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sanderd17

WFG Retired
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  1. sanderd17's post in Bug happens when I select Seleucids or Ptolemies in struct tree. was marked as the answer   
    It's because we moved away from the _generic_ phases. See http://wildfiregames.com/forum/index.php?showtopic=19838
    The problem was that, to add a civ-specific town or city phase, the according _generic_ technology had to be edited, as it had the civ-specific techs as a requirement for autoresearch. This meant that it was impossible to combine two mods that both had a civ with a civ-specific phase (as one mod would overwrite the tech of the other mod, resulting in a civ that can't research one of the phases).
    So we moved to the "replaces" key, in which a tech can "replace" a different tech, and unlock all its content without applying its modifications or its cost. So currently, the _generic_ phases are removed, and the effects are stored in the regular phase tech and the athen phase tech, while the athen phase tech replaces the regular one, so unlocks the same features.
    See http://trac.wildfiregames.com/changeset/16678/ for the commit that removed the generic techs.
  2. sanderd17's post in Deleteing Actors in Atlas under Linux Mint 17.1 was marked as the answer   
    The problem is that Ubuntu grabs the alt+click combo, so it doesn't reach atlas. This is actually a problem with ubuntu, as no os should grab the alt+click combo.
    I think there should be a setting somewhere to configure these hotkeys. If you can't find it, it might be easiest to open the map.xml file with a regular text editor, do a search for "actor", and delete those actor entities (do make a backup of your map first).
  3. sanderd17's post in [FIXED] WARNING: ({}) was marked as the answer   
    Sorry, it's fixed now.
  4. sanderd17's post in [FIXED] TypeError: this is undefined was marked as the answer   
    Sorry, should be fixed now
  5. sanderd17's post in [FIXED] Structree error! was marked as the answer   
    Apparently, it was a Windows-specific issue, and I couldn't reproduce it.
    It should be fixed now however.
  6. sanderd17's post in Help with Training was marked as the answer   
    It's the GUI that determines how big batches are for players. So you could do that by modifying the GUI (even in multiplayer games, as the GUI isn't synchronised).
    And since the AI doesn't use a GUI, it can use any number it wants.
    I personally don't think that batches of 2 or 3 are needed. If you don't have the resources, it's better to pop them out one by one, so they can start gathering faster. For the AI, it has the advantage that it makes it easier to assign tasks to the newly popped out units (as they come out in groups).
  7. sanderd17's post in [FIXED] Technology Bug: MinRange was marked as the answer   
    Should be fixed in http://trac.wildfiregames.com/changeset/16472
    I also fixed some other things, like changing ownership to gaia might leave gaia-targetting range queries, and starting with a 0 arrow count didn't activate the BuildingAI ever (so also not if a tech modified the arrow count).
    I hope it works now.
  8. sanderd17's post in Formations always face the same direction. was marked as the answer   
    There's indeed a hard-coded angle when formations are created.
    Formations were supposed to be created when you issue a command, it automatically creates a formation, and then the direction is known.
    But since that's disabled, it takes the hard-coded angle as the only option. I don't know how the software can know what angle to prefer otherwise.
  9. sanderd17's post in How to participate? was marked as the answer   
    If you want to help the team as an artist, you should probably write an application: http://www.wildfiregames.com/forum/index.php?showtopic=11297
    There you explain what you're good at (there are differences between organic and structure modelling f.e.), and normally, someone from the art team jumps in and gives you a task (with guidance).
    The other way to do it, without being part of the team, is just playing the game, seeing what's missing and what you like to do, model and present it here. That way, they'll be reviewed one-by-one, and the ones good enough will also be included, the other ones can still be used as concept art.
    Also see the eyecandy thread in the latter case: http://www.wildfiregames.com/forum/index.php?showtopic=16959
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