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fcxSanya

WFG Retired
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Posts posted by fcxSanya

  1. A Russian video. Anyone translate? :)

    http://www.youtube.com/watch?v=a7YX0VvaWPk&NR=1

    Oh, there is a lot of text and I have bad skills in ru->en translation, but here is rough translation:

    "Thoughts of crazy 2: 0.A.D"

    <0:00> hello everyone, dear friends, this is my second podcast "thoughts of crazy", in which I will tell about the game, which I very like and I will tell very carefully, because my neighbours on the top trying to break my ceiling <more text not about 0ad>

    <0:34> this game is called 0ad, i.e. year zero, as far as I understood, and this is something like age of empires, but this is strategy of my dream indeed, I will explain why: despite the face, that the game is in stage of, as I can say, early alpha, alpha 4 if you can see, I like the game, because this is absolutely not playable piece of game itself, but there is exists some ideas, which grabs me very much and I keep on playing this project, which I very like, I repeat.

    <1:17> for example, we have number of hoplites from the start, and in alpha only Greeks is available and if we will sent them, for example, to cut the stone, they take off armour and start to cut stone, i.e. hoplites is the main peasant power, despite of these dames, which is working now. Ordinary peasants can build only peace buildings, but hoplites can build also military things.

    <1:50> ok, lets sent our <I don't understood what he said> to cut trees, and for these we will order to build barracks.

    <1:56> <here he tell about his podcast, about some guy and other things not about 0ad>

    <3:42> what I want tell about this game, 0ad, you see gameplay by yourself, it is <something like awesome> on my opinion, i.e. look at this, we can select 4, already 5 soldiers and ... nothing is available: formations isn't available, there is no any tactic and bots are stupid, but multiplayer is available, it is very interesting to play this game

    <4:06> here is some wonders of world and huge number of buildings

    <4:27> I will assemble a small squad, at the same time women working on the field; so we have a small squad from 7 hoplites, ah, as it turned out from 8 hoplites, we moving to reconnaissance; btw, you can notice, that for such not experienced developer... I don't know who is developer at all, to be honest, but you can notice, that animation is very much [good], although AI don't shine with some knowledge

    <5:01> for example, here, [units] stumble over some goats; and here we already see an enemy and another blunder of AI, it is don't react to attack, they will react only when it will reach it's target, i.e. you see, they trying to go round us with huge loss in 2 men. In spite of these small 8-vs-8 battles, greater battles looks just charming, i.e. 30 vs the same 8, because bot can't train more than 8 men. Indeed 30 men looks very epic, however the battle is not that, that I want to show you;

    <5:44> we have 8 men and suddenly we decide to build a camp or stock some resources; what we do ? we build a warehouse, which I literally just found, i.e. I found how to build a warehouses, simultaneously we have here <can't hear behind we sounds of battle>; we build a warehouse, i.e. our hoplites take off their weapon and build a warehouse and we can freely collect resources and trees and at the same time can build...

    <6:16> btw, battlefield after a battle looks more epic; in general this is very interesting project, I in every way support developers, i.e. I advice all to play, I will give a link to the official site and to the wikipedia [article] later, initially in the game planned multitude of nations, like Celts, Romans, Greeks, with which I play now, I don't read this from the paper, you can hear now rusting of the paper, but just to feel myself more comfortable and tell and totally calm down I hold near me a crispy paper. So, what I wanted to say, will be multitude of nations, this is fourth alpha, but I'm playing in it with great interest, i.e. I don't know, but something in it grabs me, and if developers will keep the same attitude, it will be strategy of my life; I will set timer to one more minute, I'm late

    <7:40> and we see another battle skirmish, we assemble people, they dress armour, mobilize and go to attack, you see, infantry can cross small rivers; surprisingly to me, here is rather many maps, much more than units, but have the brightly expressed yearning to reach our camp and even if we block the pass, the bot don't care, bot is slow-witted, it don't react to our fighting and it going to assault; on the whole, in a nutshell, in two words: the game with a soul, I described to you separately; well, ducks are quack and this meant that I need to go, thank you all for viewing, with you was CrazyMichael, this is second podcast, bye all.

  2. Well, maybe there's better way to satisfy all. Can you make a file (preferably a txt or xml file that could be edited with notepad) that would contain number responsible for all resources in the game? So if someone would like to have 500 "wood" in a tree - he would only change the value to 500. If 2000 - change to 2000. Is it possible to do?

    This is already implemented, you can find these values in the simulation templates. Look for example to template_gaia_flora_tree.xml:


    13 <ResourceSupply>
    14 <KillBeforeGather>false</KillBeforeGather>
    15 <Amount>150</Amount>
    16 <Type>wood.tree</Type>
    17 </ResourceSupply>

  3. It would be interesting the chance of allowing to build custom AIs that the game engine would be able to detect and to include allowing the choice of selecting a determinate AI for the game.

    In my opinion the best system would be with external files.

    I don't know what would mean forthe developers allowing such a option... if few rows of code or many hard and long changes

    This is already implemented, look at subfolders in the ai folder. You can find some info in this document: AIEngineAPI , and in these topics: Jubot: A Marginally Improved Ai, AI

  4. 1>..\..\..\source\simulation2\helpers\Selection.cpp(24): fatal error C1083: Cannot open include file: 'simulation2/components/ICmpIdentity.h': No such file or directory

    Are you tried to run 'svn update' after 'svn checkout' ? Sometime checkout breaks in the middle of process so some files may be missing.

  5. Also, when will it be possible to play the game in windowed mode?

    You can switch between windowed/fullscreen modes with Alt+Enter, or you can add following line:


    windowed = false

    into ~/.config/0ad/config/local.cfg (probably you will need to create this file first).

    Also you can change there some other options:


    xres = 1024
    yres = 768
    fancywater = false
    shadows = false
    vsync = false

    Which can improve performance too.

  6. Seems to work, but I get a few warnings:


    WARNING: JavaScript warning: simulation/ai/jubot/military.js line 180 anonymous function does not always return a value
    WARNING: JavaScript warning: simulation/ai/jubot/military.js line 205 anonymous function does not always return a value
    WARNING: JavaScript warning: simulation/ai/jubot/military.js line 229 anonymous function does not always return a value
    WARNING: JavaScript warning: simulation/ai/jubot/military.js line 253 anonymous function does not always return a value

    In such cases:


    if (foeposition){
    var dist = VectorDistance(foeposition, currentPosition);
    return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
    }

    it is probably better to add the line:


    return false;

    at the end.

    Edit:

    or store return value in some variable:


    var isTarget = false;
    if (foeposition){
    var dist = VectorDistance(foeposition, currentPosition);
    isTarget = (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
    }
    return isTarget;

  7. It'd be really helpful, particularly for me in AI testing, to have a timeline at the end of the game showing things like unit count at different times, building count, resource count, etc. Would that be possible?

    We discussed this some time ago on IRC channel, but as I far as I remember we concluded that this is low priority for that moment. This should be not much difficult to implement. For the start someone should create a ticket :)

  8. Bruno: I think with the towers, as long as the AI has some sort of troop somewhere on the map that can place the foundation the women can do the actual construction (I believe this works for the player in the same way).

    Yeah, this is what I described here some time ago: http://www.wildfiregames.com/forum/index.php?showtopic=13404&st=0&p=210126entry210126. Maybe we will change this logic eventually.

  9. Hmm, I might be missing something/information might be outdated, but the idea is for soldiers to gain experience when fighting. Could you please post a link to where it says otherwise so it can be fixed?

    This was stated at least here: http://trac.wildfiregames.com/wiki/XML.Entity.Traits.Promotion?version=1 in the sections "Notes:ExperientialUpgradeSystem" and "GainingExperience", and maybe in some other places too. I'm not going to implement this feature in current version of my patch for units promotion and accordingly to Michael's and Erik's opinions I removed these parts from documentation (also I removed sentence about b->a->e automatic next entity selection accordingly to Philip's notes to patch).

  10. i used the freebie video editor that came with WinXP to do the tutorials, but i'm using Win7-64 now days and there doesn't seem to be one included anymore.

    As I understood you used Windows Movie Maker. And wikipedia say, that there is some new Windows Live Movie Maker available for download.

    does anyone know of a good FOSS video editor?

    Here is some few info: http://www.cyberciti.biz/faq/top5-linux-video-editing-system-software/ , but it looks like only avidemux working under windows.

    For Linux, I know of PiTiVi and of OpenShot.

    Both don't working under windows

    There is also "Comparison of video editing software"

    Venn probably can say more about FOSS video editors, but if I understand correctly he uses OpenShot (http://linuxgamecast.com/about/), which Jeru already mentioned.

  11. This is something like unfinished design problem. When some entity is destroyed we check following classes:

    Unit, Structure, CivCentre and increase corresponding counters. Goats and sheep are units, so when you kill your sheep you kill one unit and lost one unit (y) We probably can add check to count only killed enemy entities/lost by enemy attack entities.

  12. I get a similar error when launching the Alpha III exe (I am on Windows 7 64-bit).

    I have the same problem on Windows 7 x64, I tried Alpha II and Alpha III. It is working when I start game with "quickstart" parameter (Michael, try to run"Quickstart.bat" in binaries folder). Maybe this is related to some sound driver issues?

    Network game with 127.0.0.1 looks working without issues for me, so our problem probably not related to tinoesroho's one.

  13. var g_MapSettings = {

    "Difficulty": 0.5, // chosen by the user; possibly could be changed in the middle of a game

    In the "combat"/"skirmish" mode (I don't know how it should be called, I mean mode where you can customize your opponents) and in multiplayer with bots it can be useful to be able to set difficulty for each bot separately, like some other RTS games allow to do. In this case we can pass difficulty parameter to the bot's constructor.

    In the campaign mode we can set common difficulty level for each mission and apply it to each bot.

    Changing difficulty in the middle of a game not looks for me as much useful feature, because RTS game sessions not so long (probably few tens of minutes average) and if you are losing you can just start new session with different settings and/or use different strategy.

  14. Does that sort of license force us to release content constantly as 0 A.D. does with public SVN or can we still stick to occasional release packages?

    No, license just describe what people can do with particular content. You can release next package (or even the same package) under different license, but as soon as you released something with some license you can't prohibit people from using this package under this license. For example:

    * you release package v0.1 under cc-by-sa;

    * then you release the same package v0.1 under some EULA; but you can't prevent people from using package under cc-by-sa;

    * then you release package v0.2 under EULA; people can use new content from package v0.2 only under EULA, but they still can use package v0.1 content under both cc-by-sa and EULA.

    I hope I don't confuse things, correct me if I wrong :)

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