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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Nah there are too many things in there already --"
  2. It's c++ code See https://github.com/0ad/0ad/blob/e68daa4f75488bdbdd9b0f58979430ce5e9898fc/source/simulation2/components/CCmpRangeManager.cpp
  3. There have been modifications, how heavy I cannot say.
  4. Auras perform range queries which can be expensive.
  5. Well I'm busy with work right now, but they need to be reviewed
  6. I think it's when @Ykkrosh rewrote the simulation from scratch
  7. Play testing intensively the development version is definitely something desirable, yes. Where have you heard that? The only thing that was announced that we will stop adding A25 features on the first of June, if there is no delay. It doesn't mean A26 won't get new features.
  8. I always forget you've been there for eleven years… I believe that there is some good stuff still lingering there and in the design document. Unfortunately all the attempts of getting it up to date have failed so far. It's a too big investment for too little benefits. Maybe when I'm relieved of my duties someday, I'll look into bringing back the old vision for fun. However a lot has changed in the past twenty years, while the RTS genre didn't evolve much it would seem a lot of focus have shifted towards the multiplayer mode for better or for worse. I'm not sure one can do that currently. Maybe @Freagarach knows.
  9. Do you have a source for that, for further reference? Auras are performance heavy... So it might not be visible. Would it be rates, or carry limit? According to TechModifications we support the following. ResourceGatherer/BaseSpeed ResourceGatherer/Capacities/{Resource Type} ResourceGatherer/Rates/{Resource Type}
  10. You can make pull requests. such as this one https://github.com/0ADMods/judeans/pull/1 I notice there you added a lot of stuff... like why do we need those techs, why is there your name in the mod.json?
  11. There is only https://trac.wildfiregames.com/wiki/Triggers It would be really great to improve it and expand it. If you're interested of course
  12. You can use the upgrade feature to make unit switch between melee and ranged. DE does that. @Freagarach worked on turrets to make the chariots a bit more smart but it's currenrly unused because it is missing stuff.
  13. Well the usually when generating a map you know already which civ it's gonna be, here @nwtour removed it, so... it broke.
  14. Was answering this ^ Which is what the post was about before it went to formation.
  15. Well don't ^^" If they are missing they need to be fixed, which is the whole point of this thread...
  16. Unless something changed we don't use rice fields as it's not historically accurate... I had one for non sloppy terrain.
  17. It's possible we need to rebuild that AtlasUI.dll
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