Author Topic: Age of culture II  (Read 46006 times)

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Offline DJ Omnimaga

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Age of culture II
« Reply #285 on: October 07, 2007, 08:11:00 am »
oh I see, sorry to hear :(sad.gif

Offline lolje

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« Reply #286 on: October 12, 2007, 10:26:00 am »
@DJ: The weird background is caused by the missing tileset;
Normally the tileset would be stored in Pic No. 100 ('ZunMin').
In your animated screenshot the tileset 'ZunMin' was missing.


Possible Reasons:

-> Sending the group to the emulator failed

-> You ungrouped the group 'AOCV085' before sending it to your calculator and tried to send the 2 Files 'AOC2' and 'ZunMin' (On windows the names are differ from the TI-OS Names!),
but the emulator didn't receive the tileset for some reasons (?)

-> The emulator you used isn't able to handle hacked pictures
    (As far as I know, PindurTI works with hacked Pics...)



Are you sure you have sent the group to the emulator correctly?
83+/84+ xLIB projects
Age of culture II (~89%)

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Offline DJ Omnimaga

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« Reply #287 on: October 12, 2007, 12:54:00 pm »
well your game doesnt weork with PTI because almost all the files gives me transmission error. To fix this problem you must unarchive them before sending them to the PC to remove the archive flag, which PTI doesn't support. In wabbitemu when you send a group to the archive it only contains the first program in the group, the rest is wiped out


so it is no luck to play the game on emu I'll have to try it on real calc but that will be in like 3 weeks maybe since my calcs are full

Offline lolje

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« Reply #288 on: October 15, 2007, 08:47:00 pm »
Well, I'm sorry for you not bein able to use AOCII (v0.85) with emus but that's a problem with the emulators, not with my game... :(sad.gif
(which is fully compatible with TI-Connect!)
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Offline DJ Omnimaga

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« Reply #289 on: October 15, 2007, 08:51:00 pm »
Yeah I know it's really emu problem. SIlly PTI that wont accept archived files x.x

However, I have a good news: I just found my bro's 83+ which we lost when moving to appartment so I'll try it after bed time (lolz it's 3:51 AM here ._.)

Offline DJ Omnimaga

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« Reply #290 on: October 19, 2007, 04:34:00 pm »
AWESOM! GAME! o.oblink.gifO_Oshocked2.gifo.oblink.gifO_Oshocked2.gifo.oblink.gif:gah:fou.gif:w00t:woot.gif:paf:tripaf.gif:wacko:triso2.gif:gift:party3.gif:pop:xplod.gif:king:king2.gif:evil:evillaugh.gif:lol:bounce2.gif:angel:ange.gif:thumbup:google.gif

No but seriously nice job on this so far, I played it yesterday throughly and it rules other xLIB/BASIC strategy games out there. :)smile.gif

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« Reply #291 on: October 21, 2007, 12:46:00 am »
Sorry for the offtopic, but does somebody know a good emulator that can emulate flash apps and archive memory ?

*tama

Offline DJ Omnimaga

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« Reply #292 on: October 21, 2007, 05:05:00 am »
PindurTI and Tilem are the best one avaliable. Wabbitemu is good too but it has some bugs and cannot handle groups correctly

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« Reply #293 on: October 21, 2007, 05:32:00 am »
it can be a bit annoying sometimes to transfer all those files to the emu.  much easier w/ a real calc :)smile.gif

Offline DJ Omnimaga

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« Reply #294 on: October 21, 2007, 06:11:00 am »
but then you can't do animated screenshots :(sad.gif

Liazon

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« Reply #295 on: October 22, 2007, 10:17:00 am »
maybe someone should make an oncalc animated screenshot taker ^^

Offline DJ Omnimaga

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« Reply #296 on: October 22, 2007, 10:59:00 am »
that would rule, I wonder if it's possible. It could save the pics in appvar and when sent to the PC a program could convert them to animated gifs. It could take in account Z address and contrast settings as well

Liazon

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« Reply #297 on: October 22, 2007, 03:54:00 pm »
forgot about contrast ^^

i keep forgetting that LCD physics can really affect screenshots.  PTI has so many LCD options.  it's one thing to screenshot and another to store raw data.

edit: sorry for the offtopic

Offline DJ Omnimaga

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« Reply #298 on: October 22, 2007, 04:01:00 pm »
doN,t worry it's have been a while since http://omnimaga.dvrdns.org/index.php?showtopic=456

Delnar_Ersike

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« Reply #299 on: November 10, 2007, 04:20:00 pm »
Alright, I finally got a computer that can run TI-Connect (though it is still buggy) and successfully downloaded AOC2 v0.85 and sent it to my calc. It's pretty awesome, though I do have a couple of constructive criticisms.

Things that need/can be/should be fixed:
-I played against the AI and after a while, I noticed the AI was creating units without having the building (ie creating infantry w/o barracks, creating hunters w/o stables, etc.), or at least the buildings weren't displayed on the battlefield in the enemy castle area. If possible, please have it so that the player can see the enemy barracks/stables/blacksmith when in a battle.

-I found out that I can attack my own units. Though it can be pretty cool at first to kill your own units, I see no reason to do this other than mess around. If possible, please remove this feature.

-I find the population limit unrealistic. Usually, there are more than 10 troops in an army, and though I do know about the limitations of BASIC as well as the calculator itself, it is still unsatisfactory, especially once more unit types roll around and the player can implement multiple unit types. And while my army of a mere 10 troops camp around a fire, about 1000 miners and 200 woodcutters work away endlessly a kilometer away. Not only do the workers not get food, drink, or supplies (aka upkeep), but they are homeless bums as well as they have no shelter except a tiny little city hall. If possible, increase the population limit for soldiers and create a population limit for miners/woodcutters (maybe even create houses just like in AOC1.5, only there is also a limit to the number of houses you can create).

-I see that you have provided a better way to tell that the smith menu isn't implemented yet, and I thank you for it. However, the text scrolls a bit too fast to be able to be read by someone. If possible, slow the text scrolling down a bit.

-I find it tedious to always go to the mode menu to end my turn whenever I am done moving. If possible, implement a feature that the battle automatically ends your turn once you are done moving all your units.

-When I select my cavalry (rider or hunter) in the second row from the bottom to move, I can only move one space down even if the cavalry has 2 movement points. If possible, make it so that the camera scrolls whenever the range of the movement of the unit goes off the screen.

-Why does the loser of the battle always lose a specific number of lives, no matter how many troops the loser has lost? Why cannot the number of lives lost depend on the number of troops the loser has lost, the number of troops the winner has lost, and/or the number of miners and loggers the loser has?

Suggestions for future features:
-Link play
-Smithy menu
-Map editor/more maps
-Smithy menu
-Siege weapons
-Smithy menu
-More than 2 players
-Oh, did I mention the Smithy menu? -.-blah.gif

Anyways, great game, even if it needs some improvement before v0.9 and eventually v1.0