sanderd17
WFG Retired-
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Everything posted by sanderd17
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The further you can travel your goods, the more profit you make. If you have a very small territory, you can make almost no profit with trading.
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Take a look at the Briton war dog and kennel templates to see how it's done there. It does seem reasonable for me, and it would be a great way to build your economy, while still having a big army.
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Agentx, is this similar to the commands.txt files we use for replaying games?
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Translation [Discussion] Localization (again)
sanderd17 replied to RedFox's topic in Game Development & Technical Discussion
LOS = line of sight Vision range might indeed be more clear here. -
Copied fully, that's how I realized we need something better for it.Though you only need to copy the templates that don't work. There's also a skirmish demo, where you can test all skirmish templates possible in the main game.
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Note that some skirmish templates should also be updated (copied from 0 A.D. and added a line). We should find something better for this though. If you want, you can make a ticket about better mod support for skirmish maps.
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If you copy the Iberian fireship template, you don't need a projectile attachpoint. Projectile attachpoints are only needed for ranged attacks.
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Translation [Discussion] Localization (again)
sanderd17 replied to RedFox's topic in Game Development & Technical Discussion
We can't edit that now as we're in string freeze, and editing the English text would cause all other languages (who probably don't have such a mistake) to be invalidated. -
Can't reproduce it. What civ were you playing?
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Translation [Discussion] Localization (again)
sanderd17 replied to RedFox's topic in Game Development & Technical Discussion
(All those caps really look strange) But anyway, you're right, pierce armour is the armour against pierce weapons. Piercing the armour of others would be denoted with pierce attack. -
Gameboy, the same map? Or when do you see that?
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I tested one of those math functions I made with asm.js before, but my differences were way smaller. The asm.js version was slower than the original, but when ran enough, the difference became very small (certainly not over 10% difference). Comparing with the engine function is not fair though. Our cos contains some variables to make it faster, but less precise. Currently, it's precise enough for our purposes, but the native function is way more precise.
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Ok, as trac is down, I can't commit stuff now, but here's the fix. Please remind me to commit it (when trac is back up), and also to make a ticket that solves the source (i.e. accepts null as a camera view). map.diff
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It might be nice to say if you're talking about SVN or A15. The stats changed a lot.
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Petra errors after destroying AI's civic center.
sanderd17 replied to Mythos_Ruler's topic in Bug reports
The timer problem was because sprintf threw a string instead of an Error object. Thus that string didn't have a stacktrace, and that's the error you saw in timer.js I think it's good coding practice if we expect that anything that's thrown also had a trace, so i fixed sprintf rather than the timer. -
Petra errors after destroying AI's civic center.
sanderd17 replied to Mythos_Ruler's topic in Bug reports
Ok, fixed that sprintf problem (and harmonized the code around it a bit). The fix is attached here, as Trac is down now (so if I'm not available, anyone can commit it). EDIT: found Philip, Trac works, uploaded patch. messages_fix.diff -
Petra errors after destroying AI's civic center.
sanderd17 replied to Mythos_Ruler's topic in Bug reports
I thought the first ones were causing further issues (which would be a bug on its own, as the translation should never change the simulation). I have improved the sprintf error reports, so now it should be easier to find the cause. -
Petra errors after destroying AI's civic center.
sanderd17 replied to Mythos_Ruler's topic in Bug reports
Doesn't look like an issue with Petra. But something more related to the i18n code (sprintf giving the first errors). I'll research it (thanks for the commands.txt, as apparently, it's not that easy to reproduce. -
Not without a better description of what's not working. Errors? Crashing? No units?...
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http://trac.wildfiregames.com/wiki/Modding_Guide ? The bottom has a section for tutorials.
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Would you mind posting this on our wiki? Forum posts like that get lost, while a wiki stays where it is.
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You can edit it directly in your public mod (for release versions, you first have to unzip the public mod though), then it's here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/structures/rome_barracks.xml (follow the path from "public" on). By modifying the public mod, you do make your version incompatible with other versions (which will make multiplayer games impossible), and the changes will also be overwritten by new versions from our side. If you want to avoid that, you can make a new mod, next to "public", and only put that barracks XML in there, with the same relative path. When you load the game using the mod (pyrogenesis -mod=modName), then it will overwrite the public barracks file with your version. But when you load the game without the mod, then you will still be able to play normal multiplayer games.
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When looking at images of lakes in the black forest (https://www.google.com/search?q=schwarzwald+see&source=lnms&tbm=isch&sa=X&ei=2g9hU7WdFMjZPPLbgNgM&ved=0CAYQ_AUoAQ&biw=1467&bih=733), it looks like the trees come a lot closer to the lake than in your version. That could already help a lot.
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Well, clearly, the VFS can't find it, while we didn't change anything related to it. So I think the cause of the problem is in your installation. As you're using SVN, can you remove your entire binaries directory, and revert the SVN again? You'll use all local changes, but it should work.