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Centurion_13

WFG Retired
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Posts posted by Centurion_13

  1. Hello :)

    Yeah, and I think a lot of features worked superficially but had fundamental problems (that would really hurt with multiplayer (which never properly worked), saved games (which weren't even attempted), AI (not attempted), etc, and was inflexible and crash-prone and generally painful to work with), which contributed to programming stagnation since it was too hard to improve the code and nobody wanted to work on it and there wasn't much point working on the rest of the game if the gameplay couldn't work. That's all redesigned and reimplemented now, building on the benefits of hindsight, and (in my (admittedly pretty biased) opinion) works much better - the game doesn't really look more advanced than it did many years ago, but the technology is much more complete and robust and can actually work this time, so we're in a much better state :)

    Ah fair enough. I'm not overly familiar the the codebase on this but I've inherited a mess of a codebase on an android project before and it was pretty depressing to work on. Anyway, I'm glad to hear it's sorted out now (fairly recently it seems).

  2. Not sure when I started, working on it, maybe 2004? I don't really have any old files as a reference. I would have been around 14 I guess? Give or take. I'm 22 now, seems so long ago. It did help me make some friends once, when I moved states back in 05 or so. It was pretty cool to be part of the project.

    I vaguely remember you, well your name at least, as you said I don't think we got to interact much though.

    EDIT: How long has it been open sourced now?

  3. So recently I was messing around with linux set up that I normally use for android development and I randomly decided to check out some of the games available through synaptic. Lo and behold, perhaps due to some unintentionally strategic naming, (0 followed by an a? It's an alphabetical order dream come true) 0ad sat at the top of the list. Some time ago, (my inbox suggests ~2005?), long before it open sourced) I used to work on in the art department (although, in retrospect I was pretty terrible and was constantly busy with high school and stuff so I don't think I really ended up helping much). So anyway, I decided to check it out.

    Firstly, Hey cool, it's actually playable - kind of. I think the only major/noticeable difference from last time I checked it out (it was still on an SVN I believe) is the addition of AI and the path finding seemed a little better. I'm sure there has been much added to it since but that's pretty cool. Some of the new maps are pretty awesome too. Rather liked the Peloponese one, did Michael make that? It's very similar to the one he made for AoM. Sadly it runs pretty slow and has a lot of graphical glitches on my computer, but I suspect that is mostly due to my poor video drivers on linux than it is the games fault. It used to run buttery smooth on my old integrated intel graphics chip and ~1.2GHz celeron processor from 2002 so yeah. I take it we overshot the planned release date of late 2006 or whatever though, seeing as we seem to be still in alpha builds. What happened there? Just not enough programming support? We seemed to be pretty on schedule at the time.

    I used to rather enjoy hanging out here and it had some really great community forums. Sadly it seems they've mostly become archived which is kind of disappointing. Also I noticed that the TLA sections got archived, although it's still on the website? Is that canned or what? It seemed like a pretty cool spin-off project.

    Anyway, I hope you are all doing well, how's it going these days?

  4. in UNIQUEUNITS.XML

    Search for "Slave_I" until you come to it.

    then

    		<Shield_Points>150</Shield_Points>
    <Tactical_Health>1000</Tactical_Health>
    <Shield_Refresh_Rate>15</Shield_Refresh_Rate>
    <Energy_Capacity>999</Energy_Capacity>
    <Energy_Refresh_Rate>999</Energy_Refresh_Rate>
    <Size_Value>120</Size_Value>
    <Damage>5</Damage>

    scroll down until you find here. here you can change the shields damage etc.

    then for the special.


    <Unit_Ability>
    <Type>HARMONIC_BOMB</Type>
    <Recharge_Seconds>20</Recharge_Seconds>
    <Spawned_Object_Type>Proj_Harmonic_Bomb_Slave_I</Spawned_Object_Type>
    <Bomb_Countdown_Seconds>1.5</Bomb_Countdown_Seconds> <!-- AI 8.12 -->
    <SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_Boba_Fett</SFXEvent_GUI_Unit_Ability_Activated>
    </Unit_Ability>

    here you can change the recharge time etc. It's all pretty obvious.

    For the ATAT go to GROUNDCOMPANIES.XML and search for "Imperial_Heavy_Assault_Company"

    For the special ability, scroll down a bit until you get here...


    <Unit_Ability>
    <Type>DEPLOY_TROOPERS</Type>
    <Recharge_Seconds>20</Recharge_Seconds>
    <Spawned_Object_Type>Veers_Deployed_Imperial_Stormtrooper_Squad</Spawned_Object_Type>
    <Max_Num_Spawned_Objects>2</Max_Num_Spawned_Objects>
    <Owner_Attachment_Bone>B_Trooper_00, B_Trooper_01, B_Trooper_02 </Owner_Attachment_Bone>
    </Unit_Ability>

    Obvious enough, change the max spawned storm troopers.

    and finally for the ISD.

    go to SPACEUNISCAPITAL.XML and search for

    "Generic_Star_Destroyer"

    then go find

    		<Build_Cost_Credits>5900</Build_Cost_Credits>

    and make the cost 0 or whatever.

  5. I mostly worked with adding new units etc and only recently got the extractor working (meaning I had to hex edit a heap). I'll be looking into that soon anyway.

    EDIT: Having jsut messer around with editing the stats of units.. now I can maybe help. What exactly are you wanting to increase?

  6. * CPU: AMD Athlon™ 64 Processor 3200+

    * Video: NVIDIA GeForce 6800 GS

    * Audio: M-Audio Delta 66

    * Motherboard: Asus A8N-SLI

    * Memory: 1 GB Kingston DDR

    * Storage: 200 GB Maxtor

    Rather similar to my system except I have half the ram and a few other minor differences. I really love the processor though.

    Yeah, uh, that's just insane.

    Quite, insane. For now though I am satisfied with my current level. I can play HL2 and Cod2 on the highest settings available with no lag at about 1024x768.

  7. swgb was pretty good, but rather limited due to the use of the AoK engine.

    Anyway I must say I have been enjoying it a lot.

    Also for those interested.

    http://eaw.heavengames.com

    opened around 9:45am US EST or something which was

    (also if you go there you may see many of my screenshots in the screenshot galery)

    There was another game similar to that one your showing off now... I forget the name, it is a few years old so I don't remember, but it was awful. But this game does look fantastic. Glad to see they are putting a lot into the space combat.

    Force Commander?

  8. So some of you may have heard of this, some of you may not have, but in short it's latest and greatest Star Wars RTS game released. Now I may be a bit of a star wars fan boy so my opinion may be a little biased but I was really impressed by the demo and have severely modded it already enabling various things.

    Cinematic mode is one of the best features, allowing you to watch tactical battles take place as if it was in a movie (although still not perfectly done, it may be better in the full thing).

    The game is set between episodes 3 and 4 in a time before the Death Star had begun construction. But this can change pretty quickly as one of the units available to command IS the deathstar.

    This game combines tactics of traditional RTS games with strategy from Grand strategy style games.

    not only do you control star ships and in glorious battle but the entire galaxy and it's economy.

    The game is due out to be released around the 19th I believe (not sure) though.

    Now ofcourse I have prepared some screenshots for you, so enjoy. (although they all only show the tactical battles since they're what I enjoy taking pictures of most).

    EDIT: I thought I should just clarify that these are from the demo which is available for download.

    (please note, the repeating guy thing in the corner was caused by a faulty mod I made. I wouldn't show this one if it wasn't the only one I had with the death star lever showing.)

    An imperial fleet in formation

    Imperial Fleet

    Another Imperial Fleet shot

    Here you can see two acclamator class ships to the left, an interdictor on the right a Star Destroyer in the centre.

    Here with have a Mon Calamari Cruiser in the foreground

    Sand Crawler, need I say more?

    Bombing Run ;)

    This is one of my favoutrites. I love my rocket artillery flying off in the background.

    Victory Class again

    Here's an Acclamator Class, hit by ion cannons from the Y-Wing bombers. It is going to die soon.

    This is a nice one which shows depth nicely.

    A Womp Rat

    Rocket Artillery

    More Rocket Artillery

    Jawas

    Ackbar's Home One

    It's a victory class going down.

    A few rockets

    Imperial Formation.

    Imperial Formation

  9. The main reason why I am asking in here, is because my graphics company [sis] refuses to reply to my questions that I send them, and hence know little about the comparison between other graphics cards... such as Radeon or NVidia. Any help here to clear up this confusion would be appreciated.

    You could try googling.

    But I don't really know much about that one in particular. If I remember correctly it's an intergrated gpu on mother boards and those tend to be lacking in power.

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