Bertram wrote:Everything is ready for the RC1!!
Bertram wrote:- Linux/source link: https://github.com/OpenDungeons/OpenDun ... RC1.tar.gz (I can uploaded it to sourceforge if you guys want.)
I've uploaded the source tarball to SourceForge, recompressed in LZMA (because this compression algorithm simply rocks, a shame that github does not provide it natively).
Apart from gaining 5 MB, the main advantage of uploading an archive is that we can set it as the "most recent version" for Linux platforms, so that it stops proposing the old 0.4.8 binary release (I think we _do not_ want people to try 0.4.8 and think "oh, so much work left to do, I'll check it out again in two years").
eugeneloza wrote:Greed or might singleplayer map doesn't have a 'free' treasury for player (1st player) & no start money to build a 1st piece. So there is no way to start it.
Akien wrote:eugeneloza wrote:Greed or might singleplayer map doesn't have a 'free' treasury for player (1st player) & no start money to build a 1st piece. So there is no way to start it.
There is, because the first treasury tile is gratis. But indeed the gratis first tile was more a workaround to prevent players from being stuck without treasury than a real gameplay component, so I might add some treasury tiles by default.
Half? BTW, I'm almost done with the server side FOW. I need some more test and to find a way to handle how workers carry traps/creatures but I'm almost there. The PR should be there before next year. That will be a heavy PR to review (and test) ^^Bertram wrote:for hwoarangmy, recoded half of it.
The problem is that in OD, creatures can attack rooms and kill their tiles (even for the dungeon heart). So, as a simple workaround, we decided to make the first tile cost 0. IMHO, now, we should decide if we keep the attack room behaviour or if we let kobolds claim them.Elvano wrote:Following the DK tradition the border of the dungeon heart would function as basic treasury
Why do you say it doesn't work ? You cannot select the tile you want ? The room is not free ?eugeneloza wrote:Re-tried the 'free' treasury placement. It works... but not always. Maybe this was once again connected to 'unselectable' tiles at different rotations, 'cause I could place a 'free' treasury only after rotating view 90 degs. Previous map, I tried to place it several times in different places and still had no luck, but I didn't rotate the view.
That's normal after a configurable turn numberseugeneloza wrote:enemy dead corpses disappear
Yep, I couldn't display it on the front layer (like the gui). So it is displayed like any mesh on the game map and, thus, it becomes bigger when the player zooms. If we want, we can change the hand's size as the player zooms. But it would be even better to find a way to display it on the front layer...eugeneloza wrote:Hand becomes huge at high zoom obscuring the view:)
Yep ^^eugeneloza wrote:The AI is much much cooler than the previous time
hwoarangmy wrote:Why do you say it doesn't work ? You cannot select the tile you want ? The room is not free ?eugeneloza wrote:Re-tried the 'free' treasury placement. It works... but not always. Maybe this was once again connected to 'unselectable' tiles at different rotations, 'cause I could place a 'free' treasury only after rotating view 90 degs. Previous map, I tried to place it several times in different places and still had no luck, but I didn't rotate the view.
Yep, the AI can be improved. That's only a first drafteugeneloza wrote:I cannot reproduce. But my version is pretty modified (with fog of war) so it might be different. however, it might be interesting to try when my PR got merged because this logic has changed.hwoarangmy wrote:HOWEVER... found another bug with this. I've created a free treasury tile. Exited to the main menu. Started a new game. Now the first tile isn't free anymore (screenshoot). It is reproducible for starting the same and different maps.Yep, the AI tries to grab the weak units and drops them in the dungeon heart. Usually, they go to sleep.eugeneloza wrote:Ha! Now I get where the bodies disappear. Computer just grabs them away before they die. Finally AI ends up with 11th level creatures, while I have only 4th coool! But I also want to have a possibility to grab experienced units out of combat before they die 'Cause it's not fairYep. Maybe that should be changed by balancing units.eugeneloza wrote:HHHO! He defeated me While all the game I was easily winning... until his not-dying units got experience.
But defeat process is soooooo slow... and sooooo boring...
The main reason seems to be my nearly-dead units running around and distracting opponents from destroying everything.
I really doubt anyone would ever have that much patience to wait that long (longer than the whole game).
It is fun to slowly overcome you enemy. But defeat should be much faster.The problem is about vision. The visible tiles are wrongly computed. In a 1 tile corridor, creatures only see 1 tile around. Because of that, they don't see attackable units even if not very far.eugeneloza wrote:(UPD) Somehow the AI finds it hard to go through a 'one-tile with, one-tile long' passage. Had to dig a way for it, to let it defeat meHave you built a forge ? When you place a trap, you need a forge to craft the trap. Moreover, the creatures won't go to forge to work y themselves. You need to drop them (until we deal the issue about creature behaviour).eugeneloza wrote:(UPD) Aren't traps working? None of those I've built ever triggered... Tried all the 3 types.
While my cannons were never an efficient way of defence... I remember at least spike traps working in previous versions... Now they all just stand still until destroyed.
Re-checked: enemy canons work perfectly and efficiently as always.eugeneloza wrote:(UPD+) Enemy base construction seems to be based on proximity to the temple, but not to the nearest tile. I.e. see screenshoot - the AI created an absurdly long passage to sleeping chamber.
charlie wrote:Perhaps you guys want a Free Gamer post for a few extra eyes on it?
"2014 a resurgent year for OpenDungeons"
With the text above?
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