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Stan`

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

  1. It's not, it's because it's smaller IIRC. @maroder
  2. Could be, but the game will lag, because it won't have time to compute.
  3. Probably because the damage dealt by the tower is like 9.75 or something after damage application. Actually there has been a recent flamewar about there being not enough info there...
  4. @DeWynter This mod adds a Death Match victory condition which researches all technologies for all players at the start. @Freagarach There might be a better place for this, or maybe VictoryConditions are actually Game Modes. EDIT: Not sure how tech works, but it seems I'm researching some stuff I shouldn't. deathmatch_gamemode.pyromod
  5. Means the person is poisoned for longer as opposed to stack. Feel free to suggest things. Maybe 13 years old kids do? Dunno.
  6. Add uneven ground and it will look very bad... Also seems like it would be for a much later period.
  7. The AI plays once every 8 turns or something. It seems sometimes they forget about their units, or don't know what to do with them @JCWasmx86 might know more.
  8. @GunChleoc @asterix I posted a comment about it there. Maybe Gitea is a better fit I'll see.
  9. Maybe not but it fixes the issues of the mod.json not being created... Vladislav suggested that too, but there is a high chance it does not compile on 10.12 macOS. Well the game manages to get the path right with offstream. One cannot load any non latin mods because of the discrepancy between folder name and the rest.
  10. Garden might look cliché. Also it's exactly the same footprint as the upgrade, and the stairs are as far from the border as the upgrade
  11. Proposal. @wowgetoffyourcellphone thoughts ? han_civic_center_no_towers.dae
  12. Weren't you the one to suggest having techs researchable in other civ's buildings ? ^^
  13. I might have a fix for it. std::wofstream instead of ofstream.
  14. Oh. Right title implied that the game showed non latin chars. A25 does the same I assume ?
  15. Maybe someone will step up and be worthy of commit access. Until then it's my responsibility not my power
  16. Fix here waiting for review by @user1 https://github.com/0ad/lobby-bots/pull/10
  17. Basically we use two wildcards <Entity>units/{civ}/infantry_spearman_a</Entity> <Entity>units/{native}/infantry_spearman_a</Entity> Assuming the civ of that building is han: Assuming your civ is pers: With {native} every civ can recruit han_infantry_spearman_a in that building. With {civ} only a civ with a template called infantry_spearman_a can recruit one. And it will be pers_infantry_spearman_a. If the civ does not have that template it won't be recruited. Now the issue here is that there are some leftovers templates that are not used anywhere, and become available through those buildings. IMHO this gives an interesting dynamic, but I can understand it may be confusing.
  18. That would be a question for @Dunedan and @user1
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