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Pureon
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Posts posted by Pureon
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Mine says 60-65 but isn't very smooth and feels more like 5-10 fps
It's all those traders you have moving from market to market
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It's a simplified version of the Achievements Timeline from Age of Kings
So the graph suggests qBot reached a population of 300 in under 25 minutes?
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There used to be an "advanced search" link for the forums, but now once you enter some text in the search box it seems you can't do an advanced search (only if the text box is empty - which is not all that clear IMO).
Looks like clicking on the magnifying glass takes you through to the advanced search options
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we tried again today, i tried my IP with :20595 on the end after it was port forwarded and it said (on his screen) failed to connect to server.
You haven't mentioned your friend's firewall or router, can you confirm those are also allowing 0 A.D. to make a connection? You appear to have done everything correctly at your end.
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I really like Sef's walls connecting to fortresses suggestion, and I have an idea for a good way to do it, treat the four corner towers of a fortress like wall towers in the wall system.
In a number of cases the wall segments are higher than the fortress corners, so this could look very messy unless fortresses were remodeled.
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Do you need us to decide on how the camera position affects sound before you can progress further?
Excellent work
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I can reach the end of the post with the cursor when editing a post now but entering a newline there enters it somewhere totally different (somewhere at the beginning)
- Copy and paste seams to somehow ignore spaces (or sometimes add some)...
What browser are you using? I can't replicate either of these.
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That should work just fine. Looking forward to it
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The tooltip is correct, but I also thought that it had to be different buildings
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I think that's because when we initially created phases they did have to be different buildings, so it's possible that's why you still think different buildings are needed. Correct me if I'm wrong.
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So this gave me some nice "inspiration" (or copying), so thanks to Wraitii.
Nice teamwork guys
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I've also noticed games against the latest qBot run smoother and are much more of a challenge, especially compared to qBot from Alpha 9. A few days ago I was surprised when I found a large enemy army in the middle of my base while I was busy building an expansion on the other side of the map
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Was I the only one thinking when I saw this thread: floods ingame would be cool? I mean: adjustable water level ingame?
I thought the exact same thing
I remember in AOK you could use triggers to simulate floods (can't remember what it was, perhaps something to do with bridge objects producing water?)
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I think the map you play on also has a big impact on how strong the AI becomes, and this is also true for the other bots. Are you using Alpha 9? Expect the bots to act differently in Alpha 10.
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why is that
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Because that's the way it's meant to be. It's a bonus.
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I've added a new page on the wiki to store the full list of voice recordings.
http://trac.wildfiregames.com/wiki/Audio_Voice_List
Anyone know Ancient (Koine) Greek? The list needs updating with translations and pronunciations
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No problem, hope it helps
Another thing to avoid:
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Quick video of Marilyn in action:
I didn't garrison once throughout the match
Here is the log: http://pastebin.com/E9111zEi
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I think you had an army of soldiers of some sort and you suddenly garrisoned all of them, causing the entity collection GetCentrePosition function return undefined.
That's very possible, I garrison a lot.
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Palisades were originally just a side project I was working on for my own personal enjoyment and were not intended for their current usage, hence the weird naming.
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Are the Carthaginians walls planned to be changed until the next alpha?
All walls will remain as they are now for Alpha 10. The only items that might change are obstruction widths and/or the 2 remaining gates that need remodeling to follow the correct long segment size. The Carthaginian walls will always be longer, it's a unique feature for the civ.
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I know, but there has to be a basic length unit. AFAIK 4 units in the 3D engine is one tile (the size of a texture mainly) in RMGEN.
The 'standard' X wall length that almost all walls use is 6 Blender units. When using Imperial measurements with a Blender unit scale of 0.0254 this makes the X length 6 inches (and therefore 6X is 1 Yard or 36 inches). Using Metric measurements with a scale of 1.0 the X length is 6 metres.
The box above is the standard X length and the Dimensions are shown as Blender units
As far as I can see it's going to be 12/24/36 units (3/6/9 in rmgen tiles) for short/medium/long wall entities
If this is true, it makes me happy
Carthaginian Walls are 0.2 longer than the standard X length and therefore 1X is 7.2 units
I can't remember what I used for Palisades
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Good to know the general idea but what is X? 6 units (1.5 in rmgen tiles) and palisades_rock half the size or different for all 'wall styles'? Are they planned to be of the same width for all civs in the end like Mythos_Ruler said (if I recall correctly)? This would be really useful for generating wall styles generic for rmgen rather than adjusting them by hand... which is terribly annoying.
X lengths are decided within our 3D programs (Imperial measurements) and not rmgen tiles within 0.A.D. It's mostly visual.
Most civ stone walls now have the same standard X length, apart from Carthaginian walls and Palisade walls that have their own lengths for gameplay reasons. Roman Siege walls are not normal stone walls but do follow the standard X value.
Not all entities seam to be adjusted to that system though (especially gates): Carthaginian and Celtic gates are not as wide as their long walls for example.
I haven't finished those yet - I've instead been working on features that will make it into Alpha 10 like techs. Functioning gates might be released with Alpha 11 or 12
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The wall towers are at least X in diameter and provide us with the X value that then decides what length the wall segments are. 2 wall towers placed beside each other are therefore 2X - If a small gap appears between the wall towers a small wall (2X in length) can fit between the 2 wall towers without protruding but still allow for a longer wall to be created up to 4X in length with the wall towers at either end. The medium wall is 4X in length and the long wall and gate are 6X in length.
If you want to try your system, there are over 40 models that you will need to remodel to match your dimensions
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Performance test on saved game
in Game Development & Technical Discussion
Posted
It was an assumption. Clearly I was wrong![:)](http://www.wildfiregames.com/forum/uploads//emoticons/default_smile.png)