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maroder

WFG Programming Team
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Everything posted by maroder

  1. I'm in favor, there are so many interesting possibilities. Although it may make balancing harder.
  2. This is something I was also thinking about lately. On my machine the game runs smoothly until 600 units max (world population) and then the first lag appears and judging from team game youtube videos, this seems to be the case for many people. And since most of the "big" performance optimizations I know of are by now already implemented (e.g. multithreading, unit pushing, pathfinder optimizations), maybe part of the solution to solve the lag could be to say: the engine supports less units, so let's design the game and the stats accordingly (i.e. make every unit worth more as @ChronA said)
  3. I agree in general, but the question is at what cost. For me, a game with less lag and smoother unit movement is exponential better than a game where units don't overlap but you have more lag and choppy unit movement. So while I'm always on the side of people who like nice graphics, I don't mind the trade-off at all between unit overlap and the performance that is gained through that. TLDR: I am a huge fan of unit pushing. Very good improvement.
  4. Imo catapults should be able to attack organic units and they shouldn't be extremely vulnerable to archers, so yes I like how it looks. One should test it in a match regardless. And yes a higher splash damage would be nice.
  5. The forest floor itself no, because it is not an "entity" for the simulation its just graphics. But one could create an invisible entity/ actor and place it inside the forest to do that. So yes I guess it should be possible and also more efficient.
  6. Generally speaking no, but auras can be computational intensive, so attaching it to every tree seem like guaranteed lag.
  7. That should not be hard, I guess you can use health variants. I.e only the grove with full health has the aura and if it gets damage it switches to another actor that doesn't have the aura. And yes the forest groves should also be compatible to auras as they are just normal entities.
  8. That would be another option to use those models the Chinese did use some freshwater fish farming back then. http://www.fao.org/3/y4762e/y4762e04.htm I don't think the engine is able to do that. But as I wrote, the can be made adaptive to the terrain since the are made up from smaller pieces.
  9. Yeah, I thought that they need more work, but I wanted to mention it here for the case that the general public really has too much issues with the round ones to include them.
  10. About the rice again: From my point of view, this could be a middle ground between the extreme square rice fields that are currently left in the han mod and the eyecandy round ones (Although the eyecandy ones would still be my first choice). And I guess one could also make this design adaptive to the terrain as it is also comprised out of smaller units. But I would still like the rice to be a little less perfect grid like and the dividing lines a bit less straight.
  11. I guess it can't hurt to open up the discussion, it can still be more heavily moderated/ focused that the rest of the forum. On one side yes, but on the other side I would say it was successful, as I generally heard that a25 is well balanced.
  12. That would be nice and more logical, but also way more complicated I guess.
  13. To answer these questions: At the moment the ships can only do exactly what you see in the video and nothing else. It is just a hack that looks nice. With enough time and knowledge you can implement anything, but I made this just to start a discussion
  14. that would make it harder to take nice screenshots without camera restriction.
  15. @Ceres select a unit an then press F to follow it with the camera. Then you can zoom in as much as you want.
  16. I guess it would require some coding, but only js. my idea was to use the tree groves from DE / @wowgetoffyourcellphone (a combination of trees as a functional unit), as that seems more realistic for this idea. Then you have to make them garrisonable for everybody or just for specific factions, which is the part that will likely require some new code (without having looked into it). You also don't want this to show up on the minimap, which would defeat the point of hiding, but that should be doable if the player doesn't actually "own" the trees. Optionally you want to have health variants of the tree groves, which restrict the garrisoning (i.e when the forest is being cut down, your people should be forced to leave)
  17. I always liked the idea of units "garrisoning" in a forest, to ambush the enemy.
  18. The perks of maintaining an open source project But the teaching aspect is very good for building a community. True I guess.
  19. I know, easier said than done. But I think in the case of this mod (without custom code), everybody who wants the Han included or who already contributed qualifies. It's more about getting a more "formal" system to not only commit stuff, but also review the stuff other people committed, before it gets included. Even if its not a full review, but just play-testing, this will decrease the amount of bugs that can be introduced. Cause without a more formal system you find bugs only by accident. An of course when talking about the complete git migration, there has to be a different workflow and completely different level and quality of reviews.
  20. Yeah, but spread the trust between many people. Checks and balances. Nothing gets committed (to main) without review of someone. More eyes are always better.
  21. Nah, that's a good trait, you should. But that's no reason not to have a system that can minimize possible mistakes. But yes some kind of micromanagement is always necessary I guess. Possibly something you could delegate? I.e some form of community reviews.
  22. Yeah, thought so. but maybe you just need to tell everybody that they can commit all the changes they want to their own branch, but that the main branch is restricted. Github even has that as a nice feature: protected branches
  23. @all mh, yes I guess the boats should lean toward the outside. And yes I would really like to see this behavior with acceleration and a turn radius for boats (and maybe other units), but unfortunately this is just a hack to get the discussion started. Nothing that can be actually used at the moment.
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