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WFG Programming Team
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wraitii last won the day on May 25

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About wraitii

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  1. Hey @gameboy I am working on these issues, and uploading diffs regularly. They will be fixed, don't worry. Thanks for reporting them anyways
  2. The goal is to: Make unitMotion easier to change, more consistent, and fix some bugs (such as the long-standing bug that units were gliding at the end of their path, which is now fixed). Make UnitAI, its counterpart, also more consistent Thread the pathfinder Formations aren't really changed - I think the pathing might benefit from a little cleanup after all this.
  3. There is a need to be able to differentiate berry trees from other trees, though These trees look incredible guys.
  4. https://code.wildfiregames.com/D1926 would help with running the game on really slow machines I guess.
  5. It could be done, but it would be so tricky and fragile that I don't think it's worth it. Really we just need to upgrade our animation system to support interpolating animations, I think. Anyways, https://code.wildfiregames.com/D1987 will make the chasing/fleeing act like on A23 even without D1970. The point of D1970 is that you also don't need to run behind the fleeing-unit to catch it - something I dislike and also wanted to remove, but it seems I forgot to do it in the original patch.
  6. I meant equal speed - I don't see how the attacker could catch up then. Maybe that just didn't happen that often. Well my change makes unit flee not so far away. I guess you're right that they're kind of equivalent overall. How well should our units flee is a good question. We could make women just go and garrison when they're attacked if we wanted to reduce micromanagements. On paper it works like that, but attack speed and walk speed would be synchronised (since we can only have one animation at a time). So that wouldn't look too good unless we were super careful :/
  7. That only worked if the chasing unit was faster though, didn't it? I think the chasing might still not go through this 'in distance' check enough though, that's probably fixable in unitAI rather. That would be the new behaviour. It's similar to AoE2 - makes it a bit more micro-managey, but it reduces the issue you describe below. I guess I see that as _very_ clunky, not "a bit". Very out of scope. We need far better animation support to really make this work. Edit: we could do it for riders with turretts, but for infantry... It could mean making the top-part of the unit a turret of the legs, right now... Which is at best weird. I haven't really played a proper game in forever - never really did to be honest. I used to just watch the AI play. I regularly do test runs, but given that I'm very rarely on clean svn, I don't really have a great feeling for svn behaviour. On this topic, I would have described it as you do, but since I did have doubts I prefer to ask those that know better.
  8. I think that's fixed with D1969. That's not bugged actually... That's just 0 A.D. 's correct behaviour. I'm not sure how svn used to behave there though. D1970 fixes this issue for good by changing how fleeing works. Noticed that, needs to be fixed in unitAI, should be trivial. Likewise I think D1969 fixes that. -- BTW the animal roaming issue is fixed in D1980.
  9. Thanks for the report, this is fixed by https://code.wildfiregames.com/D1975.
  10. Testing it on everything is interesting
  11. @gameboy Could you share the commands.txt of that replay?
  12. Hello @gameboy, this is a know issue: https://trac.wildfiregames.com/ticket/4420#comment:7 It will be fixed in the upcoming days.
  13. That's still an open question at the moment. Moderator's note: This comment, whilst a valid response to an on-topic remark, resulted in an off-topic stream of posts that were relocated here.
  14. Hey @wowgetoffyourcellphone, these are getting reported here and I'm trying to keep a list here. The latest changes do need recompilation, but they also need some bug fixing which will be done this week or so.
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