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Pureon

WFG Retired
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Everything posted by Pureon

  1. Yes exactly. In this case, the tiles are very obvious around the lakes, but there's nothing you can do about that yet
  2. What I really like about it is there aren't any straight lines like in other RMS maps, and it's also asymmetrical, which I'm a big fan of. (We really need that texture blending upgrade)
  3. Can we use Fedora's confirmation email from CGTextures to backup any future queries, and if so document it in LICENSE.txt in some way?
  4. A few months ago I created a ticket requesting a way to define rotation values (0, 45, 90, etc.) in the building's actor file - when the building is placed it gets placed at the stated rotation values randomly. This will be useful for walls, houses, and other structures. It'll help add some more building variety to bases, which is a good thing Perhaps it's already been implemented, i should check on trac when I get home.
  5. @Prime624: Insult one of our staff or community members again and I will personally ban you. No discussion. I've removed the offending sentence this time.
  6. Many of the random maps have similar problems, often depending on map size and number of players. Easily replicated on Atlas Mountains:
  7. The 'standard' AI isn't finished yet, it cannot use water or build walls, so until it is able to do both of those, it's unlikely you'll see a 'defense' bot being developed.
  8. I completely agree, all/most Mauryan buildings should have the wooden/white plaster look. I think they'll look much much better in-game. Everyone working on the civ structures should take a look through these video clips.
  9. Windows 7 on an SSD GeForce GTX 560Ti Intel Core i5-2500K 3.30GHz 8GB DDR3 1600MHz Against 1 Aegis AI, on a small non-water map.
  10. I play with the full 300 pop very regularly, and I get very little lag, so I don't think we can limit the pop based on your hardware
  11. I personally don't think we should have an unlimited option yet, not until pathfinding performance is sorted out. Make the maximum pop 300 as it is currently.
  12. I understand most users will not know what does and doesn't work, and that's regrettable. We might just remove a handful of AIs for the next alpha, and focus on turning AegisBot into Easy, Medium, and Hard varieties.
  13. Alpha 11, or latest svn? I'm unable to replicate with latest svn
  14. Could you give us some details about your system and which download you are attempting to install?
  15. Unfortunately JuBot is no longer being developed as of Alpha 9-10, so errors are likely as it hasn't been tested much prior to the release of Alpha 11. qBot and AegisBot are recommended, although errors may sometimes appear for those too.
  16. Looks fantastic Enrique! I'd really like to walk around a life size version of it
  17. Try playing on a 'Giant' random map instead - those are much larger than the scenarios
  18. Hello welcome, good to see you made it to the forums
  19. Looking at some videos of the game on Youtube, it looks really well made.
  20. Enrique I think you should continue the way you're going with the design, it looks really cool and the plants look perfect to me. The layout of the building works very well IMO
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