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few questions


Lion.Kanzen
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If you want to start developing the game then it is recommended to get the svn version, this means you will keep up to date, this is especially useful with AI which is likely to change significantly over the next release. If you get the svn then you can just start editing anything in the binaries/data/mods/public folder. If you don't want to use the svn then you can extract the public.zip folder which is found somewhere in your 0ad install (OS dependent) and the game should then start using the files from the unzipped folder.

Random map scripts are found in public/maps/random, there is some documentation http://trac.wildfiregames.com/wiki/Rmgen_Library and you can look in the public/maps/random/rmgen folder to see the javascript functions which you use in the random map scripts

AI scripts are found in public/simulation/ai there is a common-api folder which is shared by the bots but this is going to change soon.

For changing the max population see:

mods/public/simulation/components/Player.js

14: this.maxPop = 300; // maximum population

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AI scripts are found in public/simulation/ai there is a common-api folder which is shared by the bots but this is going to change soon.

In which why does that change soon, because I think the common-api is quite nice and useful!

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In which why does that change soon, because I think the common-api is quite nice and useful!

There are fairly severe performance issues currently. I posted a proposal on the forum http://www.wildfiregames.com/forum/index.php?showtopic=15410 , which gives a rough idea of what might happen, This is not definite though. So it will probably be similar but will be extended a bit so that it can be used consistently, it probably won't break much but performance will be bad if you use the API naturally like testbot/jubot do (qbot uses a variety of different data structures to hold lists of units which is a mess, with efficient entity collections these will be used everywhere).

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