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WhiteTreePaladin

WFG Retired
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Everything posted by WhiteTreePaladin

  1. Thanks for fixing it. I wasn't sure if it was one issue or multiple.
  2. OK, that makes sense. The patch looks good. Didn't check the size changes, just the words though. I believe that is correct. (I checked a few different sources. Some gave even more specific title rules than the source I linked.) It's certainly not the only inconsistent grammar rule. In programming, "title case" means that the first letter of each word is always capitalized, but in real titles there are some common small words that are not capitalized.
  3. Not sure exactly what you mean. Is there another ticket that refers to the capitalization? Are you asking if it's already been fixed or for a rule reference? The game current still uses the capital letters for "The" and "To" in those cases so I don't think it's been updated yet. (I'm on the Git version so I am sometimes a little behind.) Generally unimportant words are not capitalized unless they are first. Here's a reference I found in case that's what you wanted: https://owl.english.purdue.edu/engagement/2/1/42/ [Edit] I noticed that only four wonder messages can show at at time. (Probably all middle messages are affected.) The top message out of the four doesn't quite fit and its top portion is trimmed off. My screen is in windowed mode so it's a little less than 1080 when title bar and taskbar are taken into account. I thought the minimum resolution was still 768 though.
  4. Fire ships are invincible. They cannot even be manually deleted. Git revision: commit bb8c031520230ed1230683c9ba18e93cf6e3d21d Merge 'remotes/trunk' interestinglog.html WARNING: JavaScript warning: simulation/components/Damage.js line 181 reference to undefined property data.direction ERROR: Error in timer on entity 1, IID57, function MissileHit: TypeError: v is undefined Vector2D.from3D@globalscripts/vector.js:146:2 Damage.prototype.CauseSplashDamage@simulation/components/Damage.js:181:18 DeathDamage.prototype.CauseDeathDamage@simulation/components/DeathDamage.js:75:1 Health.prototype.Reduce@simulation/components/Health.js:226:5 Armour.prototype.TakeDamage@simulation/components/Armour.js:66:9 Damage.prototype.CauseDamage@simulation/components/Damage.js:241:20 Damage.prototype.MissileHit@simulation/components/Damage.js:134:3 Timer.prototype.OnUpdate@simulation/components/Timer.js:120:4 ERROR: Error in timer on entity 8014, IID69, function ExecuteRegeneration: TypeError: v is undefined Vector2D.from3D@globalscripts/vector.js:146:2 Damage.prototype.CauseSplashDamage@simulation/components/Damage.js:181:18 DeathDamage.prototype.CauseDeathDamage@simulation/components/DeathDamage.js:75:1 Health.prototype.Reduce@simulation/components/Health.js:226:5 Health.prototype.ExecuteRegeneration@simulation/components/Health.js:158:3 Timer.prototype.OnUpdate@simulation/components/Timer.js:120:4 ERROR: JavaScript error: simulation/ai/petra/gameTypeManager.js line 522 TypeError: this.criticalEnts.get(...) is undefined m.GameTypeManager.prototype.assignGuardToCriticalEnt@simulation/ai/petra/gameTypeManager.js:522:3 m.GameTypeManager.prototype.checkEvents@simulation/ai/petra/gameTypeManager.js:238:1 m.GameTypeManager.prototype.update@simulation/ai/petra/gameTypeManager.js:548:2 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2290:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 commands.txt metadata.json
  5. Small suggestion: I would change the message when all relics are captured from "will have won" to "will win". [Edit] Went ahead and created a ticket so it won't get lost in the forums. https://trac.wildfiregames.com/ticket/4718#ticket
  6. That's an impressive list. Look forward to seeing any of those.
  7. We should probably reword that in a more positive way. Something more like they only cost food not wood so they are a great way to get your economy going early on in the game. (The lack of wood cost frees up that resource for constructing buildings.) Would also mention that they excel at food gathering.
  8. I don't think they have actually been implemented in Delenda Est. I think that link is just the design document. There shouldn't be anything technical preventing them from being added, but it might be a significant effort. Medieval Total War's battalions were too large for me. I prefer the battalions in the BFME 1 and 2 series although they weren't really large enough to call a battalion because they only contained around 5-20 units depending on the strength of the units. I've been asking for some sort of grouped units to be added to 0 A.D for awhile. I think most people here are really attached to AoK, so they prefer the individual unit control. That said, we do have territories which work very well and were not present in AoK, so maybe there is still hope for battalions to be used in some portion of the game. Even if 0 A.D. doesn't use them, I think having a battalion system would be great for modders. I played AoK and AoE3 recently and they both feature a column formation when moving units from one location to another. We used to have that too, but it was removed in one of the many pathfinder fixes. It was a very, very nice feature. I hope that one gets added back someday for sure.
  9. I assumed it would be a feature provided by a trigger script. Only certain maps would have it. (It would be easy to add since I think multiple scripts are allowed for a map.) I think it could be nice to make it a game option, but that would be more involved and take more planning. For gameplay purposes, I wanted the unit and building LoS to increase or decrease depending on the time of day. It would allow night time raids because all players viewable range would be diminished, but it wouldn't look right without changing the lighting.
  10. Do we want to keep them separate? (There might be a reason to hide rendering from the simulation.) If not, is this a difficult thing to add?
  11. Yeah, I think being 'down with' something is slang, so it probably translates in very interesting ways. It's not related to things like 'down with the king' or 'he is down with the flu' which are both obviously negative.
  12. sphyrth, I agree with your comments. There is a bit too much text. I think an on screen text message that disappears would be a better option for the instruction. An objectives section like in AoK would work well if the player needed to reread something.
  13. Yes, this is what I do. "Conquest Structures" as the victory condition tends to work well.
  14. Right, that's what I thought as well. Just didn't see where I could get access to lighting from a component. There is a WaterManager component.
  15. I've looked though the components but I'm not sure if it is possible to access the global lighting from component for use in a trigger. I think it would be neat to experiment with a day and night cycle that changed the global lighting options (sun angle, color, etc) and also increased and lowered building and unit line of sight to correspond to the time of day. Is this possible?
  16. There definitely were hundreds and hundreds of units. It was a decent sized map and there were so many gaia units moving it looked like a huge swarm that completely encompassed the other side. I don't think I had any teams that particular time - was just a free for all. Generally the AI can survive if there are teams and often does not survive when alone. The lag is pretty bad, but that could just be pathfinding for lots of units? It's quite a fun and unique map though. I really do like it. I think perhaps we should make a new map category for the ones that have significant trigger work. Maybe "scripted"? They provide a unique experience and I think it would be nice if they were more discoverable. Also, for players that don't want anything but a pure random map, it could provide a nasty surprise if they don't read the description carefully. Of course, that would be one way to make people read descriptions.
  17. One issue with this map is that gaia seems to not have population limit checks. I was playing with 5 or so computer players. I couldn't understand why the lag was so horrible because I often use 5+ computer players on maps. When I was declared the winner even though I had not attacked yet, I checked the other side of the river and there had to be a couple thousand or more gaia units roaming around and the river was filled with their ships. I know triggers can ignore population limit rules, but I think this map should only produce gaia units up to some predetermined limit. (The limit could vary depending on number of players, max pop limit size, map size, etc.)
  18. First thing is to go into the options and enable the show FPS option. (It will appear as a little overlay.) This will allow you to more objectivity evaluate performance issues. Try a variety of maps to see if you notice a difference. (Some maps I can't play without a lot of lag and some maps run well.) Also, smaller maps run better, so try a small map with fewer players. Turn all the graphics options off and if possible run the game in windowed mode with a lower resolution. (Most of this can be done in the options, but setting the window size requires editing the config file.) Once you get it to run smoothly, start selectively adding features back to see what is causing the issue. I have found that on integrated graphics, the water features dramatically lower my framerate. The resolution also greatly affects the framerate.
  19. I believe you just have to make the source code available; providing a location to download it should be adequate. I don't think you even have to host it yourself. You are probably better off tying your (public) releases to ours unless you plan on modifying the engine. You could still work off of the dev version. This would require your players to download the dev version here first and then apply your mod. Mods don't require any packaging. Packaging is only needed if you want it to appear as a stand-alone game. Packaging is a decent amount of effort. I wouldn't think you would want to tackle that until your mod is further along.
  20. I think it was an issue with something that was leftover. I cleaned everything and it is working now.
  21. It's so nice to see some differentiation of the Greek architecture.
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