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temple

WFG Programming Team
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  1. temple

    0 A.D. Champions Cup

    I'll need a week to get back in form, been playing a different game.
  2. temple

    0 A.D. Champions Cup

    Okay, I'll try: temple, american time zone
  3. temple

    Gameplay features A24

    This is probably what you're referring to: https://code.wildfiregames.com/D920
  4. temple

    Hyrule Conquest

    That's a bug with Footprint, but after fixing it units don't path correctly, getting stuck on buildings, so there might be bugs in UnitMotion too. For now I wouldn't use that passability class. (Why are you using it? Do you want units to pass through buildings?)
  5. temple

    Hyrule Conquest

    Yeah, 16 is the limit because we there's just one passability grid with u16 for each cell (which encodes whether the cell's okay for each of the passability classes), rather than every passability class having its own grid.
  6. temple

    Catapult AI

    Haven't looked at this yet, but catapult was changed with https://code.wildfiregames.com/rP21630 and later commits.
  7. Now "raise alert" tells nearby women to garrison and "end alert" tells nearby women to ungarrison and return to work. (There's also a bell at the market that tells all trade carts to garrison or ungarrison.) There were bugs with the town bell in A22 and it seemed like the best way of fixing them for the moment was to simplify the behavior. But we'll see what people think. There's certainly ways it can be improved for A24. I'm pretty sure a mod could change the behavior back to what it was in A22.
  8. temple

    Hyrule Conquest

    Sounds likely, I came across similar issues with garrisoning units on gates.
  9. temple

    ===[TASK]=== Wounded or Tired Animations

    The UnitAI changes are in the formation controller section which probably isn't what you want. (I think some alphas ago the formation controller was shown as banner, but right now it's invisible.)
  10. temple

    all map black

    A similar thing happened to him previously:
  11. temple

    [SVN] Construction Bug

    You probably had diplomacy colors on. Observers see every team with the same color, so if it was a game of blue + red vs yellow + green, the first two might both be blue and the second two might both be green.
  12. temple

    Hyrule Conquest

    Did you change components/EntityLimits.js? Otherwise I don't know why it would say that's not a function. Entity limits are used in special/player/player.xml and other templates in that folder, maybe there's a problem in one of those files.
  13. temple

    Hyrule Conquest

    Maybe json files in data/civs?
  14. temple

    Hyrule Conquest

    The formation directory was moved, so something like "formations/null" in the Formations list of Identity should be changed to "special/formations/null".
  15. temple

    Hyrule Conquest

    Looks like that error comes from when you have Footprint in SelectionShape in VisualActor, but then don't have a separate Footprint element. We only use that with field and flora, and actually flora doesn't have Footprint but the things that inherit it (bush, tree) do. (Changed in rP20345 (probably shouldn't have been, my mistake).) So my guess would be that you have something that has parent = template_gaia_flora but doesn't have a Footprint set.
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