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SirPope

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SirPope last won the day on September 27 2018

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  1. I'll give you my kidney if you build me one of those circle houses.
  2. With the filter i mention before in place to prevent trees from growing when entities are around and a long regrow session(10-15 minutes) I doubt you'll have a problem.
  3. That would be pretty cool and be a lot easier than the deforestation prevention method. It'd just be a possibly unlock-able tech at the farmstead. That would then allow citizens to build trees. You could just lock the sapling "building" to phase 2 or 3 instead. I'm not for sure if trickle rates for resources are possible ATM but if it is, I'm sure the average modder can see how to get it done (not me, I'll make every unit turn into a tree when they die). If someone gets it working, please upload it to mod.io.
  4. I've got an idea on how this regrowing trees could work. Resource trickle rates / healing as said earlier (a very small rate). If the tree gets down to 0 (or a set amount), change it's obstruction mask to allow for foundations and update the model to a stump (or to invisible). This would allow buildings to be placed upon it. A check would be needed in foundations to remove the Stump file / class / model from the world in some way. Hard parts: Animations: They could be added later (if the idea / mod even works). Perhaps percentage based filenames or the animation speed is control
  5. I could finely create my 'tree people' civ. It makes no sense. I wanted a hero ability to turn the enemy units into trees. That way I can harvest them to death. I did get harvest-able villagers working (through upgrades). They turn to trees and then you chop chop chop. A temporary ability would work better though.
  6. I was a bit worried about that SM45 diff as I have an xp. It won't break the game for me. Greater than I think 52 will... Finding the 'best way to JavaScript' is kinda pointless. One browser (or version) might handle something better but the other not so much. I guess find places that would benefit having what is known to be faster and make a note of it. Attack types, maybe resources, and some other stuff comes to mind. About the byte code: Related to the typedarrays I think what's happening in the byte code is a bit of optimization. for(var i = 0; yata yate; i+
  7. Off topic but on topic(?) I thinking: Initializing variables with values (that they are going to hold) could speed up the code. var x = 0.0; Only using x to store decimals. The JS Code is converted from untyped to typed values right? var x to float x and then to assembly. I was looking at that link and poking around on google. I found a comment about SpiderMonkeies inner workings. (misspelled but i like the way it's pronounced: Spider Monk-Easy) https://wiki.mozilla.org/IonMonkey/Overview Not sure what it means but interpreters are usually slow. I'm not tech savvy.
  8. Flooding happens pretty much everywhere. It's kind of hard to explain how or why exactly. A storm can pass, the next day, it will be fine... or you'll be canoeing to the local store for some ice-cream. The length of it depends on a lot for factors early civilizations probably didn't know. It makes sense for cultures to tell stories of them. Scare the kids so they know what to watch out for them. Parents have been telling stories for a long time. Some stick around. The flood isn't the only story that's crossed continents. The concepts of gods and different 'focuses' of them. Death for exam
  9. Understood. His coding challenges (or the nature of code series) is the better ones to watch then. I mainly wanted to share the editor, you don't need anything to get started. It is always nice to brush up on the basics though. If you can figure out p5's function reference you can figure out pretty much any other one. He also teaches Java or 'processing' (a Java library). He's got tutorials to manage a lot of units at once and covers path-finding. I like that he leaves things up to you to do and figure out (sometimes even fix). In his live-streams, he programs 'on the fly' style. You
  10. I'm not going to answer all the question. The line about no programming experience. Enjoy programming. Programming is necessary for making a game. Start small and work your way up to harder projects, and you'll be fine. Your game is going to need code, graphics and sound (which also requires code to show / play them). To make it easier to learn (and so you can jump right in): Start high work low. JavaScript is a good example of a high level programming language. Basically, most of the stuff is done for you. It is well documented and everything. Some of what you can do in JavaScript c
  11. This should let you play as 0 AD civ, the AI on the other hand requires some tinkering. I removed BasicSoldier from the class list of template_unit_infantry. The AI will not use the barracks anyways without editing config.js. It won't use it properly without a bit more edits in the other AI files. template_unit_support_female_citizen.xml template_unit_infantry.xml -- Let me know if it works now :)
  12. Some JavaScript interpreters 'lift' variables before the code is ran. Found a link. Seems like it doesn't apply here really. let and const are ignored so uh... 'hoist waiting' isn't an issue really. https://www.w3schools.com/js/js_hoisting.asp -- wasn't the old site I was talking about but apparently it is faster to do the .length outside the loop. I found that out at least. https://www.w3schools.com/js/js_performance.asp
  13. Yes the JS Code is what I was wondering about. I'm pretty sure doing the below is faster as well. The array doesn't need to ask for/look up the value, it already has a reference to the data in memory. function some2dArrayFunc(arr2d) { const numberOfRows = arr2d.length; //avoid look up each condition check const numberOfColumns = arr2d[0].length; //same let row, j, i = 0; //avoid recreation each loop(?). for(; i < numberOfRows; i++) { row = arr2d[i]; //only look up and retrieve index i once. for(j = 0; j < numberOfColumns; j++) { //doStuff with ro
  14. I'm mainly making this post to see if I have the right ideal. I've seen some of the stuff while browsing the source / diff. Here's an example of something I made up but I'm sure the developers have already seen something similar... its overly crappy fake code btw function idkRectangle(arrayOfRects) { for(let rect of arrayOfRects) { const x0 = someMath on rect; //All of these are recreated each loop const y0 = someMath on rect; const x1 = someMath on rect; const y1 = someMath on rect; const v = new Vector(centerPoint...).rotate(someDegree/Rad); co
  15. You don't need to change the templates of 0 AD inheritance does that all ready. You've made all the changes necessary to the base templates that the units of 0 ad inherit. template_unit, template_unit_calvary, template_unit_infantry, so on and so forth. The only one you seemed to have missed was the female citizen file. Units still have the armour types and attack types HC has thanks to those files. Problems could arise with the AI being adjusted, yes, but 0 AD civ's are Hyrule & Gerudo. I've looked over the AI files and you've just added stuff for the civ's that need it (koroki,
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