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WhiteTreePaladin

WFG Retired
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Everything posted by WhiteTreePaladin

  1. As for blood, I do believe it is planned to be a setting that can be turned off easily. Right now I think it is referenced in the dead actor files. To completely remove that right now would require editing every unit's actor file - not really feasible. However, the blood only stays around for as long as the dead unit is around. There is a quick fix that I think you would be happy with. If the unit is removed quickly enough, the death animation and blood do not have enough time to appear. The only issue with this is that it does not have time to play the death animation at all, so units just disappear, they don't fall down first. You only have to edit one file: 0ad/binaries/data/mods/public/simulation/templates/template_unit.xml (If you are using Windows, you can use Notepad or Wordpad to edit the .xml file. I believe just clicking the file will open it in the browser by default which will not let you edit the file.) Look for this section near the top: <Decay> <Inactive/> <DelayTime>80.0</DelayTime> <SinkRate>0.01</SinkRate> <SinkAccel>0.0</SinkAccel> </Decay>...and change its values to something like below: <Decay> <Inactive/> <DelayTime>0.0</DelayTime> <SinkRate>100.01</SinkRate> <SinkAccel>100.0</SinkAccel> </Decay>That will make the units disappear instantly when killed and the blood should be gone as well. [Edit] As was mentioned in an earlier post, there may be an issue getting the file changes to take if you are playing the official release version since all the data is in a zip file. I have not tried changing files there. I guess you could extract the public.zip file, make the change, and then re-zip it.
  2. Certain maps are much harder on the pathfinder. Forest maps tend to be bad.
  3. Many of the scripts hotload on save, so changes are reflected immediately. This is really helpful for working on things like the GUI.
  4. True. I guess I always use windowed mode as that makes it much easier to play around with data files.
  5. I was thinking that he just wanted to end a match and start over, not close the game out. If he does want to close the game out, there should also be a "close window" "X" button on most platforms. As far as I know, that will not prompt first so there won't be an issue with the dialogs. ALT+F4 will work fine too.
  6. Athens is sort of considered a default civ so deleting that may prevent it from working.
  7. I thought those had already been sent (or at least a lot of them). I haven't been active in awhile, so I could be wrong. Perhaps a staff member will see this thread and respond. If not, feel free to send a pm or email asking about perk status.
  8. I thought perks were already going out. Did you not get an email about it?
  9. You can also generate a giant random map. Then you will have plenty of time to read it.
  10. Might be nice to actually line our releases up to keep people on the latest release without having to resort to PPAs (which take more effort to set up and have security risks). Would take away some of our flexibility, but it's still something to think about.
  11. I'm noticing that we are still getting a bit of the "impassable red" around the edges of the water. I can see some in that first screenshot also. It's not nearly as bad as before though.
  12. I don't think that their walk speed is fast enough for that to be enough of a bonus. They are only a little faster than infantry in the game, whereas in reality, the walk speed would be several times faster. Since we have slowed them down over what they would normally be, I think the faster gathering is in order. Also, they cannot collect any other resource or build or even help build (like a worker elephant).
  13. Technically it could be considered cheating since with a low camera view you can see where the mountains are, etc.
  14. AI - Petra: tech is not defined http://trac.wildfiregames.com/ticket/2797 fixed
  15. I don't really miss formations for the most part, but I did enjoy the "caravan" when units traveled a long distance across the map. Also, the "battle line" they formed when they arrived was very useful. I remember Philip putting a bit of work into that to make it work. (I think AoE 3 was our inspiration.) As it is now, they just form a large clump on arrival while many units futility trying to get to the center of the mass.
  16. Seems taking out formations leaves the armies in clumps when you task a lot of units to a single location? I miss the ordered lines on arrival.
  17. Walls are rarely used in a lot of RTS games. I hope they are stronger if they take longer to build or I'll probably never get to see them used anywhere.
  18. AoE3 had a building that could train cannons as a trickle so that the only cost was time (it was slow enough to be fair). I don't see why we couldn't do that in our game for some unit.
  19. New AI bug: http://trac.wildfiregames.com/ticket/2747 Fixed in: http://trac.wildfiregames.com/changeset/15674
  20. #2741 and #2743 are fixed in http://trac.wildfiregames.com/changeset/15664 #2742 is fixed in http://trac.wildfiregames.com/changeset/15665
  21. I put some bugs in trac. AI: Petra - TypeError: p is undefined http://trac.wildfiregames.com/ticket/2741 Warning when training Mauryan Healer Hero "Acharya Chanakya" http://trac.wildfiregames.com/ticket/2742 Garrison Error with Mauryan Archers http://trac.wildfiregames.com/ticket/2743 Victory music fails to play (Probably duplicate of #2714 "Defeat music not played") http://trac.wildfiregames.com/ticket/2744
  22. Would be nice if it used the underlying terrain, but I guess we don't support that. Looks nice, although it doesn't really feel like a "wonder". Maybe it should have multiple images?
  23. Well, I did have to make new actors. However, I only used existing models and textures. If we were going to make a real mod, we'd need proper textures as the stretching is pretty bad in my screenshots. Gandalf's hat was fun. It's a pointy helmet on top of a straw hat.
  24. I think he meant on how to convert from playing AoK to 0AD, not unit conversion.
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