Palaxin Posted February 25, 2017 Report Share Posted February 25, 2017 1 hour ago, niektb said: like a sunrise I think this setting fits quite well since in the polar regions sun always appears at low angles. I like the shadows created by the hills. Quote Link to comment Share on other sites More sharing options...
elexis Posted February 26, 2017 Report Share Posted February 26, 2017 17 hours ago, Imarok said: Sure this will not annoy/disturb more than it helps? (I mean we also don't disable docks on maps without water) (Additionally this will make the persist map settings bug really annoying) About disabled techs: Since it's done from a triggerscript, it's unrelated to the gamesettings. There is a ticket for disabling docks on non-water maps. Play that map and click on storehouses and tell me that wooden tech icon is useful. I don't believe it, it always distracted me as seeing a clickable wood upgrade button intuitively means to me to click it (as one basically always has at least 26 units gathering, and at that point researching it (the first one) means that the gatherrate is increased further as when investing the same amount of wood into more wood gatherers (ignoring food cost)). But good point, I forgot we could do it from the JSON file too. As with the rest of the map, I took inspiration from survival which also has the same code blob (and I'm expecting to add further code that will later have to be unified too). About Sun Elevation: On the previous version, the rotation is randomized while the inclination is fixed. I agree with lowering the sun elevation so that the shadows are deeper. That solves the issue of repetitive textures that became apparent by removing the overbrightness effect wowgetoffyourcellphone refered to. Guess we might still want to randomize the elevation so that we often have that nice effect while keeping mapgens unique on all ends. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 26, 2017 Report Share Posted February 26, 2017 (edited) Does it have to be random? Can just find 3 or 4 good lighting settings of consistent aesthetic and randomize between those. That way you know the map will always look good. You can do what you want to do with disabling techs and buildings, but I think you may open a can of snakes. For instance, you should disable the cartography tech then in non-team games -- 1v1 and locked-team free for alls. But what if there is a 1v1v2. Disable the tech for the first two player and not the last two. Got the code for that? There are a lot of edge case like this, so if you want to be consistent, be prepared to go all the way, IMHO. Edited February 26, 2017 by wowgetoffyourcellphone 2 Quote Link to comment Share on other sites More sharing options...
Imarok Posted February 26, 2017 Report Share Posted February 26, 2017 Imho things should only be disabled, when you must not use them on this map (like the lighthouse on the map with the many tiny lakes). When things cannot be used on this map or wouldn't make sense for this map, it should be up to the player to realize that. 8 hours ago, elexis said: I don't believe it, it always distracted me as seeing a clickable wood upgrade button intuitively means to me to click it (as one basically always has at least 26 units gathering, and at that point researching it (the first one) means that the gatherrate is increased further as when investing the same amount of wood into more wood gatherers (ignoring food cost)). but as the map has no wood, you won't get 26 units gathering wood 2 Quote Link to comment Share on other sites More sharing options...
elexis Posted February 26, 2017 Report Share Posted February 26, 2017 > Disable the tech for the first two player and not the last two Could be done from a trigger script, not that hard actually. I don't like it, but the wooden tech was really bothering me when playing and removing it feels like polishing. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 27, 2017 Report Share Posted February 27, 2017 10 hours ago, elexis said: > Disable the tech for the first two player and not the last two Could be done from a trigger script, not that hard actually. I don't like it, but the wooden tech was really bothering me when playing and removing it feels like polishing. I understand. Just don't polish 1 map though, keep eye out for other cases too. Quote Link to comment Share on other sites More sharing options...
elexis Posted February 27, 2017 Report Share Posted February 27, 2017 Refs r18976 #4229 Quote Link to comment Share on other sites More sharing options...
elexis Posted February 28, 2017 Report Share Posted February 28, 2017 On 26.2.2017 at 1:18 PM, Imarok said: Imho things should only be disabled, when you must not use them on this map (like the lighthouse on the map with the many tiny lakes). When things cannot be used on this map or wouldn't make sense for this map, it should be up to the player to realize that. but as the map has no wood, you won't get 26 units gathering wood Maybe smart people won't click the upgrade, but every newcomer does before understanding the map. It's been the case with survival. People building farmsteads despite fields being absent from the build list. Also building storehouses when there's not a single resource near them. If those buildings are missing from the list, they realize that they have to think differently. If they built it, they wasted almost half their initial wood (survival with low/medium res) and defeated themselves. Even if people are aware that the building/tech is not useful, each time they see the entry they are reminded to by no means click on that thing. Sorry for my somewhat strong opinion. :-s Removing docks from undockable maps doesn't have the same issue as the dock can't be placed anywhere, so its not possible to waste resources. Do share the "meh who cares" argument for the vision tech, though not a strong opinion against it. Quote Link to comment Share on other sites More sharing options...
elexis Posted February 28, 2017 Report Share Posted February 28, 2017 On 25.2.2017 at 10:00 AM, niektb said: We could try something completely different too (like a sunrise, but notice that the settings below could and should be tweaked further): Changing the tint is mostly noticeable around the edges of the water, here I changed the tint from gray to orange: In the most recent update of https://code.wildfiregames.com/D156: Add minimum distance 15 between wolf spawn points, so that two spawn points can't end up right besides each other, making it unfair for one player. With a chance of 1/3, use exactly niektb's environment settings (besides a random sun angle and a random sun elevation that casts a significant shadow) suggested in https://wildfiregames.com/forum/index.php?/topic/21519-new-maps-for-a22/#comment-327610 With a chance of 2/3 use a more randomized daylight environment setting (with a sun elevation that casts a significant shadow, but not as deep as we expect it on a sunrise/sunset time) Use niektb's screenshot from the forum thread as a map preview Deal? 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted February 28, 2017 Report Share Posted February 28, 2017 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted March 1, 2017 Report Share Posted March 1, 2017 Image depicts me before committing the UnitAI bug(s?) in Polar Sea yesterday. Patch to make Rouen circular in D177. It also renames the map to Ratumacos, as that is the gallic name of the location at the time. Is that better or should we keep Rouen? Quote Link to comment Share on other sites More sharing options...
soloooy0 Posted March 1, 2017 Report Share Posted March 1, 2017 Is it possible to translate the map editor into Spanish? Quote Link to comment Share on other sites More sharing options...
elexis Posted March 1, 2017 Report Share Posted March 1, 2017 4 minutes ago, soloooy0 said: Is it possible to translate the map editor into Spanish? Everything becomes translated on transifex, you just need an account there and can start http://trac.wildfiregames.com/wiki/Localization Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted March 3, 2017 Report Share Posted March 3, 2017 On 3/1/2017 at 6:50 PM, soloooy0 said: Is it possible to translate the map editor into Spanish? On 3/1/2017 at 6:56 PM, elexis said: Everything becomes translated on transifex, you just need an account there and can start http://trac.wildfiregames.com/wiki/Localization @elexis are you sure about Atlas? I believe it wasn't localized in the initial localization system implementation, I didn't see any updates since then and can't find any related tickets/forum discussions. Quote Link to comment Share on other sites More sharing options...
elexis Posted March 3, 2017 Report Share Posted March 3, 2017 I thought he meant committed maps. Indeed one can't add translations in atlas itself (sorry if that caused confusion) 1 Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted March 3, 2017 Report Share Posted March 3, 2017 (edited) @soloooy0 you can translate the Atlas Manual though, what should be actually even more helpful than just the GUI translation. Edited March 3, 2017 by fcxSanya Missing 'can' 2 Quote Link to comment Share on other sites More sharing options...
leper Posted March 3, 2017 Report Share Posted March 3, 2017 There is #2649. 2 Quote Link to comment Share on other sites More sharing options...
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