  13. Sorry to hear, and hope things work out as soon as possible. Good to hear that the CPU isn't broken at least. Pity that it's a laptop, otherwise you could always have gotten an ordinary fan and pointed at the computer until you had it fixed I wouldn't think that works very well with a laptop though =)
  14. I would say that depends on how large the files are. If they aren't more than a couple of MBs in a ZIP file you could just attach them to a post in the forum (click More Reply Options and add and attach them there). I would guess it's more than that though, but any uploading site should work fine for now. If we decide to add them we can upload them to our site, so it doesn't matter much where they are right now
  15. But that would just make them even more meaningless. And true, that might balance the game in the "no unit/civ is overpowered" sense, but at least to some extent we have to balance the units in terms of "all units should be useful" as well. A balance between the different units. If a unit is not useful there's no reason to include it in the unit roster for a civ at all, then the only use it could have is to confuse new players and make it harder to learn the game =) It's another thing to have more units available for e.g. scenarios, but all units which can be built in a normal game should be useful in some situation. That doesn't say that all units has to be useful in every match you play, some may only be good against say elephants and then they'll not be useful in a match against a Briton opponent, but there should be situations at a whole where using that unit can be what gives you the advantage necessary to win
  16. I agree. I don't think there's much need for an obstruction to make you not build there after a building has been destroyed, after all, the units which destroyed it are likely to remain and could easily take out the new building. And yeah, I don't think there is any need to make something explicit (i.e. have the looting be literal in this case) unless it makes the game more interesting and fun. One could argue that having to mine the rubble to get the resources would be more realistic as both sides could benefit from the resources, but on the other hand that would make the owner of the building more likely to benefit from the resources as it's generally more likely for the enemy to have a longer distance to his dropsites. I think it's better to only have the opponent benefit from the destruction of a building as that both encourages more action and also forces the player to protect his buildings more
  17. Hmm, maybe not =) But there are at least a fair number of different footprints, so they should each get different actors at least It might be cool to eventually have some more custom rubble actors for at least civ centers/fortresses/wonders, but that can be something that's kept low priority and that we can have as a good basic task to ask applicants to do as part of their evaluation process
  18. Thanks Shared it with our G+ fans
  19. Ah, yeah. I was mostly thinking about laptops Desktops should be a lot safer, especially with a bunch of fans
  20. Please remember to post in this topic which building (and for which civilization) you are working on so that everyone else knows not to work on that one Also, it might be a good idea to create some basic rubble objects/textures to use as a base before starting to create individual rubble objects. If nothing else so we don't have to add like a hundred rubble related texture files instead of a few
  21. Create a scenario Then you can give yourself the number you want
  22. Hmm, what happens if you try to Alt-tab or whatever the equivalent is on KDE? (I seem to remember that it was the same, but it was like five years since I used KDE, or Linux at all for that matter )
  23. Is it in a window? Then you should be able to minimize it just fine.
  24. No. The towers which can fire arrows can fire arrows at all times (I think Michael has been hoping to give the outpost a small attack only when you have units garrisoned in it, but at the moment buildings which can fire arrows can always fire arrows), however, they fire more arrows when you garrison units in them (Though some units are excluded, I think it is female citizens and healers, but it might be a few more.)
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