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fcxSanya

WFG Retired
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Everything posted by fcxSanya

  1. Identity component have the fixed six civilizations (+gaia) in it's schema. This schema used by the templates validator, so if it will encounter some other civ code in templates, the validator will report a error.
  2. I propose to look at the Rise of the East mod, you can download it and look how it works. Currently it is impossible to add more civs to extend 0 A.D. properly, so you need to replace existing ones (this is what 'Rise of the East' do) or make your own mod from scratch (not extending 0 A.D.).
  3. Units can check that they can reach the formation entity using the same limited pathfinder, if they can't - this means either their path blocked by something or they are too far away from the main part of the formation; in this case they can use individual pathfinder to approach the formation first.
  4. There should be xml templates, like these which currently used to describe entities. You can find some info here and here.
  5. I think individual units when they are in the formation should not search the path on so long distances. This does not make sense even if they will be successful. For example if the formation moving along the wall (or some other relative thin obstruction) in one moment formation controller can order some unit to move in the other side of wall and the unit will find the path over half of the map. Can we just limit the pathfinding distance for units in the formation to some small area near the center of the formation?
  6. It is good that after all these distractions/delays you managed to come back. And I second what Erik said
  7. Yes, this is intended. I'm not sure whether this is documented on the wiki or on the forum, but in ResourceGatherer.js there is the comment: this.carrying = {}; // { generic type: integer amount currently carried } // (Note that this component supports carrying multiple types of resources, // each with an independent capacity, but the rest of the game currently // ensures and assumes we'll only be carrying one type at once) Also if I recall correctly the same behavior was in the 'age of' games.
  8. I remember that I used this plugin to work with dds files in gimp.
  9. On Radeon HD 5770 when I open the profiler I see the error message 'ERROR: CRenderer::EndFrame: GL errors occurred', game does not crash after it, I can proceed playing, but there is a lot of the same messages in the terminal: GL_INVALID_OPERATION OpenGL error(s) occurred: 0502 Edit: I use Linux and proprietary drivers.
  10. I don't know anything about voice recording, but built-in webcam mic definitely sound like not best thing for recording. You probably can look at devices like Zoom H2 Handy Recorder, there is whole class of devices like this, I just remembered this one, because I heard it's name before. Maybe they are too expensive, or don't suit for your needs, but it is just something related what I remembered so I decided to post this here
  11. This is intentional, because we decided that it will be a pity to lose unit while he celebrate his promotion in the middle of battle
  12. Just noticed that this topic is pinned and there is item: An understanding of and willingness to work under Creative Commons, non-commercial share alike license. 'non-commercial' is wrong part, because we use cc-by-sa license, not cc-by-nc-sa (which is not free cultural license). So I propose to change sentence to: An understanding of and willingness to work under [url="http://creativecommons.org/licenses/by-sa/3.0/"]Creative Commons Attribution Share-alike license[/url].
  13. It is better to post new message in such cases because when you edit old one it don't appear in 'New Content' feed. So it's good that you posted this 'bump'. I can't say much about your work, because I'm programmer, not artist and I don't know Latin, so I will leave this for more relevant people; but new files sounds definitely more clear than previous
  14. Also corresponding folder on server accessible via trac's sources browser: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/audio/music (you can download files there). There is audio page on our site, but it don't have latest tracks. Also you can listen tracks on 0 A.D. bandcamp page, but I'm not sure that it is possible to download them there.
  15. Done. I agree, I did not found corresponding cursor, so just copied "action-gather-treasure.png". This was suggested by Jason and Philip here (+3 next posts). Good idea, because player still will be able to just click on markets if he don't want to bother with route planning, and will be able to adjust route if it is make sense/interesting for him. But this can be not so easy to implement (at least for me), so I don't plan to implement this in current patch and it would be good to create ticket when current patch will be finished/committed (or maybe better to create ticket now and note that it needs #30 to be finished?). It is easy to change a bit related logic, so we can adjust this later while playtesting. We can even add 'do whatever you want' button to trader and he will select both markets automatically But I agree with Erik on this: 'but there should definitely be the possibility to set it on your own' and I personally prefer to have this possibility as 'default'. My plan is to finish current 'manual click on both markets' logic and then we can add another alternative as separate patch or even replace with it my implementation. I don't trying to push my opinion, I try to do that what looks like team decision, so we will look what others will say (now or after playtesting current version). In any case, quantumstate, thanks for throwing this in and raising this discussion. I supposed that MoveToTarget (which is used to try to reach market) should return false in this case and unit should not move anywhere, but it looks like it moves as near as possible to target. I will test it more and fix. I think that if after ordering trade one of markets is not reachable there should be just notification, that trading with selected markets is not possible. I suppose it should ignore attacks, but again, there is some bugs in my current implementation. I tested this quickly and it looks like it discards current order and move back to previous market. Will check this more carefully. I'm not sure that this is the same, but I suppose that 'gain' is profit from trading some virtual (not visible for player) goods. And when you select which resource to 'generate', in gameplay terms you select what to buy or something like this. Yes, but we can use the same 'true prices' as in my barter patch. We can add random to resource selection (wood/food/stone/metal/random) and make it default and remove all other resources from start, and then unlock them with technology, because it looks like improvement to be able to select specific resource which is more valuable in particular situation. Selected resource stored in 'Trader' component for each trader, so you can see it each time when you select particular trader. Route/selected markets is not displayed anyhow, it would be nice to use vts's rally points lines when they will be committed and show such line between markets when trader selected and performs trade. To change route you need to click on different markets. Yes. It is transfered virtually, the same as tribute in 'age of' games. We can disable trading between two allies in case if this don't make sense. With 'random resource' idea this can make sense now We can create some 'simple' tickets for these things when both trading and technologies-stats-editing will be done This is what I want and I don't see why keep this in secret from player.
  16. What if you want to trade between two ally markets? Or this should be impossible? Also you can want to trade with ally market and your most remote market to generate more profit; or with some not nearest and not remotest market, but rather with market which have safer route to ally market.
  17. As some of you already know, I'm currently working on trading. And I think that it is time to report some progress and discuss what should be changed/added. This is how it currently looks like: (1 - 'treasure' icon above market; 2 - carried goods; 3 - goods selection interface; 4 - garrisoned traders) When you have trader selected and hover cursor above market, there is 'treasure' icon displayed. When you right-click on market it set as first trading market without any feedback for user. When you right-click on another market it set as second trading market and trade starts. Trader move to first market and then with resources move to second market and then back to first market again... Resource to generate can be selected in interface (see '3' on screenshot) separately for each trader. Amount of resources generated (called 'gain' in code) depends on distance between markets (ordinary Euclidean distance, not pathfound one, because it is more reliable and simple): gain = k * distance2, where k - coefficient, used to adjust gain value to something adequate from playability point of view. Squad of distance used to encourage trading between remove markets, rather than simpler and safer trading between near markets. Trade possible with both your and ally markets. When markets belongs to different players (both to you/ally or to ally/different ally) then 'international trading extras' added to gain, currently it is 50% more gain. Ground traders can trade with both markets and docks, trading ships - only with docks. Basically trading ship generate the same amount of resources as ground trader, but for each trader garrisoned inside there is 20% more gain generated (gain = gain * (100 + 20 * <number of garrisoned traders>) / 100, to be more precise). 'International trading extras' and 'garrisoned traders extras' affect each other, i.e. gain = gain * ((100 + <garrisoned traders extras>) / 100) * ((100 + <international trading extras>) / 100) rather than gain = gain * (100 + <garrisoned traders extras> + <international trading extras>) / 100 so if you have markets of different players and 10 traders garrisoned you will get ((100 + 20 * 10) / 100) * ((100 + 50) / 100) = 4.5 (i.e 450% of gain) rather than (100 + 20 * 10 + 50) / 100 = 3.5 (350% of gain). Some comments about design document: Currently traders can carry unlimited amount of resources. If we will set some cap to carried goods, then there will be some maximum distance between markets after which gain will be the same. We can set such cap or can do not set. Currently trader component don't have any attributes, so it looks like this: <Trader/> I don't see reason to disable some goods (resources) for specified traders. But this can be easily implemented if we need. The same with waypoint - currently ground trading possible with entities with 'Market' class and water trading with entities with 'SeaMarket' class. As I wrote above, gain calculated depending on distance rather than on travel time, which is easier. I want to add some argument equivalent to speed to be able make specific traders more effective. Also when we will have technologies they can be able to change this value. I like idea about garrisoned traders and implemented it, but in my current version it seems like trading ship have one 'embedded' trader by default. I think it is better to not complicate both code and playability claiming that trading ship should have at least one trader garrisoned. This make sense in case of some general ships, like in case if we will not have trading ships but rather some general transports/nonmilitary ships, but we have special trading ships, so I prefer to allow trading ship to trade even without traders garrisoned. This is only my personal opinion and can be changed though. Nice idea, but not implemented in my patch yet. I think we can just add carried goods to loot, sound simple, will do it later. This is separate task. I will attach first version of patch to ticked later today or maybe tomorrow. Edit: Forgot to wrote: I also want to add some tooltips like "Set as first trading market", "Set as second trading market. Gain: 30 metal.", but I'm not sure where they should be displayed, I don't like to encumber display showing tooltip near cursor, but on the other hand tooltip can looks strange if I will try to display it in some corner - I like how they displayed in AOM in left bottom corner above panel, but this will not work with our centered panel layout.
  18. Do you mean buildings which can train units, but it is not possible to set rally point for them? I found such problem only for Celtic Tavern (fixed in r10411), if there is some other then please report. Thanks for notice in any case
  19. I decided that it is easier/better to implement this myself, rather than create ticket, describe details and wait when someone will implement it (because this task required only few lines of code/markup written in right place, and it is probably don't make sense to not describe what and where to write when we know, and if we describe it like 'to implement this task, write line <...> in file <...>' it is not make sense to create such tasks). See r10402. I set it to F12, which looks unused.
  20. I'm not sure that you mean the same under 'command', but following command typed in game's console should display time from match start in milliseconds: Engine.GuiInterfaceCall("GetExtendedSimulationState").timeElapsed The same value is used on summary screen, but it formatted with this function: /** * @param time Time period in milliseconds (integer) * @return String representing time period */ function timeToString(time) { var hours = Math.floor(time / 1000 / 60 / 60); var minutes = Math.floor(time / 1000 / 60) % 60; var seconds = Math.floor(time / 1000) % 60; return hours + ':' + (minutes < 10 ? '0' + minutes : minutes) + ':' + (seconds < 10 ? '0' + seconds : seconds); } You can perform some formating in console too, for example this should return time in minutes: var timeElapsed = Engine.GuiInterfaceCall("GetExtendedSimulationState").timeElapsed; Math.floor(timeElapsed / 60000);
  21. Hello. Thanks for posting this topic and information. I created ticket on Trac and sent message to Jan, who is working on this code.
  22. Hello. Make sure that you have latest graphics drivers installed, this can help, but your graphics card is not much powerful, so problems possible in any case. When game is ran you can switch to windowed mode with Alt+Enter, or change config file to always start 0ad in windowed mode.
  23. As far as I understand they are unique to Persians, at least currently only Persians have stable in Design Document. Stable is military structure which trains cavalry, corral is economical and aimed for generating food somehow (as far as I remember initial plan was to 'garrison' herd animals there and they should slowly generate food, but currently you can 'train' them in corral and kill for food as regular animals).
  24. RAR extension is not permitted by forum filter. Try to compress your files into zip (or even rename your rar into zip, but this don't looks like correct approach).
  25. At least we can manually copy (quote) Jason's answer to that topic and close this one.
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