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Silier

WFG Retired
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Everything posted by Silier

  1. well, houses providing more pop are bigger, so they cover larger area, though civs with smaller houses would have free space advantage
  2. for irc on browser just visit https://webchat.quakenet.org/?channels=0ad-dev you do not need to have account for that
  3. houses providing less population are smaller, cost half of resources and they build faster, i am not sure i understand the issue here
  4. Hello, Try adding this line into a local.cfg file: nohwcursor = true Here's more information about creating the local config file: http://trac.wildfiregames.com/wiki/Manual_Settings from : https://wildfiregames.com/forum/topic/16161-mouse-cursor-disappearing-in-fullscreen-in-windows-7/ Regards, Angen
  5. hi, you should have visual studio installer, you can pick it and install there
  6. Hi, there are some other things involved not just gather rates and training times. For example, very easy ai should not be able to enter city phase. It is not recapturing structures, it is bringing less siege to the fights. Easy and very easy ai is training less units for the attacks, but maybe thats not enough. It almost halfs the numbers. But probably it should be even less inteligent, e.g. not researching techs, maybe no market usage ? @wraitii thoughts ?
  7. hi people, you are going off topic again, please stick to the topic
  8. Hi @Arch Bot, dont know if you are still around. I gave your bot another try against my Kiara on mainland maps. I ran them both on medium, balanced. Your bot was pretty tough to beat because it outproduced mine at some point . Though, when I changed my strategy, two early cavalry rushes, set your bot back. I do not know if you plan to improve it more, but here are three things I noticed and you could improve: Your bot has quite a lot of women at the start, Kiara lost 8 cav and got 30 kills in one raid and just because she is dumm to keep cav alive . Your bot is sending women to the attack. After your bot lost cc, it did not try to rebuild it. I look forward for your update, it would be fun to do bot matches at some point.
  9. technically yes, it does not know that town_phase_athen is just for athenians if not stated in requirements, so since it is autoresearch, it applies it across civs
  10. It is any technology which has autoResearch: true. for example for han town phase, you need to edit requirements line like this: { "genericName": "Town Phase", "specificName": { "han": "Zhèn" }, "supersedes": "phase_village", "replaces": ["phase_town"], "description": "Advances from a quiet village to a large town.", "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 0, "glory": 0}, "requirements": {"all": [{"civ": "han"},{"entity": {"class": "ImperialCourt", "number": 1 }}]}, "autoResearch": true, "requirementsTooltip": "Requires 1 Imperial Court to be built.", "icon": "phase_town.png", "researchTime": 0, "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers and vision range for units increased by +25%.", "modifications": [ {"value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre"}, {"value": "Vision/Range", "multiply": 1.25, "affects": "CivCentre"}, {"value": "Vision/Range", "multiply": 1.25, "affects": "Unit"}, {"value": "Cost/BuildTime", "multiply": 1.5, "affects": "Hero"}, {"value": "Cost/Resources/coin", "multiply": 1.5, "affects": "Hero"}, {"value": "Cost/Resources/glory", "multiply": 1.5, "affects": "Hero"} ], "soundComplete": "interface/alarm/alarm_phase.xml" }
  11. Edit: @wowgetoffyourcellphone you need to add civ requirements for autoresearch techs
  12. they should be read directly from template,if you did not change that, in svn vanila it reads fine
  13. Well, you missread the cheat description It has 3 parts: 1.) Plays the 8-bit retro music track.2.) retro me off stops the track again.3.) retro me Filename1.ogg Filename2.ogg ... plays an arbitrary playlist of filenames (see possible filenames here). - it just plays them as they are.
  14. Which ogg songs did you try? I just did quick try and it work with others too.
  15. Hi, it is not just your problem and it is not also normal. I dont know what is happening, but it happens more often these days. Just wait a bit and reload the page again. We have similar issue with phabricator sometimes when there are "many" people doing requests to it, so it could be trafic, but cant say for sure.
  16. can you attach mainlog when it happens ? https://trac.wildfiregames.com/wiki/GameDataPaths
  17. I believe he means that grid on the left where you have the uv map. The UV map, needs to fit the grid.
  18. @djembiejosh hi, if you upload both replays, affected players will get their rating points corrected. Check first post for more information.
  19. Hi @gameboy, after vladislavbelov investigation and finding source of the issue, I have added proper lake to the map.
  20. hi, you need to build longer segment of palisade and after clicking on one already build, you can upgrade it to gate attacked entities blink by white color on the minimap but that can be easily overlooked or hard to spot also you need to reach phase II to be able to construct another cc. no there is no way to upgrade palisades to walls
  21. There are two steps. one is getting changes in svn strings to transifex, that's not visible on svn update (as far as I know) Second is getting translated strings from transifex, thats visible on svn as [i18n] Updated POT and PO files.
  22. string have been updated 17th of December, it needs some time to get to the transifex, then can be translated. https://www.transifex.com/wildfire-games/0ad/dashboard/
  23. hi, make sure that all vertexes are connected, there cannot be the standalone vertexes. also whole model needs to be one object. faces needs to be triangles, so or triangulate when exporting or use triangles directly.
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