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Everything posted by Freagarach
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Addition of Han Chinese to 0AD
Freagarach replied to Yekaterina's topic in Game Development & Technical Discussion
I would love to see the full glory of the game then sometime, for I already like it now. -
You can take a look at other numerical values (e.g. relic count). I know you can do that. About including this in the main game, I'm not sure it is needed, I mean if one VH AI is too easy, one can just fight more? I have yet to see someone beating 7 teamed AIs. Yeah, same here. ^^ I've tried a few things, but none really jumped the efficiency of her. I guess it needs more involved rewrites.
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We prefer to actually make the PetraAI harder by smarter, but maybe this should be included as a temporary feature. Altough I guess we should also change the construction times on extreme.
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They are in the tooltips?
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You'll just have to wait untill the reviewer has the time to commit your work (or asks another team member to do it on their behalf).
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This is already the case. (Boiling water probably, why use oil?) Making ditches to stop rams and such sounds nice (but would probably slow gameplay down a lot). They can stop them, but the structure has a loading range larger than one line of units, so it seems that they move through.
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$ file metal_desert_small_a.dds metal_desert_small_a.dds: DOS/MBR boot sector; partition 1 : ID=0xff, active 0x8a, start-CHS (0x3ff,254,63), end-CHS (0x3ff,255,63), startsector 3587178495, 3468469193 sectors; partition 4 : ID=0xff, active 0xe2, start-CHS (0x3ff,14,63), end-CHS (0x3ff,255,63), startsector 4294180863, 4278223684 sectors
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Sorry for my emoticon and not explaining it, I should not have done that. By creating the ticket you sort of ask the devs. If people don't disagree the feature may be added.
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There is no local storage space for entities yet, but if this is all for easing the AIs mind, you might want to look at PetraAI code, she does similar things by delegating stuff to managers and workers https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/ai/petra. It sounds more like it just costing that amount of resources but having a "default" amount in stock when created, although for maximum user control (e.g. how many resources should be in stock it indeed should be a user command).
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Garrisoned turrets have not vision range.
Freagarach replied to Gurken Khan's topic in Gameplay Discussion
Limitations of a 2D 3D game. -
Requirements for Buildings/Techs/Units
Freagarach replied to MoLAoS's topic in Game Development & Technical Discussion
See also https://code.wildfiregames.com/D1731. It seems so, and it would indeed be cool if you could try and have this included in the main game (i.e. make a diff on Phabricator). -
Yes.
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Towers don't have the class Town, so the description is accurate?
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Garrisoned turrets have not vision range.
Freagarach replied to Gurken Khan's topic in Gameplay Discussion
Or something like https://code.wildfiregames.com/D2769 which I would prefer. -
The problem is we need at least four-player maps to have any resistance. We tried Thessalian Plains (4) today, but got bashed by the three AIs. (SVN r25893: commands.txtmetadata.json) Probably due to too little aggression from our side. If we would have raided that 500+ resource trading route sooner we could have stood our ground perhaps. (We _are_ open for tips.)
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Adding Magic, Items, And Majesty Style Stuff
Freagarach replied to MoLAoS's topic in Game Development & Technical Discussion
@MoLAoS Welcome back. You'll find quite some information on trac (http://trac.wildfiregames.com) especially in the modding guide (https://trac.wildfiregames.com/wiki/Modding_Guide). There are also quite some resources on the forums, like: In short: the components defined in JS can be added to an unit by fidling with the template XML.