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Pureon

WFG Retired
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Everything posted by Pureon

  1. I thought I'd reply to your question even though I don't really have an answer for you. The changes you are making will not change the music - I have replicated what you are doing and I can confirm it does not work. What you could try instead, is change the MAIN_MENU_TRACK in the music.js file which is here: binaries/data/mods/public/gui/common/music.js So place a duplicate of that file (and folder structure) into your mod folder, and change the track references there.
  2. Agreed - I'm liking this a lot
  3. Yeah I'm liking 'Skirmish' - so we'd have: Scenario: Created in Atlas with locked starting positions, civs, resources, teams, etc. Skirmish: Also created in Atlas, but starting positions and civs are customizable Random Map: Random map scripts as they are now
  4. I'm not sure about the name 'Melee Maps' - but the logic is correct
  5. I agree the 'start location' object is a much needed feature. It would greatly increase the replayability of our scenario maps, and would reduce the 'Oasis' anomaly.
  6. That wouldn't fix the blending between the beach sand and the grass. At Mythos points out, we simply don't have any textures that work very well as a transition for those textures.
  7. This is looking really great Texture blending on beaches could be improved at some point:
  8. Excellent work The larger wall could work very well around starting bases, while the smaller ones could surround pre-built fortresses or towers.
  9. Looks great wraitii! The coastline is really what makes this random map script stand out for me - it still isn't perfect, a lot of texture blending enhancements needed, but more of this please. Now where do I find an AI that can traverse it?
  10. I'm half way through the second book now, after re-reading the first book and deciding to read further. Must admit, I've been trying to ignore the TV series, but I'll probably get season 1 on DVD when it's cheaper. The reviews for Book 4 haven't been great, anyone read it?
  11. You'll have to extract the public.zip file's contents into the 'public' directory. Then what you could do is use one of the existing Wells as a guide. Find this actor file: \binaries\data\mods\public\art\actors\props\special\eyecandy\well_1_a.xml Create a duplicate of it in the same folder and name it 'well_2_a.xml' Within that file you'll see this code: <variant frequency="100" name="Base"> <mesh>props/wrld_well_a.dae</mesh> <props> <prop actor="props/special/eyecandy/well_woodbit.xml" attachpoint="woodbit"/> </props> <texture>props/wrld_well_a_1.dds</texture> </variant> In the code are the collada and texture files that the existing Well uses. Change those references to point to your files, which should be placed into - model: binaries\data\mods\public\art\meshes\props texture: binaries\data\mods\public\art\textures\skins\props The texture file can be either dds or png format, and the model a 'clean' collada file (see more info here) You can remove the following lines from the actor file: <props> <prop actor="props/special/eyecandy/well_woodbit.xml" attachpoint="woodbit"/> </props> This references another model which your Water Well won't need. In Atlas, you will then find your Well by putting 'well' into the filter and choosing the 'Actors: (all)' option:
  12. I'd agree. Turtle, Raid, Cavalry, Infantry, Expand, Defend, Navy, Land, Ranged, Melee - all of these and more can influence the way an AI acts during a match. I also think we should soon begin to create Easy and Medium difficulty varieties - we've had quite a few comments about the AI (qBot) already being too difficult for beginners. But for all of this we need time - or more volunteers
  13. New error to report: http://pastebin.com/1wv5dDh6 This one appeared after I began attacking. I wasn't attacked or raided, so didn't garrison my units at any point. Marilyn may have got stuck - it didn't defend its territory or itself when I finally invaded. I had 3 fortresses and it had only just started to build a barracks: Hope this is somehow useful
  14. The merchant ship's garrison defense could potentially also be a tech upgrade.
  15. Completely agree. I would much prefer the option Mythos posted in the screenshot above.
  16. Sure thing. If it happens to me again I'll try to provide you with more info. I still think it has something to do with garrisoning - I use it a lot during raids/attacks.
  17. I'm using a clean version of the svn, so it can't be any other changes causing it. Try Marilyn as Persians... and then maybe 10 minutes in to the game, when Marilyn is attacking, the errors begin. Is Marilyn on github?
  18. I recorded a 1vs2 match against qBot on Phoenician Levant: The stone and metal mine placement doesn't appear to be very balanced - sometimes a player only gets 1 stone and 1 metal mine, while another player gets 2-3 stone mines and 2 metal mines. Perhaps you could look into that? The coast line could also be less of a straight line. Other than that, I really like this RMS
  19. I've been testing Marilyn on Spahbod's new random maps (on the svn now). The last 2 maps I used were 'Lake' and 'Phoenician Levant' - and I didn't use Romans or any island maps. I noticed the raids were focusing on villagers - that worked well. The raids could be less predictable - smaller groups of attackers, maybe even 2-3 cavalry units minimum - enough to disrupt normal economic build-up. The few raids I saw involved around 10 cavalry units. I disrupt the AI's early economy with 1 cavalry unit.
  20. Unusual commercial. Some of the other Brazilian Nissan commercials are funny too
  21. I really like this map, I'm glad it'll be released with 0 A.D.
  22. Sorry wraitii, that still didn't fix it. But this time ignoring the errors I continued the game and had 2 Marilyn bots attacking and raiding my base from all sides until the lag (probably partly to do with the errors) caused me to stop the game. Very ferocious bot
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