View Full Version : Wildmana Development
Skyre Noktis Oct 30, 2009, 11:39 AM So how does one contribute to this mod? :p
I'm assuming I need to wait for the final release of WM 6.0 before an updated SDK is available. Are we going to set up some kind of central code repository where people can submit their changes? There needs to be some kind of system in place if more than one person is contributing code to the mod.
First priority, I think, is getting teaching the AI to conduct a navy half-way competently.
[to_xp]Gekko Oct 30, 2009, 11:52 AM that is a fantastic idea. if all the people who can help make the AI better converge, FFH is gonna become a lot better pretty quick :D ( and you've done a lot already ;) )
Sephi Oct 30, 2009, 07:09 PM So how does one contribute to this mod? :p
I'm assuming I need to wait for the final release of WM 6.0 before an updated SDK is available. Are we going to set up some kind of central code repository where people can submit their changes? There needs to be some kind of system in place if more than one person is contributing code to the mod.
First priority, I think, is getting teaching the AI to conduct a navy half-way competently.
I have been a bit lazy uploading source, sorry for that. I agree we need some kind of system to share code easier. Do you have any suggestions for this?
I uploaded the source (http://www.filefront.com/14800917/Wildmana-6.0-beta-3-source.zip/) for denev recently, feel free to take a look at it. Most changes are in, except the new spawn system and the merge of denevs latest FFHBUG version.
Naval AI would be very interesting, I agree. But also very difficult and time consuming.
xienwolf Oct 30, 2009, 09:11 PM GoogleDocs seems to be gaining popularity lately (I think at least 2 FfH modders use it now?), distribution of the source with the patch is also a nice method as you don't have to remember to upload a second set of files.
Valkrionn Oct 30, 2009, 10:22 PM I've been using it for both a list of DLL changes and the Changelog, as it's easy, free, and actually maintains formatting from the forum... Which means icons stay the same. :goodjob:
As for the Source files... I tend to upload a new version after I edit the DLL page. Which means the source is generally more up to date than the actual patches. :lol: Makes it easier for others to take code they want before the patch comes out, too. ;)
Neomega Nov 03, 2009, 09:52 PM Hawks came up in the bug thread...
it's better when hawks can only be carried by ranger and druids, and not hunters. It really continues the exploration phase of the game, (which is arguably the most fun part), also, if you could make map trading require very good diplomatic ties, it would probably continue to add to the exploration phase of the game. To me, the game always starts to lose fun when 90% of the map has been revealed.
Neomega Nov 04, 2009, 12:12 AM Ok, so now animals attack cities.... and attack even if not enraged. Umm... holy hell... I have it on raging barbarians, and wildlands... and at first it was real quiet... then the animal lairs and dungeons spawned.. LoL. I also hear a rust spell sound, and it seems like barbs or animals appear right next to you.
I don't think I am going to be able to play monarch anymore. LoL!!!
And its even stranger with animals and barbs at war. I wish I could turn on watch battles like civ III had.
Neomega Nov 04, 2009, 01:06 AM One withered warrior did not get any experience from attacking.
Another only got 1 XP for winning a 50/50 battle.
If this is XP based on unit level, cool. If it means all battles are 1xp... boo.
Sephi Nov 04, 2009, 01:27 AM One withered warrior did not get any experience from attacking.
Another only got 1 XP for winning a 50/50 battle.
If this is XP based on unit level, cool. If it means all battles are 1xp... boo.
XP gain was a bug. No intended changes to it right now. (might remove the 100 xp cap in the future)
Neomega Nov 04, 2009, 01:33 AM XP gain was a bug. No intended changes to it right now. (might remove the 100 xp cap in the future)
bummer. :P
BTW, I am loving the design. it is getting very chaotic, but it seems you balanced out the barbs and animals now.
[to_xp]Gekko Nov 04, 2009, 03:08 AM Hawks came up in the bug thread...
it's better when hawks can only be carried by ranger and druids, and not hunters. It really continues the exploration phase of the game, (which is arguably the most fun part), also, if you could make map trading require very good diplomatic ties, it would probably continue to add to the exploration phase of the game. To me, the game always starts to lose fun when 90% of the map has been revealed.
better yet, just cut Hawks entirely. right now they are massively overpowered, exploitable, AND a micromanagement nightmare. we'll have time to think of better ways to implement them later, but right now they just suck.
rmunn Nov 04, 2009, 10:18 AM I have been a bit lazy uploading source, sorry for that. I agree we need some kind of system to share code easier. Do you have any suggestions for this?
I've heard good things about Google Code (http://code.google.com/hosting/) as a project-hosting service. You get a source code repository (either Subversion (http://subversion.tigris.org/) or Mercurial (http://mercurial.selenic.com/) - I recommend Mercurial, as it makes it much easier for other people to contribute), a wiki, and an issue tracker for keeping track of bug reports, feature requests, etc.
Another advantage of using a project-hosting service like Google Code is that the project doesn't live exclusively on your home computer, so a single failed hard disk can't destroy all your work. (I don't know how well you do backups, but most people -- myself included -- don't do enough backups).
rmunn Nov 04, 2009, 10:25 AM Edit: Oops, this isn't the thread for bug reports. I moved my bug report over to the correct thread. (http://forums.civfanatics.com/showthread.php?t=340987)
Neomega Nov 04, 2009, 07:58 PM I haven't seen a spider lair yet....
...but it would be cool if spiders had lairs. Maybe an empty one could trap your unit until relieved by another.
Valkrionn Nov 04, 2009, 08:15 PM They do in RifE. Very nice art for them, actually. Giant spider web, that throbs and pulsates... ;)
Neomega Nov 05, 2009, 12:33 AM It seems the gaurdians are getting killed pretty early on (at least with raging barbs and wildlands on). Probably should just have them be at peace with barbs and animals, since barbs and animals cant use spellbooks anyways.
Also, it sucks that some animals are later given strength of 6. A gradual increase a la FF would be better, IMHO. Not just a big jump from 4 to 6, or 2 to 6. Like wolves and wolfpacks both have 6 str, but bears stay at 5? :confused:
I think it would be better if animals were given free promotions instead. It also sucks that when you capture an animal, it goes back down to the original strength, although I understand the imbalance issues this would cause, I think again, maybe giving them wood and hill promotions at XP cost would still power them up, but still make them not so powerful once captured, (since those are mostly defensive and terrain specific)
Neomega Nov 05, 2009, 08:48 AM And I would still encourage ANY ffh or ffh modmodder to consider scrapping zealots disciples etc from popping from lairs, unless they are actually weighted to be favorable to the civ. meaning that the results of the lair for elves, if it is a disciple unit, is a disciple of leaves, and not a savant.
rmunn Nov 06, 2009, 08:49 AM Gekko;8609559']better yet, just cut Hawks entirely. right now they are massively overpowered, exploitable, AND a micromanagement nightmare. we'll have time to think of better ways to implement them later, but right now they just suck.
My suggestion is that archers (and other ranged units) should be able to shoot hawks out of the sky, much like SAM units can shoot down fighters and bombers in regular Civ.
arstal Nov 08, 2009, 06:21 AM I agree on the removing of hawks.
DioAurion Nov 10, 2009, 01:08 PM Dragon Slayer promotion.
Req: Melee unit
strength promotion 5
Tech: Mythril Weapons
Immunity to Fear. +1 offensive Strength. +40% vs beasts.
With Sephi's new dragon challenge mode in place I feel this would make this end-game tech slightly more desirable. I can't say I ever prioritize that tech it in its current form but this would change my mind.
Jean Elcard Nov 19, 2009, 01:12 PM A little question, since I'm too lazy to search myself ;) : Where do I have to look in the source code for disabling the changes made to the Barbarian AI concerning land improvement? While I really like the changes made to their unit bahaviour I would (for various reasons) really like to disable some stuff concerning their new city AI ...
Edit: I'm speaking about the WildMana version importet to FfH.
Sephi Nov 20, 2009, 08:40 AM search for where the chooseproduction callback is called and disable it for barbarian cities. Or else have it always return 1 or whatever the value is to make the dll ignore it.
In the old system however the barbarian cities were allmost always building national wonders or world wonders, or granaries.
Jean Elcard Nov 21, 2009, 04:25 AM search for where the chooseproduction callback is called and disable it for barbarian cities. Or else have it always return 1 or whatever the value is to make the dll ignore it.
In the old system however the barbarian cities were allmost always building national wonders or world wonders, or granaries.
Thanks for the info, I'll look into it. Barb wonders are stupid, that's right. I would be happy enough if they would build a worker from time to time.
Neomega Nov 23, 2009, 04:36 PM So far, I am enjoyng 6.3. It seems quite balanced, (except I play w/o cultural victory, so it seems the Ai doesn't weight culture as heavily as I, which means I win culture wars pretty easily.) But overall, I think 6.3 is playable.
And it is hard to judge the AI. Sometimes I think it is too timid, but other times, since I use spiders so heavily, I am happy to see that units in general stick together. Of course, programming the AI to fight spiders is probably hard, but if units are killed by spiders, the overall supply of units to the AI should include at least a couple of scouts, if not hunters. As it is, I usually can just waltz around enemy territory using spiders to munch up workers and other weak units.
Still, even at 6.3, this seems very playable. When I finish this game, I think I'll give the Doviello a shot... I really like the animal mark idea.
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