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Pureon
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Posts posted by Pureon
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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)
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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?
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That's what I do for the moment, but it's not very convenient. When you want to put a building on a place where there's not a lot of room, you want to use rotation and horizontal positionning at the same time. Currently, when I want to place a fortress at the top of a cliff, but as close as possible from the edge of the cliff, I have to guess what the best rotation would be fort that, then click on a place where the virtual building is red, turn it like I want, go back to the point I want to place it, and click (hoping that there's no obstacle that could prevent me to place the building once rotated). So the keyboard shortcuts are often preferable (or the mouse, I think in AoM you can use the wheel to rotate buildings, 'not sure).
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.
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@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.
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Many of the random maps have similar problems, often depending on map size and number of players. Easily replicated on Atlas Mountains:
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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.
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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.
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For now more than one AI (or maybe two on good computers) and a midsized map cannot be recommended. Seven AIs on an eight player map is certainly too much to run well at this moment.
Agreed. 7 AIs would hurt a super computer.
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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.
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300 is to much. I got massive lags (3 fps) with 200 population and some AI (probably also 200 population) with my Core i3@OS X 10.8.1. I think 200 should be the maximum currently.
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
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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.
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Did it fix itself?
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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.
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Alpha 11, or latest svn?
I'm unable to replicate with latest svn
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Could you give us some details about your system and which download you are attempting to install?
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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.
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Looks fantastic Enrique! I'd really like to walk around a life size version of it
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and would not be possible for the skirmishes have the ability to have much larger scenarios? so you could play games against the AI that lasted much more than a couple of hours, this is something I've always missed in these games
Try playing on a 'Giant' random map instead - those are much larger than the scenarios
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then there are bridges in the scenario editor?
Yep
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Hello welcome, good to see you made it to the forums
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Looking at some videos of the game on Youtube, it looks really well made.
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It's pretty awesome. I question the need for all of the interior geometry though. There are things you can do to insinuate hallways and such, without actually modeling the entire interior of the building. From the way you described it in our discussions, it sounds like you can shave off a couple thousand triangles by eliminating all that interior stuff.
Lets see how many polys it is in-game first though
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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
Random Map Script: Belgian Uplands
in Scenario Design/Map making
Posted
Yes exactly. In this case, the tiles are very obvious around the lakes, but there's nothing you can do about that yet![:)](http://www.wildfiregames.com/forum/uploads//emoticons/default_smile.png)