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Stan`

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

  1. Unless it's a toggle It doesn't seem really useful to build three cs when you only want one
  2. Can you do the bold part ?
  3. Oh yeah it can be done. With enough effort Will probably be a big hack and you won't be able to play with someone else with it but it might.
  4. You're gonna be limited by whatever the limit in JavaScript is. So you're gonna have to work around that probably with a custom type and for c++ the Cfixed code for integer floats. It seems like a lot of work for little benefit. You probably also need to fix the UI. Else you're probably just gonna see "Infinity" or NaN.
  5. Hey you can already set the unit values to pretty big numbers without the help of library. To change values you just have to edit xml files
  6. Do you have any experience with snap ? Could there be a setting or something special that needs to be activated ? Do you play with earphones ?
  7. IIRC buildings have a 100% resistance to status effects. That includes poison and fire (You could test with the iberian champion cavalry in atlas)
  8. Creating a new civ allows you to add some historical background to units. So while not playable they can appear in the history section and encyclopedia. (Having a partial structure tree might not be great though)
  9. There is an option in the civ.json file to not show “minifactions” in gamesetup. I think Hyrule makes use of that.
  10. Interesting to see a first person mod. How are you calling unitmotion ?
  11. We need a bit more information than this. What OS, what version of the game, and what are you trying to achieve.
  12. Feature is now live This would add a significant size increase. In the replay above, it does it in loop, so garrison ungarison, garrison ungarrison and so on... Technically it's doing something ^^
  13. Hmm I supose this could be fixed by some sort of debounce function, but it would probably cause more lag. I don't know if it can be fixed easily. (detecting command patterns undoing each other sounds hard)
  14. There is probably some optimization to be done here. But in general I don't expect people to be able to do 80 actions per 200ms
  15. Working on a CPM graph, which is a bit more readable. Dunno what happened there @guerringuerrin Some kind of frenzy ? ;D
  16. Small update, improved performance a bit using caching (the first call will be slow, but the rest will be fast) Fixed searching for player names breaking the background menu Fixed searching for players in local ratings being case sensitive. Added CPT (commands per turn) chart We now have 643 replays
  17. It's more general info about the replay. See https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/6F68BB674044541A (Should work for most replays)
  18. Phabricator is no longer used. It's mostly readonly. You should use Gitea instead on gitea.wildfiregames.com
  19. Just for the record I've added @ffm2's idea to replay pallas locally. Wanted to go live today but I forgot to push Still need to tweak some settings as the graphs are quite crowded.
  20. If you're on Windows, you can test the nightly build. You can also help translate the game :)
  21. That works for me? Changed it recently Ah you mean the forums? Fixed. Pinging @Itms as I cannot do that.
  22. Well yeah you always run into the issue of trying to control things causing things to escalate. Where there is a need there is usually is a way. BUT. People who want transparency would have it with proposal 1. The rest of the users would just not use it.
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