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Sayyan

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  1. It shouldn't take too long to get to a point where you can make a useful contribution to 0 A.D. by learning JavaScript. This tutorial will give you a good start, although as with most JavaScript tutorials it focuses on scripting for the web. Still, it should give you a good understanding of the language and from there you can start taking a look through the JavaScript files used by 0 A.D. - make small modifications, run the game, see what changes, rinse and repeat.
  2. The summary screen changes introduced a new element. The patch is currently up for review.
  3. Can these be placed somewhere publically accessible? The links come up with a HTTP auth login, but neither forum nor Trac usernames work.
  4. Does there need to be a specific point to it? I assume it was put in simply because it gives you an idea of how much farming someone in comparison to how much use they made of livestock.
  5. Unfortunately the "Share this topic" line underneath the thread doesn't have Google+'s +1 button, so I can't ironically +1 this.
  6. Wouldn't it make more sense to have all animal corpses convert to Gaia when they die? Seems odd that a corpse would belong to anyone.
  7. Reproduced this on the SVN copy. When the goats got to zero health their health bar dissapeared leaving food resource bar. However they stayed standing and citizens weren't able to gather the food from them. I've created a ticket for the bug on Trac: Enemy goats count towards the victory condition
  8. Ah, haven't taken a look into the formats yet, will have a bash at it sometime this week.
  9. Were there any ideas for the implementation of the deforestation stat? I assume it would be the percentage of the total trees that were cut down; but I imagine it would be non-trivial to get the total number of trees in the map at the beginning of the round.
  10. A patch with all these changes can be found on ticket #686. Unit count split into army (infantry and cavalry), navy (warships) and workers (female citizens and citizen soldiers)Kill/death ratios for army and navyFavourite units for army and navyTemples and special buildings countWorkers trained countsTotal for gathered resourcesLoot counts for all resourcesEntity identities can have an optional <StatisticsGroupName>, to be used for statistics gathering where classes aren't flexible enough (currently only on temples and special buildings.) The summary GUI code has been changed a lot in this patch, so any edits to the summary.js and summary.xml files that aren't on SVN may not merge well. However I'm happy to merge any of these manually.
  11. Okay, that's fixed now. Hopefully I'll add the patch for all this tonight, just testing now.
  12. If I'm correct the soldiers don't get the Worker class, but get the CitizenSoldier class instead. As it is they are't be counted on the "Workers Trained" as it only counts units with the Worker class. Would it be preferable to rename that stat to "Citizens Trained", or include the citizen soldiers in the count?
  13. To continue this discussion, I've implemented the following: Newly implemented: Unit count split into army (infantry and cavalry), navy (warships) and workers (female citizens)Kill/death ratios for army and navyFavourite units for army and navyTemples and special buildings countWorkers trained countsTotal for gathered resourcesLoot counts for all resources
  14. As discussed on IRC, removing the DELAYLOAD on OpenAL fixes the issue for me. I'm running on 64bit Windows 7 as is historic_bruno (I think.) Once I've finished wrestling with the summary screen I'll take a look with Dependency Walker.
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