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bb_

WFG Programming Team
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About bb_

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  1. Gameplay features A24

    yes, but that doesn't make it easy still
  2. Gameplay features A24

    probably yes, but defining and implementing sub-units isn't...
  3. Redesign Rams

    @stanislas69 Doesn't seem that hard too implement in a meh way. Ideally however we should adapt the aura code so we can have these types of bonussus (as in currently we can add and multiply, but probably we want x speed for 1 unit, 1.5x for 2 etc.) Then in the same go garrisonned arrows could be implemented like that and we would be much closer to #4000. Also the unitAI needs to take care of units with unitMotion but without speed (see how unpacked sieges templates are hacked currently).
  4. Damage aura? Also fps

    damage aura is already possible, have a look at the iber fireship, also there is a trample ticket with an (outdated) patch https://trac.wildfiregames.com/ticket/995
  5. so is dead?

    Resizing dropdown lists? => D1061, #4857
  6. How to start modifying?

    47. maybe this from the arc install help gives a clue (I guess installing php7 in dnf would do the same trick):
  7. Based on the screenshots, the map looks pretty good already (however I am not a good judge in these matters), but I think you forgot to attach the map files, so none can download the map . Regarding the capture issue in the current svn (development version) there is an "uncapturable" flag, which might solve what you are after.
  8. wrong icon

    thx for pinging me, seems to be that arc doesn't like copying two files in the same go... original patch was correct, but something went wrong with committing. On the fix, the sacred band icon did got removed, so the fix is to simply change the cav icon: https://code.wildfiregames.com/rP20745
  9. UnitAI Question

    Uploading a old outdated patch of mine here that seems related: running_0.6.diff However for this use injury I think you could better keep setting the "move" animation from unitAI, and then set a specific one from the health component.
  10. Well if you do want to become a developer, you are invited to contribute to 0ad itself and gather experience with that. Have a look at https://trac.wildfiregames.com/wiki/GettingStartedProgrammers for some information. Also join our IRC channels if there are any question.
  11. Formations need more love

    They already do as said, but you have to use a specific formation explicitly, not the default "None" formation, with that every unit moves at his own speed. You can set formation by clicking the icons between the minimap and the selection info (so sorta bottom left-middle).
  12. Formations need more love

    An old branch from @Itms:https://github.com/na-itms/0ad/tree/formation-wip
  13. In 0ad there is a map global waterheight, so everything lower than that is water, higher is land. So you have to dig your river or heighten the land, and adjust the waterheight, till you have the river that you want.
  14. In MP it happens rather often that specific players wants to play on a specific map, so following that logic one should first select the players then the map then the rest (civs etc.). But that would be ultra ugly gui wise, since players and civs should be grouped together. However the topic is open for new suggestions for the gamesetup ui, if someone comes up with a nice sketch, I would certainly consider it.
  15. If that is the reason for the extended, why are popcap , starting res an some others then hidden under the extended tag? Personally have nothing against just removing the thing extended thing, the only thing that might stay in extended for this reason is the map name, as that already is shown. But having the thing for just 1 value => meh
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