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elexis

WFG Retired
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Everything posted by elexis

  1. @wowgetoffyourcellphone We have a naming issue with the proposed gamemode. Capture The Flag doesn't fit to the implementation nor to the game itself. Capture The Relic seems much better, but that name should probably be reserved for the previously planned gamemode where relics need to be picked up and garrisoned. Should we go try Capture The Catalafque? I'm not sure whether I want that "catalafque" name throughout the GUI and simulation code (whereas I wouldn't mind reading CaptureTheRelic in the code).
  2. I hope your missing an s there That should require about 2 or 3 lines of code changed, maybe you want to look into it? Should this tooltip also be shown in other places? Maybe in the captions of the resources tab in the summary screen? In the tooltip of the resource count caption of the selection details? The carrying resources tooltip can't show it as we can't conceptually show tooltips of tooltips (because moving the mouse cursor hides the tooltip). Sometime we should be able to select starting resoures for each type individually, we could show it there then too. If the answer to the above question is no, then I can still conditionally accept your request. The condition being that you create a JustusAvramenko or wowgetoffyourcellphone account on http://code.wildfiregames.com, test the proposed fix to your request with vanilla 0ad and delenda est for functionality, try to look at the code whether it remotely makes sense and doesn't look ugly and click on accept. We have the review requirement so it needs the attention of two people: one team- or non-team member confirming that the patch is sensible and one team-member taking the full responsability of the diff by committing it.
  3. Hi DarcReaver! http://trac.wildfiregames.com/wiki/GettingStartedProgrammers Hope to see patches! Checkout the simple tickets and feel free to come to IRC to ask questions!
  4. I thought he meant committed maps. Indeed one can't add translations in atlas itself (sorry if that caused confusion)
  5. Everything becomes translated on transifex, you just need an account there and can start http://trac.wildfiregames.com/wiki/Localization
  6. Image depicts me before committing the UnitAI bug(s?) in Polar Sea yesterday. Patch to make Rouen circular in D177. It also renames the map to Ratumacos, as that is the gallic name of the location at the time. Is that better or should we keep Rouen?
  7. In the most recent update of https://code.wildfiregames.com/D156: Add minimum distance 15 between wolf spawn points, so that two spawn points can't end up right besides each other, making it unfair for one player. With a chance of 1/3, use exactly niektb's environment settings (besides a random sun angle and a random sun elevation that casts a significant shadow) suggested in https://wildfiregames.com/forum/index.php?/topic/21519-new-maps-for-a22/#comment-327610 With a chance of 2/3 use a more randomized daylight environment setting (with a sun elevation that casts a significant shadow, but not as deep as we expect it on a sunrise/sunset time) Use niektb's screenshot from the forum thread as a map preview Deal?
  8. Maybe smart people won't click the upgrade, but every newcomer does before understanding the map. It's been the case with survival. People building farmsteads despite fields being absent from the build list. Also building storehouses when there's not a single resource near them. If those buildings are missing from the list, they realize that they have to think differently. If they built it, they wasted almost half their initial wood (survival with low/medium res) and defeated themselves. Even if people are aware that the building/tech is not useful, each time they see the entry they are reminded to by no means click on that thing. Sorry for my somewhat strong opinion. :-s Removing docks from undockable maps doesn't have the same issue as the dock can't be placed anywhere, so its not possible to waste resources. Do share the "meh who cares" argument for the vision tech, though not a strong opinion against it.
  9. I agree that the diplomacy screen seems to be the wrong place, since the bribing a spy is not directly related to diplomatic relations. The diplo screen is only used everytime when we need to pass a playerID argument, as in this case. The spy request could become a button in a special building, like the techs, production queue and upgrades, but that needs some rewriting as we can currently have only one of these button types per row. Also it would require some kind of popup box where you select the target player in a dropdown. Interesting concept for sure to link features to heroes, they shouldn't just be the strongest military unit with some strong auras but enable new qualities.
  10. Any suggestions on improvements are welcome (3 or 4 of them have already popped up after the commit, it was mostly committed to prevent endless rebases and rereviews of the same code). Core spy functionality with some heated arguments was added in https://code.wildfiregames.com/D117 Focusing on the spy after a succesful bribe was added in https://code.wildfiregames.com/D169 Testing code to prevent devs from adding hidden bugs is proposed in https://code.wildfiregames.com/D170 Keeping the diplomacy window opened after a successful bribe proposed in https://code.wildfiregames.com/D171 Some code cleanup following the commit https://code.wildfiregames.com/D172 Displaying the cost in the tooltip of the button https://code.wildfiregames.com/D173 I personally want to see a spy function for the wonder / hero in wonder victory / regicide gamemode, if the gamesetup option doesn't prohibit spies. Lobby players, including some devs are skeptical whether the price is too high and whether it should be restricted to traders, but the feature is still useful in some situations and it should be really expensive as we don't want it be used frequently. Summary screen extension proposed in #4498
  11. Depending on map, settings, skils, 45min to 90min on average I guess
  12. I dont think it says "Unassigned player" but it's the label "Follow Player". Agree that people should be able to click on it, but obviously the controls can't be in the same place. Still dunno how to do it exactly without sacrificing usability for the non-minimal resolutions
  13. > Disable the tech for the first two player and not the last two Could be done from a trigger script, not that hard actually. I don't like it, but the wooden tech was really bothering me when playing and removing it feels like polishing.
  14. About disabled techs: Since it's done from a triggerscript, it's unrelated to the gamesettings. There is a ticket for disabling docks on non-water maps. Play that map and click on storehouses and tell me that wooden tech icon is useful. I don't believe it, it always distracted me as seeing a clickable wood upgrade button intuitively means to me to click it (as one basically always has at least 26 units gathering, and at that point researching it (the first one) means that the gatherrate is increased further as when investing the same amount of wood into more wood gatherers (ignoring food cost)). But good point, I forgot we could do it from the JSON file too. As with the rest of the map, I took inspiration from survival which also has the same code blob (and I'm expecting to add further code that will later have to be unified too). About Sun Elevation: On the previous version, the rotation is randomized while the inclination is fixed. I agree with lowering the sun elevation so that the shadows are deeper. That solves the issue of repetitive textures that became apparent by removing the overbrightness effect wowgetoffyourcellphone refered to. Guess we might still want to randomize the elevation so that we often have that nice effect while keeping mapgens unique on all ends.
  15. The german video game magazine GameStar has done a brief review of our favorite game! Was ist... 0. A.D.? - Age of Empires im Blut - GameStar
  16. Thanks for the feedback niektb, wowgetoffyourcellphone, Sandarac, maxticatrix, siole and echotango ! (Also thanks to Grugnas and borg who tried for 2 hours but utterly failed to apply the patch, you will see the map soon enough though) Playtest: Players: maxticatrix, siole, myself Replay: 2017-02-24_0004.zip Revision: 19242 Map version: D156.id584.diff Summary: Last Man Standing Game. For the first hour players couldn't build anything real, never reached the pop limit, lost units all the time unless paying attention. Starting food was missing, so no defenses could be built up. After that time, the players became formidable and the game became really interesting. Confirmed good, interesting, unique map that requires the player to develop new strategies! Notice if players get defeated, the remaining ones get even more wolves Environment Settings: It was the sun elevation in particular that made the textures too shiny. By generating the map in atlas, we can play with the sliders to see the different effects (rather than restarting the game each time). Tested lots of settings, the range of well looking elevations is very small). The skyset is more important than the water tint and color apparently, changing the prior had no noticeable effect. None of the skysets seem to be ideally fitting. Description: Ultimately the way in which the map is to be played should be discovered by the players themselves. I observed most players don't read descriptions for various reasons (randomly chosed map for example). For that reason we had added the market in the first place, so that it becomes self-evident from the map. Starting with higher resources will make it significantly easier, as the wolves are only slightly annoying once city phase is reached with some towers and many units around. Another example of something that the description doesn't tell is that going for corrals and skipping fields altogether can be preferable, even if much slower usually, as women die with one bite but cavalry can garrison the CC and kill of the wolves safely. Also regicide mode clearly helps early on. Other Improvements: Fixed performance bug (5 second freeze each wave if the map was spammed) Disabled wood tech, as there is no wood First wave after 5min, not 0 Starting food (10 muskox), as starting with females on farms is ruled out Documented RangeManager bug at #4495, also noticed the famous red water bug
  17. Smarter wolves in https://code.wildfiregames.com/D156 @wowgetoffyourcellphone can we get you to review the map placement part?
  18. There was a healer balancing overhaul last Alpha by causative: r18280 Reduce upgraded and promoted healer range and make healers smarter (#3932) Healing range was kept short as it appeared like magic to the reviewer (I don't care much, many auras are magical too) Area healing could be done with an aura, but that would be dirty. A cleaner solution would be more involved and I don't see anyone being incentivized to rewrite much code to implement that. Making healers cheaper or heal faster can be proposed if you can show me some replay or mathmatical equatoin showing that they are currently useless. (I don't believe they are useless as in fact they add many health points, but perhaps could become more useful, dunno)
  19. About Renames: I'm open to renames. Howe Sound urgently needs a new name, it's entirely out of place, not sure about Ngorongoro and Amazon. I don't mind African Plains being generic (alpine lakes and a number of other examples have that too). Personally I don't mind having random map scripts of places on earth where our civilizations were not present at the time though (as long as those aren't part of a historical campaign). We could add a mapfilter for those if that helps. About Disabled Treasures: Spawning treasure with a trigger script instead could work, but why not allow players to disable the treasure if they want to? We have added the market, so that players immediately grasp that this map is about trade. It is even possible to barter (metal and stone that can be gathered) and create trade carts in phase 1. Also the map can be played with higher starting resources. And if in the worst case, treasures are disabled, map started with low resources and players not having patience, they can rehost. About Wolves: An updated patch is going to be uploaded in the next hours and wolves will be more badass and attack the closest organic units around. At this point I'm eager to playtest this to see if it's getting too hard to build and defend a tradeline.
  20. You're speaking of the Petra Bot? (Uploading a replay of vanilla 0AD often helps, though a recipe how to reproduce which you provided here is even better)
  21. Also tt is planned to use the proposed campaign infrastructure patch #4387 with tutorial campaigns. Adding a main menu entry as a shortcut is advisable indeed.
  22. Whut? Is it present in the replay too? Can you upload one? (Main menu -> Tools & Options -> Replays -> clicking on delete show the filepath). (Must be something with your system I believe though as noone else has that issue)
  23. I tried but couldn't reproduce the described bug. leper, I agree that ripping out something that is entirely broken allows a clean start, but the problem extends the persistmatchsettings (TM) feature, as the identical problem also applies when switching the map: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.js;19236$1246 This will become even more complex when we add settings which are only defined by a map itself. But I'm convinced we will figure something out (we have to).
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