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elexis

WFG Retired
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Everything posted by elexis

  1. Replays are saved in separate directories for each release so you can still watch the old ones. That hadn't been implemented for savegames at the time and they are all stacked a bit messily all into the same directory. They are not deleted, can still be loaded with older versions of the game and the loading screen informs you whether it is compatible or not. You can install multiple versions of the game if you install it to different directories. Only the user configuration is shared across versions and is sometimes not entirely compatible.
  2. It would be nice to link the name to the new content. So either something describing the new gamemode (relics / catafalques) or the new art would be ideal, if we find something that would fit remotely.
  3. Contrary to countless other design topics, this one had a number of team members agreeing to proposals. So it sounds like someone who is still active on the project could implement it or at least write a ticket linking to this thread and generally describing what the design requirements are. In case of being able to state how it should be implemented, we might even be able to tag it as a simple ticket and let newcomers implement it, so that we only have to do the reviewing part.
  4. We're planning a migration because it occurs too often.
  5. Here we can see why we don't want to add the hack but need proper terrain adaptation: We have the same problem with selection rings in 0ad:
  6. Replays only work if you use the same version of the game and the same mods
  7. I think the implementation of that wasn't even complete, only simulation code for that existed but not graphical options for that. It was removed by rP18393. Old versions of 0ad can still be downloaded from the main website. Gotta click, somewhere over there
  8. http://trac.wildfiregames.com/wiki/GameDataPaths I assume it's in /home/user/.local/share/0ad/mods/public/maps/ But you can also use the binaries/data/mods/public/maps/ subfolder of the installation
  9. There is a plan to add a simple form of aura visualization in D238. It renders a small 32px * 32px texture in a circle of the aura range. If that proposal is implemented correctly, we can use the same for any range visualization, i.e. attack range and heal range too. The footprint issue is not the only one with the delenda est approach. The aura can alos disappear under or fly above the terrain. So I hope someone with openGL kung fu skills will be able to help and motivate us a bit to extend that approach to cut one of those big 1024px * 1024px textures into smaller pieces and render all of them at the corret terrain elevation. Then we can have truly awesome graphics. Especially for the hero and the new relic auras it'd be awesome. The feature has a huge lust for programmers lifetimes again though.
  10. Can be seen in the replay when clicking on the unit. The last rework of that "ConquestCritical" entity flag was in #3229. I recall players can still survive with docks (so they could still be able to produce military and trade ships. Docks give population too, so if one has many docks, one could do something with it. Should probably remove it though.) Looking at the fishing ship template, the "-ConquestCritical" removal doesn't exist there either, so should likely be added there. While at it, might think whether we find some other units that shouldn't stop the player from getting defeated. Someone said he survived a game with a Healers. Same story... He could do something with it, but on the other side, he won't be able to rebuild.
  11. Was there some dock too? Was there a man or woman in the ship?
  12. I assume you closed the game in the loading screen?
  13. (From the commands.txt one can see the time when the replay was done, from that we can see the svn revision was used and that it is a delenda est replay. After that I could replay it.) Do you mean that the women went to a dropsite instead of the CC? I recall that was an issue since earlier versions of 0AD already
  14. No pathfinding changes in alpha 22 as far as I know. (If you mean those wolves trying to get into the walls but never making it, this is the case for soldiers too when they are ordered to move into a walled area. Or just sending a move command to 100 units to some point and most of them will circle pit forever)
  15. Setting resources for traders individually was implemented once but was removed. There is some code complexity to accomplish that and the arguments to keep it didn't seem compelling.
  16. That's a broken translation in gui/session/session.js line 400. That line contains Engine.GetGUIObjectByName("tradeHelp").tooltip = colorizeHotkey( translate("Select one type of goods you want to modify by clicking on it (Pressing %(hotkey)s while selecting will also bring its share to 100%%) and then use the arrows of the other types to modify their shares."), "session.fulltradeswap"); Either the hotkey or percent number is broken in that language. Please report or fix it yourself at https://www.transifex.com/wildfire-games/0ad/ It's in the "public-gui-ingame" resource
  17. At least for my part, I want to have something released that not only has a bunch of bugfixes but is notably different from the predecessor and makes players happy when seeing the new features. There are still some proposals for this release which have to be polished and some critical bugfixes which might take also one or the other week to fixup. Agreeing with the others, it's done when it's done. Hoping it will be rather something in summer than in winter. Could post some screenshots, but that would just spoil. Last release was november and someone said on christmas evening that the 'game is the perfect christmas gift', which is exactly how I want our players to feel and therefore willing to let em wait to accomplish that.
  18. Capture The Relic gamemode in the catafalque variation was implemented in D152. They will recieve unique bonuses and auras just like alive heroes D269. A gamemode with artifacts that have to be picked up and garrisoned is not ruled out but compatible to the above gamemode and can be done once we have entity pickup #28.
  19. Just putting it out there: 4. Make it a gamesetup option to allow dropsites in neutral territory that is disabled by default.
  20. A github repo has the disadvantage of only providing files, no screenshots, no playerlist, no map info, no descriptions. There should be an official repository at some point where people can up and download their replays with a single click in the game itself. Also there are plans to allow players to describe and rate the game just after playing it (because at that point the memory is still fresh).
  21. Ganz unwahrscheinlich ist es aber auch nicht, jemanden in der multiplayer lobby zu finden der eure Sprache spricht.
  22. Indeed I don't think 120 minutes is a realistic option, but I do think people should be able to chose whatever value they want. For example if someone really wants to try for 2 hours to defeat the enemy before the timer runs out but still having the opportunity to end the game automatically in case there is no decision on the battlefield. Also it is planned to allow combining victory conditions (somewhere mentioned in this thread long ago iirc). So you could be able to play regicide + conquest + wonder victory + relic victory all in one game.
  23. You can set the countdown in the matchsettings, even set it to 0. As mentioned in the ticket and post above, there are some more things planned. Players could be able to set 1 to 8 relics. The relic cannot be destroyed. The same issue with some units trying to attack invincible units applies to invincible units that are focused when attacking, for example while Promotion or with the treasure seeker woman on survival of the fittest. AI support already has a work-in-progress patch (D236).
  24. "Ought to" as in how the current code is expected to behave. Sure, they can absolutely be reused, perhaps for some campaign too. Room for possibilities just opened :-)
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