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Showing content with the highest reputation on 2024-10-22 in all areas

  1. Two players playing as the same player. E.g. one managing eco, while the other is waging war.
    3 points
  2. It's number of houses, barracks, fields and civilizations and has nothing to do with the second line. In the second line are only the gather rates (incl. way) lined under and attached debugging info for me. The last % is the gather rate in relation to the maximum of 5.8. The replay file is written instantly. When spectating a live game I regularly use it to check out the replay to see which player uses quickstart, which some players use in even in rated 1v1s. I think it would be a great analysis tool, like a chess engine (although this wouldn't cover all strategies). But chess engines are also used for cheating. So I'd rather have no analysis and no more added cheating than more analysis incl. more cheats.
    1 point
  3. This is fully possible in scenario scripts already.
    1 point
  4. See https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructionsGettingTheCode#recovering-from-errors-while-syncing-your-fork
    1 point
  5. Cooperative mode. We don't have anything like that.
    1 point
  6. /gui/session/objectives/autociv_statsOverlay.js gets states from /simulation/components/GuiInterface~autociv.js you need to add something like "unitsLost": cmpPlayerStatisticsTracker?.enemyUnitsKilled.total ?? 0, to ~line 210 except you now don't want enemyUnitsKilled.total but something like unitsLost. What does cmpPlayerStatisticsTracker offer next to enemyUnitsKilled? rg enemyUnitsKilled and find public/simulation/components/StatisticsTracker.js look and find this.unitsLost = {}; this.enemyUnitsKilled = {}; so your gues of the name was right. Just add it to /simulation/components/GuiInterface~autociv.js too. I didn't test it actually but thats the way I gues. Hard for me too to grep the right value.
    1 point
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