FeXoR Posted July 28, 2012 Report Share Posted July 28, 2012 I'd like it to be circular, too. Good idea Quote Link to comment Share on other sites More sharing options...
Spahbod Posted July 29, 2012 Author Report Share Posted July 29, 2012 Done Quote Link to comment Share on other sites More sharing options...
FeXoR Posted July 29, 2012 Report Share Posted July 29, 2012 (edited) Quote from http://irclogs.wildf...-%230ad-dev.log:17:55 * F00 throws shoe at the fortress map17:55 < Spahbod> F00: why ?17:56 < F00> I'm fixing gate closing behaviour (close as long as there are no collisions), using cmpObstruction's GetConstructionCollisions function17:57 < F00> Works great for player-built gates, but the fortress map has lots of overlap17:58 < Spahbod> We should ask FeXoR to look at it then.It seams that the cart/celt/brit/gaul gate has been redone and now have the proper width. They were shorter before so I added an exception for those cases to set the width properly. Removing the exception fixes that as far as I can see:SVN patch: http://fexor.dyndns....2012-7-29.patchThe new wall_builder.js: http://fexor.dyndns....er2012-7-29.zip Edited July 29, 2012 by FeXoR Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted July 29, 2012 Report Share Posted July 29, 2012 (edited) Has the Miletus scenario been updated, because the wall segments for the Hellenes seem to be missing in Alpha 10?Fewer gates are indeed needed for the Iberian bonus walls, something like two to three would be preferable to me. Edited July 29, 2012 by Zeta1127 Quote Link to comment Share on other sites More sharing options...
FeXoR Posted July 29, 2012 Report Share Posted July 29, 2012 Has the Miletus scenario been updated, because the wall segments for the Hellenes seem to be missing in Alpha 10?Fewer gates are indeed needed for the Iberian bonus walls, something like two to three would be preferable to me.Since gates work now it would even be possible to completely remove gates from the Iberian civ bonus walls. That way the player would have to set them manually and loose some stones what might make things a bit more balanced as well. Keep in mind that on some maps some parts of the wall will be blocked by cliffs or other environmental stuff.Just tell me how you'd like it. Quote Link to comment Share on other sites More sharing options...
Pureon Posted July 29, 2012 Report Share Posted July 29, 2012 The Iberian AI wouldn't know how/where to build the gates in the wall, would it?Has the Miletus scenario been updated, because the wall segments for the Hellenes seem to be missing in Alpha 10?It looks fixed to me 1 Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted July 29, 2012 Report Share Posted July 29, 2012 I really should start using the SVN version, so I can stop asking so many questions. Quote Link to comment Share on other sites More sharing options...
FeXoR Posted July 29, 2012 Report Share Posted July 29, 2012 The Iberian AI wouldn't know how/where to build the gates in the wall, would it?Oh, true...In this case I think it's best to leave it as is. Quote Link to comment Share on other sites More sharing options...
Pureon Posted July 29, 2012 Report Share Posted July 29, 2012 Yep, ok lets leave it for now Quote Link to comment Share on other sites More sharing options...
wraitii Posted August 5, 2012 Report Share Posted August 5, 2012 I've been playing Volcanic Lands... It's a bit too bright. Given the active volcano and the ground, I'd expect the sky to be pretty dark (perhaps slightly red too). Quote Link to comment Share on other sites More sharing options...
Pureon Posted August 5, 2012 Report Share Posted August 5, 2012 We played a 3v3 multiplayer match yesterday on the Canyon RMS map, and a few of us had siege units stuck in very thin canyons such as this:We had 6 players using a medium sized map, which didn't give the canyons much space - so limiting the map size options based on the number of players seems justified. If the number of players is increased to 6, the default map size should shift to large, not remain on medium. Quote Link to comment Share on other sites More sharing options...
Spahbod Posted August 5, 2012 Author Report Share Posted August 5, 2012 @Pureon: That should be fixed now.@Wraitii: I'll see to it. still I think we should have some weather effects. Quote Link to comment Share on other sites More sharing options...
zoot Posted August 5, 2012 Report Share Posted August 5, 2012 You can make any lava look burning hot with the new emissive effects What kind of weather effects were you thinking of? Quote Link to comment Share on other sites More sharing options...
Spahbod Posted August 5, 2012 Author Report Share Posted August 5, 2012 You can make any lava look burning hot with the new emissive effects What kind of weather effects were you thinking of?Snow, rain, duststorm and for this map, an "ash rain". Quote Link to comment Share on other sites More sharing options...
rjs23 Posted August 5, 2012 Report Share Posted August 5, 2012 (edited) Snow, rain, duststorm and for this map, an "ash rain".What about white fogs that greatly hinder visibility and make predators like lion or boar hard to detect? They mostly come from nearby lake or springs.http://www.outdoor-p...to/1815801.jpg. Edited August 5, 2012 by rjs23 Quote Link to comment Share on other sites More sharing options...
zoot Posted August 5, 2012 Report Share Posted August 5, 2012 (edited) What about white fogs that greatly hinder visibility and make predators like lion or boar hard to detect? They mostly come from nearby lake or springs.http://www.outdoor-p...to/1815801.jpg.Fixed link.wraitii's water shader can be adapted to do 'volumetric' fog, and myconid has some ideas for refining it, so there's a good chance it will make it into the game. Edited August 5, 2012 by zoot Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted August 5, 2012 Report Share Posted August 5, 2012 (edited) Unlike the scenario descriptions, many of the random map descriptions don't capitalize proper nouns like Mediterranean or Black Sea. Edited August 5, 2012 by Zeta1127 Quote Link to comment Share on other sites More sharing options...
Spahbod Posted August 6, 2012 Author Report Share Posted August 6, 2012 Unlike the scenario descriptions, many of the random map descriptions don't capitalize proper nouns like Mediterranean or Black Sea.lol. I copied most of them from Wikipedia. Will fix it. Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted August 6, 2012 Report Share Posted August 6, 2012 Actually, there are only two proper nouns not capitalized in random map descriptions in Alpha 10, Baltic Sea in the description for Deep Forest and Mediterranean Sea in the decription for Guadalquivir River. Quote Link to comment Share on other sites More sharing options...
FeXoR Posted August 11, 2012 Report Share Posted August 11, 2012 (edited) I opened a new ticket for accessing entity templates from RMGEN/RMS to make entity placement more tidy: http://trac.wildfire...com/ticket/1589Please let us know if you have any ideas.Spahbod: I think the following ticket should be closed again: http://trac.wildfiregames.com/ticket/1449Please tell me what you think about this and how you would deal with the problem in this ticket: http://trac.wildfiregames.com/ticket/1565THX. Edited August 11, 2012 by FeXoR Quote Link to comment Share on other sites More sharing options...
Spahbod Posted August 12, 2012 Author Report Share Posted August 12, 2012 in Levant map the island don't be positioned to right and continent to left?or top(island) and bottom(Continent) and bottom(island) and top(Bottom).No. Levant is in eastern Mediterranean. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 12, 2012 Report Share Posted August 12, 2012 i know its a variance for random,The variance comes in where the resources and players are placed. Maps must have a few "constants", and the position of the water and island are this map's constants. Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted August 12, 2012 Report Share Posted August 12, 2012 What's with the border on Guadalquivir River? The land doesn't go to the edge of the map. Quote Link to comment Share on other sites More sharing options...
Spahbod Posted August 13, 2012 Author Report Share Posted August 13, 2012 This is a known random map problem. I'll try to fix it. Quote Link to comment Share on other sites More sharing options...
wraitii Posted August 13, 2012 Report Share Posted August 13, 2012 Borders are messy in RMs. The placer won't really let you place things out of the boundaries, but the check is a bit restricite, and probably should be abanonned for terrain placement (since all maps are squares displayed as circles). 1 Quote Link to comment Share on other sites More sharing options...
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